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Adam W. Harley

Publications and source records attributed to Adam W. Harley.

At least 19 recordsLinked to original sources

PointSt3R: Point Tracking through 3D Grounded Correspondence

Recent advances in foundational 3D reconstruction models, such as DUSt3R and MASt3R, have shown great potential in 2D and 3D correspondence in static scenes. In this paper, we propose to adapt them for the task of point tracking through 3D grounded correspondence. We first demonstrate that these models are competitive point trackers when focusing on static points, present in current point tracking benchmarks ($+33.5\%$ on EgoPoints vs. CoTracker2). We propose to combine the reconstruction loss with training for dynamic correspondence along with a visibility head, and fine-tuning MASt3R for point tracking using a relatively small amount of synthetic data. Importantly, we only train and evaluate on pairs of frames where one contains the query point, effectively removing any temporal context. Using a mix of dynamic and static point correspondences, we achieve competitive or superior point tracking results on four datasets (e.g. competitive on TAP-Vid-DAVIS 73.8 $\delta_{avg}$ / 85.8\% occlusion acc. for PointSt3R compared to 75.7 / 88.3\% for CoTracker2; and significantly outperform CoTracker3 on EgoPoints 61.3 vs 54.2 and RGB-S 87.0 vs 82.8). We also present results on 3D point tracking along with several ablations on training datasets and percentage of dynamic correspondences.

cs.CV

Generative Point Tracking with Flow Matching

Tracking a point through a video can be a challenging task due to uncertainty arising from visual obfuscations, such as appearance changes and occlusions. Although current state-of-the-art discriminative models excel in regressing long-term point trajectory estimates -- even through occlusions -- they are limited to regressing to a mean (or mode) in the presence of uncertainty, and fail to capture multi-modality. To overcome this limitation, we introduce Generative Point Tracker (GenPT), a generative framework for modelling multi-modal trajectories. GenPT is trained with a novel flow matching formulation that combines the iterative refinement of discriminative trackers, a window-dependent prior for cross-window consistency, and a variance schedule tuned specifically for point coordinates. We show how our model's generative capabilities can be leveraged to improve point trajectory estimates by utilizing a best-first search strategy on generated samples during inference, guided by the model's own confidence of its predictions. Empirically, we evaluate GenPT against the current state of the art on the standard PointOdyssey, Dynamic Replica, and TAP-Vid benchmarks. Further, we introduce a TAP-Vid variant with additional occlusions to assess occluded point tracking performance and highlight our model's ability to capture multi-modality. GenPT is capable of capturing the multi-modality in point trajectories, which translates to state-of-the-art tracking accuracy on occluded points, while maintaining competitive tracking accuracy on visible points compared to extant discriminative point trackers.

cs.CV

LookOut: Real-World Humanoid Egocentric Navigation

The ability to predict collision-free future trajectories from egocentric observations is crucial in applications such as humanoid robotics, VR / AR, and assistive navigation. In this work, we introduce the challenging problem of predicting a sequence of future 6D head poses from an egocentric video. In particular, we predict both head translations and rotations to learn the active information-gathering behavior expressed through head-turning events. To solve this task, we propose a framework that reasons over temporally aggregated 3D latent features, which models the geometric and semantic constraints for both the static and dynamic parts of the environment. Motivated by the lack of training data in this space, we further contribute a data collection pipeline using the Project Aria glasses, and present a dataset collected through this approach. Our dataset, dubbed Aria Navigation Dataset (AND), consists of 4 hours of recording of users navigating in real-world scenarios. It includes diverse situations and navigation behaviors, providing a valuable resource for learning real-world egocentric navigation policies. Extensive experiments show that our model learns human-like navigation behaviors such as waiting / slowing down, rerouting, and looking around for traffic while generalizing to unseen environments. Check out our project webpage at https://sites.google.com/stanford.edu/lookout.

cs.CV

AllTracker: Efficient Dense Point Tracking at High Resolution

We introduce AllTracker: a model that estimates long-range point tracks by way of estimating the flow field between a query frame and every other frame of a video. Unlike existing point tracking methods, our approach delivers high-resolution and dense (all-pixel) correspondence fields, which can be visualized as flow maps. Unlike existing optical flow methods, our approach corresponds one frame to hundreds of subsequent frames, rather than just the next frame. We develop a new architecture for this task, blending techniques from existing work in optical flow and point tracking: the model performs iterative inference on low-resolution grids of correspondence estimates, propagating information spatially via 2D convolution layers, and propagating information temporally via pixel-aligned attention layers. The model is fast and parameter-efficient (16 million parameters), and delivers state-of-the-art point tracking accuracy at high resolution (i.e., tracking 768x1024 pixels, on a 40G GPU). A benefit of our design is that we can train jointly on optical flow datasets and point tracking datasets, and we find that doing so is crucial for top performance. We provide an extensive ablation study on our architecture details and training recipe, making it clear which details matter most. Our code and model weights are available at https://alltracker.github.io

cs.CV

Animal Pose Labeling Using General-Purpose Point Trackers

Automatically estimating animal poses from videos is important for studying animal behaviors. Existing methods do not perform reliably since they are trained on datasets that are not comprehensive enough to capture all necessary animal behaviors. However, it is very challenging to collect such datasets due to the large variations in animal morphology. In this paper, we propose an animal pose labeling pipeline that follows a different strategy, i.e. test time optimization. Given a video, we fine-tune a lightweight appearance embedding inside a pre-trained general-purpose point tracker on a sparse set of annotated frames. These annotations can be obtained from human labelers or off-the-shelf pose detectors. The fine-tuned model is then applied to the rest of the frames for automatic labeling. Our method achieves state-of-the-art performance at a reasonable annotation cost. We believe our pipeline offers a valuable tool for the automatic quantification of animal behavior. Visit our project webpage at https://zhuoyang-pan.github.io/animal-labeling.

cs.CV

TAPIP3D: Tracking Any Point in Persistent 3D Geometry

We introduce TAPIP3D, a novel approach for long-term 3D point tracking in monocular RGB and RGB-D videos. TAPIP3D represents videos as camera-stabilized spatio-temporal feature clouds, leveraging depth and camera motion information to lift 2D video features into a 3D world space where camera movement is effectively canceled out. Within this stabilized 3D representation, TAPIP3D iteratively refines multi-frame motion estimates, enabling robust point tracking over long time horizons. To handle the irregular structure of 3D point distributions, we propose a 3D Neighborhood-to-Neighborhood (N2N) attention mechanism - a 3D-aware contextualization strategy that builds informative, spatially coherent feature neighborhoods to support precise trajectory estimation. Our 3D-centric formulation significantly improves performance over existing 3D point tracking methods and even surpasses state-of-the-art 2D pixel trackers in accuracy when reliable depth is available. The model supports inference in both camera-centric (unstabilized) and world-centric (stabilized) coordinates, with experiments showing that compensating for camera motion leads to substantial gains in tracking robustness. By replacing the conventional 2D square correlation windows used in prior 2D and 3D trackers with a spatially grounded 3D attention mechanism, TAPIP3D achieves strong and consistent results across multiple 3D point tracking benchmarks. Project Page: https://tapip3d.github.io

cs.CV

Monocular Dynamic Gaussian Splatting: Fast, Brittle, and Scene Complexity Rules

Gaussian splatting methods are emerging as a popular approach for converting multi-view image data into scene representations that allow view synthesis. In particular, there is interest in enabling view synthesis for dynamic scenes using only monocular input data -- an ill-posed and challenging problem. The fast pace of work in this area has produced multiple simultaneous papers that claim to work best, which cannot all be true. In this work, we organize, benchmark, and analyze many Gaussian-splatting-based methods, providing apples-to-apples comparisons that prior works have lacked. We use multiple existing datasets and a new instructive synthetic dataset designed to isolate factors that affect reconstruction quality. We systematically categorize Gaussian splatting methods into specific motion representation types and quantify how their differences impact performance. Empirically, we find that their rank order is well-defined in synthetic data, but the complexity of real-world data currently overwhelms the differences. Furthermore, the fast rendering speed of all Gaussian-based methods comes at the cost of brittleness in optimization. We summarize our experiments into a list of findings that can help to further progress in this lively problem setting.

cs.CV

EgoPoints: Advancing Point Tracking for Egocentric Videos

We introduce EgoPoints, a benchmark for point tracking in egocentric videos. We annotate 4.7K challenging tracks in egocentric sequences. Compared to the popular TAP-Vid-DAVIS evaluation benchmark, we include 9x more points that go out-of-view and 59x more points that require re-identification (ReID) after returning to view. To measure the performance of models on these challenging points, we introduce evaluation metrics that specifically monitor tracking performance on points in-view, out-of-view, and points that require re-identification. We then propose a pipeline to create semi-real sequences, with automatic ground truth. We generate 11K such sequences by combining dynamic Kubric objects with scene points from EPIC Fields. When fine-tuning point tracking methods on these sequences and evaluating on our annotated EgoPoints sequences, we improve CoTracker across all metrics, including the tracking accuracy $\delta^\star_{\text{avg}}$ by 2.7 percentage points and accuracy on ReID sequences (ReID$\delta_{\text{avg}}$) by 2.4 points. We also improve $\delta^\star_{\text{avg}}$ and ReID$\delta_{\text{avg}}$ of PIPs++ by 0.3 and 2.8 respectively.

cs.CV

View-Consistent Hierarchical 3D Segmentation Using Ultrametric Feature Fields

Large-scale vision foundation models such as Segment Anything (SAM) demonstrate impressive performance in zero-shot image segmentation at multiple levels of granularity. However, these zero-shot predictions are rarely 3D-consistent. As the camera viewpoint changes in a scene, so do the segmentation predictions, as well as the characterizations of "coarse" or "fine" granularity. In this work, we address the challenging task of lifting multi-granular and view-inconsistent image segmentations into a hierarchical and 3D-consistent representation. We learn a novel feature field within a Neural Radiance Field (NeRF) representing a 3D scene, whose segmentation structure can be revealed at different scales by simply using different thresholds on feature distance. Our key idea is to learn an ultrametric feature space, which unlike a Euclidean space, exhibits transitivity in distance-based grouping, naturally leading to a hierarchical clustering. Put together, our method takes view-inconsistent multi-granularity 2D segmentations as input and produces a hierarchy of 3D-consistent segmentations as output. We evaluate our method and several baselines on synthetic datasets with multi-view images and multi-granular segmentation, showcasing improved accuracy and viewpoint-consistency. We additionally provide qualitative examples of our model's 3D hierarchical segmentations in real world scenes. The code and dataset are available at https://github.com/hardyho/ultrametric_feature_fields

cs.CV

ODIN: A Single Model for 2D and 3D Segmentation

State-of-the-art models on contemporary 3D segmentation benchmarks like ScanNet consume and label dataset-provided 3D point clouds, obtained through post processing of sensed multiview RGB-D images. They are typically trained in-domain, forego large-scale 2D pre-training and outperform alternatives that featurize the posed RGB-D multiview images instead. The gap in performance between methods that consume posed images versus post-processed 3D point clouds has fueled the belief that 2D and 3D perception require distinct model architectures. In this paper, we challenge this view and propose ODIN (Omni-Dimensional INstance segmentation), a model that can segment and label both 2D RGB images and 3D point clouds, using a transformer architecture that alternates between 2D within-view and 3D cross-view information fusion. Our model differentiates 2D and 3D feature operations through the positional encodings of the tokens involved, which capture pixel coordinates for 2D patch tokens and 3D coordinates for 3D feature tokens. ODIN achieves state-of-the-art performance on ScanNet200, Matterport3D and AI2THOR 3D instance segmentation benchmarks, and competitive performance on ScanNet, S3DIS and COCO. It outperforms all previous works by a wide margin when the sensed 3D point cloud is used in place of the point cloud sampled from 3D mesh. When used as the 3D perception engine in an instructable embodied agent architecture, it sets a new state-of-the-art on the TEACh action-from-dialogue benchmark. Our code and checkpoints can be found at the project website (https://odin-seg.github.io).

cs.CV

Refining Pre-Trained Motion Models

Given the difficulty of manually annotating motion in video, the current best motion estimation methods are trained with synthetic data, and therefore struggle somewhat due to a train/test gap. Self-supervised methods hold the promise of training directly on real video, but typically perform worse. These include methods trained with warp error (i.e., color constancy) combined with smoothness terms, and methods that encourage cycle-consistency in the estimates (i.e., tracking backwards should yield the opposite trajectory as tracking forwards). In this work, we take on the challenge of improving state-of-the-art supervised models with self-supervised training. We find that when the initialization is supervised weights, most existing self-supervision techniques actually make performance worse instead of better, which suggests that the benefit of seeing the new data is overshadowed by the noise in the training signal. Focusing on obtaining a "clean" training signal from real-world unlabelled video, we propose to separate label-making and training into two distinct stages. In the first stage, we use the pre-trained model to estimate motion in a video, and then select the subset of motion estimates which we can verify with cycle-consistency. This produces a sparse but accurate pseudo-labelling of the video. In the second stage, we fine-tune the model to reproduce these outputs, while also applying augmentations on the input. We complement this boot-strapping method with simple techniques that densify and re-balance the pseudo-labels, ensuring that we do not merely train on "easy" tracks. We show that our method yields reliable gains over fully-supervised methods in real videos, for both short-term (flow-based) and long-range (multi-frame) pixel tracking.

cs.CV

PACE: A Large-Scale Dataset with Pose Annotations in Cluttered Environments

We introduce PACE (Pose Annotations in Cluttered Environments), a large-scale benchmark designed to advance the development and evaluation of pose estimation methods in cluttered scenarios. PACE provides a large-scale real-world benchmark for both instance-level and category-level settings. The benchmark consists of 55K frames with 258K annotations across 300 videos, covering 238 objects from 43 categories and featuring a mix of rigid and articulated items in cluttered scenes. To annotate the real-world data efficiently, we develop an innovative annotation system with a calibrated 3-camera setup. Additionally, we offer PACE-Sim, which contains 100K photo-realistic simulated frames with 2.4M annotations across 931 objects. We test state-of-the-art algorithms in PACE along two tracks: pose estimation, and object pose tracking, revealing the benchmark's challenges and research opportunities. Our benchmark code and data is available on https://github.com/qq456cvb/PACE.

cs.CV

Zero-Shot Open-Vocabulary Tracking with Large Pre-Trained Models

Object tracking is central to robot perception and scene understanding. Tracking-by-detection has long been a dominant paradigm for object tracking of specific object categories. Recently, large-scale pre-trained models have shown promising advances in detecting and segmenting objects and parts in 2D static images in the wild. This begs the question: can we re-purpose these large-scale pre-trained static image models for open-vocabulary video tracking? In this paper, we re-purpose an open-vocabulary detector, segmenter, and dense optical flow estimator, into a model that tracks and segments objects of any category in 2D videos. Our method predicts object and part tracks with associated language descriptions in monocular videos, rebuilding the pipeline of Tractor with modern large pre-trained models for static image detection and segmentation: we detect open-vocabulary object instances and propagate their boxes from frame to frame using a flow-based motion model, refine the propagated boxes with the box regression module of the visual detector, and prompt an open-world segmenter with the refined box to segment the objects. We decide the termination of an object track based on the objectness score of the propagated boxes, as well as forward-backward optical flow consistency. We re-identify objects across occlusions using deep feature matching. We show that our model achieves strong performance on multiple established video object segmentation and tracking benchmarks, and can produce reasonable tracks in manipulation data. In particular, our model outperforms previous state-of-the-art in UVO and BURST, benchmarks for open-world object tracking and segmentation, despite never being explicitly trained for tracking. We hope that our approach can serve as a simple and extensible framework for future research.

cs.CV

Support-Set Context Matters for Bongard Problems

Current machine learning methods struggle to solve Bongard problems, which are a type of IQ test that requires deriving an abstract "concept" from a set of positive and negative "support" images, and then classifying whether or not a new query image depicts the key concept. On Bongard-HOI, a benchmark for natural-image Bongard problems, most existing methods have reached at best 69% accuracy (where chance is 50%). Low accuracy is often attributed to neural nets' lack of ability to find human-like symbolic rules. In this work, we point out that many existing methods are forfeiting accuracy due to a much simpler problem: they do not adapt image features given information contained in the support set as a whole, and rely instead on information extracted from individual supports. This is a critical issue, because the "key concept" in a typical Bongard problem can often only be distinguished using multiple positives and multiple negatives. We explore simple methods to incorporate this context and show substantial gains over prior works, leading to new state-of-the-art accuracy on Bongard-LOGO (75.3%) and Bongard-HOI (76.4%) compared to methods with equivalent vision backbone architectures and strong performance on the original Bongard problem set (60.8%).

cs.CV

PointOdyssey: A Large-Scale Synthetic Dataset for Long-Term Point Tracking

We introduce PointOdyssey, a large-scale synthetic dataset, and data generation framework, for the training and evaluation of long-term fine-grained tracking algorithms. Our goal is to advance the state-of-the-art by placing emphasis on long videos with naturalistic motion. Toward the goal of naturalism, we animate deformable characters using real-world motion capture data, we build 3D scenes to match the motion capture environments, and we render camera viewpoints using trajectories mined via structure-from-motion on real videos. We create combinatorial diversity by randomizing character appearance, motion profiles, materials, lighting, 3D assets, and atmospheric effects. Our dataset currently includes 104 videos, averaging 2,000 frames long, with orders of magnitude more correspondence annotations than prior work. We show that existing methods can be trained from scratch in our dataset and outperform the published variants. Finally, we introduce modifications to the PIPs point tracking method, greatly widening its temporal receptive field, which improves its performance on PointOdyssey as well as on two real-world benchmarks. Our data and code are publicly available at: https://pointodyssey.com

cs.CV

TIDEE: Tidying Up Novel Rooms using Visuo-Semantic Commonsense Priors

We introduce TIDEE, an embodied agent that tidies up a disordered scene based on learned commonsense object placement and room arrangement priors. TIDEE explores a home environment, detects objects that are out of their natural place, infers plausible object contexts for them, localizes such contexts in the current scene, and repositions the objects. Commonsense priors are encoded in three modules: i) visuo-semantic detectors that detect out-of-place objects, ii) an associative neural graph memory of objects and spatial relations that proposes plausible semantic receptacles and surfaces for object repositions, and iii) a visual search network that guides the agent's exploration for efficiently localizing the receptacle-of-interest in the current scene to reposition the object. We test TIDEE on tidying up disorganized scenes in the AI2THOR simulation environment. TIDEE carries out the task directly from pixel and raw depth input without ever having observed the same room beforehand, relying only on priors learned from a separate set of training houses. Human evaluations on the resulting room reorganizations show TIDEE outperforms ablative versions of the model that do not use one or more of the commonsense priors. On a related room rearrangement benchmark that allows the agent to view the goal state prior to rearrangement, a simplified version of our model significantly outperforms a top-performing method by a large margin. Code and data are available at the project website: https://tidee-agent.github.io/.

cs.CV

Simple-BEV: What Really Matters for Multi-Sensor BEV Perception?

Building 3D perception systems for autonomous vehicles that do not rely on high-density LiDAR is a critical research problem because of the expense of LiDAR systems compared to cameras and other sensors. Recent research has developed a variety of camera-only methods, where features are differentiably "lifted" from the multi-camera images onto the 2D ground plane, yielding a "bird's eye view" (BEV) feature representation of the 3D space around the vehicle. This line of work has produced a variety of novel "lifting" methods, but we observe that other details in the training setups have shifted at the same time, making it unclear what really matters in top-performing methods. We also observe that using cameras alone is not a real-world constraint, considering that additional sensors like radar have been integrated into real vehicles for years already. In this paper, we first of all attempt to elucidate the high-impact factors in the design and training protocol of BEV perception models. We find that batch size and input resolution greatly affect performance, while lifting strategies have a more modest effect -- even a simple parameter-free lifter works well. Second, we demonstrate that radar data can provide a substantial boost to performance, helping to close the gap between camera-only and LiDAR-enabled systems. We analyze the radar usage details that lead to good performance, and invite the community to re-consider this commonly-neglected part of the sensor platform.

cs.CV

Particle Video Revisited: Tracking Through Occlusions Using Point Trajectories

Tracking pixels in videos is typically studied as an optical flow estimation problem, where every pixel is described with a displacement vector that locates it in the next frame. Even though wider temporal context is freely available, prior efforts to take this into account have yielded only small gains over 2-frame methods. In this paper, we revisit Sand and Teller's "particle video" approach, and study pixel tracking as a long-range motion estimation problem, where every pixel is described with a trajectory that locates it in multiple future frames. We re-build this classic approach using components that drive the current state-of-the-art in flow and object tracking, such as dense cost maps, iterative optimization, and learned appearance updates. We train our models using long-range amodal point trajectories mined from existing optical flow data that we synthetically augment with multi-frame occlusions. We test our approach in trajectory estimation benchmarks and in keypoint label propagation tasks, and compare favorably against state-of-the-art optical flow and feature tracking methods.

cs.CV