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Alessio Del Bue

Publications and source records attributed to Alessio Del Bue.

At least 19 recordsLinked to original sources

AccioScene: Compositional 3D Scene Generation via Graph Diffusion and Interaction-driven Critics

This paper presents a framework for generating 3D indoor scenes from text prompts. Existing methods often formulate scene synthesis as an object layout prediction problem conditioned on a single input modality, such as a text description, room shape, or scene graph. This design can lead to object collisions and limited functional plausibility, reducing its practical applicability. To address these limitations, we introduce a multi-stage pipeline that better reflects practical scene creation scenarios. Given a text prompt describing partial scene content, our method first uses graph diffusion to produce a contextually coherent scene graph and then predicts a realistic object layout. In addition, we incorporate lightweight human-object interaction priors to encourage human-centric and functional arrangements, with explicit spatial constraints to reduce interpenetration. Our approach generates coherent 3D scenes with viable layouts that better support human interaction. Experiments on the 3D-FRONT dataset demonstrate that our method achieves competitive or state-of-the-art performance compared with existing approaches, while improving the physical plausibility of generated scenes.

cs.LG

Memory-Augmented Vision-Language Agents for Persistent and Semantically Consistent Object Captioning

Vision-Language Models (VLMs) often yield inconsistent descriptions of the same object across viewpoints, hindering the ability of embodied agents to construct consistent semantic representations over time. Previous methods resolved inconsistencies using offline multi-view aggregation or multi-stage pipelines that decouple exploration, data association, and caption learning, with limited capacity to reason over previously observed objects. In this paper, we introduce a unified, memory-augmented Vision-Language agent that simultaneously handles data association, object captioning, and exploration policy within a single autoregressive framework. The model processes the current RGB observation, a top-down explored map, and an object-level episodic memory serialized into object-level tokens, ensuring persistent object identity and semantic consistency across extended sequences. To train the model in a self-supervised manner, we collect a dataset in photorealistic 3D environments using a disagreement-based policy and a pseudo-captioning model that enforces consistency across multi-view caption histories. Extensive evaluation on a manually annotated object-level test set, demonstrate improvements of up to +11.86% in standard captioning scores and +7.39% in caption self-similarity over baseline models, while enabling scalable performance through a compact scene representation. Code, model weights, and data are available at https://hsp-iit.github.io/epos-vlm/.

cs.CV

Directed Semi-Simplicial Learning with Applications to Brain Activity Decoding

Graph Neural Networks (GNNs) excel at learning from pairwise interactions but often overlook multi-way and hierarchical relationships. Topological Deep Learning (TDL) addresses this limitation by leveraging combinatorial topological spaces. However, existing TDL models are restricted to undirected settings and fail to capture the higher-order directed patterns prevalent in many complex systems, e.g., brain networks, where such interactions are both abundant and functionally significant. To fill this gap, we introduce Semi-Simplicial Neural Networks (SSNs), a principled class of TDL models that operate on semi-simplicial sets -- combinatorial structures that encode directed higher-order motifs and their directional relationships. To enhance scalability, we propose Routing-SSNs, which dynamically select the most informative relations in a learnable manner. We prove that SSNs are strictly more expressive than standard graph and TDL models. We then introduce a new principled framework for brain dynamics representation learning, grounded in the ability of SSNs to provably recover topological descriptors shown to successfully characterize brain activity. Empirically, SSNs achieve state-of-the-art performance on brain dynamics classification tasks, outperforming the second-best model by up to 27%, and message passing GNNs by up to 50% in accuracy. Our results highlight the potential of principled topological models for learning from structured brain data, establishing a unique real-world case study for TDL. We also test SSNs on standard node classification and edge regression tasks, showing competitive performance. We will make the code and data publicly available.

cs.LG

3DSGrasp: 3D Shape-Completion for Robotic Grasp

Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.

cs.RO

CloseUpAvatar: High-Fidelity Animatable Full-Body Avatars with Mixture of Multi-Scale Textures

We present a CloseUpAvatar - a novel approach for articulated human avatar representation dealing with more general camera motions, while preserving rendering quality for close-up views. CloseUpAvatar represents an avatar as a set of textured planes with two sets of learnable textures for low and high-frequency detail. The method automatically switches to high-frequency textures only for cameras positioned close to the avatar's surface and gradually reduces their impact as the camera moves farther away. Such parametrization of the avatar enables CloseUpAvatar to adjust rendering quality based on camera distance ensuring realistic rendering across a wider range of camera orientations than previous approaches. We provide experiments using the ActorsHQ dataset with high-resolution input images. CloseUpAvatar demonstrates both qualitative and quantitative improvements over existing methods in rendering from novel wide range camera positions, while maintaining high FPS by limiting the number of required primitives.

cs.CV

E-M3RF: An Equivariant Multimodal 3D Re-assembly Framework

3D reassembly is a fundamental geometric problem, and in recent years it has increasingly been challenged by deep learning methods rather than classical optimization. While learning approaches have shown promising results, most still rely primarily on geometric features to assemble a whole from its parts. As a result, methods struggle when geometry alone is insufficient or ambiguous, for example, for small, eroded, or symmetric fragments. Additionally, solutions do not impose physical constraints that explicitly prevent overlapping assemblies. To address these limitations, we introduce E-M3RF, an equivariant multimodal 3D reassembly framework that takes as input the point clouds, containing both point positions and colors of fractured fragments, and predicts the transformations required to reassemble them using SE(3) flow matching. Each fragment is represented by both geometric and color features: i) 3D point positions are encoded as rotationconsistent geometric features using a rotation-equivariant encoder, ii) the colors at each 3D point are encoded with a transformer. The two feature sets are then combined to form a multimodal representation. We experimented on four datasets: two synthetic datasets, Breaking Bad and Fantastic Breaks, and two real-world cultural heritage datasets, RePAIR and Presious, demonstrating that E-M3RF on the RePAIR dataset reduces rotation error by 23.1% and translation error by 13.2%, while Chamfer Distance decreases by 18.4% compared to competing methods.

cs.CV

ReassembleNet: Learnable Keypoints and Diffusion for 2D Fresco Reconstruction

The task of reassembly is a significant challenge across multiple domains, including archaeology, genomics, and molecular docking, requiring the precise placement and orientation of elements to reconstruct an original structure. In this work, we address key limitations in state-of-the-art Deep Learning methods for reassembly, namely i) scalability; ii) multimodality; and iii) real-world applicability: beyond square or simple geometric shapes, realistic and complex erosion, or other real-world problems. We propose ReassembleNet, a method that reduces complexity by representing each input piece as a set of contour keypoints and learning to select the most informative ones by Graph Neural Networks pooling inspired techniques. ReassembleNet effectively lowers computational complexity while enabling the integration of features from multiple modalities, including both geometric and texture data. Further enhanced through pretraining on a semi-synthetic dataset. We then apply diffusion-based pose estimation to recover the original structure. We improve on prior methods by 57% and 87% for RMSE Rotation and Translation, respectively.

cs.CV

GRASPLAT: Enabling dexterous grasping through novel view synthesis

Achieving dexterous robotic grasping with multi-fingered hands remains a significant challenge. While existing methods rely on complete 3D scans to predict grasp poses, these approaches face limitations due to the difficulty of acquiring high-quality 3D data in real-world scenarios. In this paper, we introduce GRASPLAT, a novel grasping framework that leverages consistent 3D information while being trained solely on RGB images. Our key insight is that by synthesizing physically plausible images of a hand grasping an object, we can regress the corresponding hand joints for a successful grasp. To achieve this, we utilize 3D Gaussian Splatting to generate high-fidelity novel views of real hand-object interactions, enabling end-to-end training with RGB data. Unlike prior methods, our approach incorporates a photometric loss that refines grasp predictions by minimizing discrepancies between rendered and real images. We conduct extensive experiments on both synthetic and real-world grasping datasets, demonstrating that GRASPLAT improves grasp success rates up to 36.9% over existing image-based methods. Project page: https://mbortolon97.github.io/grasplat/

cs.RO

A Mutual Information Perspective on Multiple Latent Variable Generative Models for Positive View Generation

In image generation, Multiple Latent Variable Generative Models (MLVGMs) employ multiple latent variables to gradually shape the final images, from global characteristics to finer and local details (e.g., StyleGAN, NVAE), emerging as powerful tools for diverse applications. Yet their generative dynamics remain only empirically observed, without a systematic understanding of each latent variable's impact. In this work, we propose a novel framework that quantifies the contribution of each latent variable using Mutual Information (MI) as a metric. Our analysis reveals that current MLVGMs often underutilize some latent variables, and provides actionable insights for their use in downstream applications. With this foundation, we introduce a method for generating synthetic data for Self-Supervised Contrastive Representation Learning (SSCRL). By leveraging the hierarchical and disentangled variables of MLVGMs, our approach produces diverse and semantically meaningful views without the need for real image data. Additionally, we introduce a Continuous Sampling (CS) strategy, where the generator dynamically creates new samples during SSCRL training, greatly increasing data variability. Our comprehensive experiments demonstrate the effectiveness of these contributions, showing that MLVGMs' generated views compete on par with or even surpass views generated from real data. This work establishes a principled approach to understanding and exploiting MLVGMs, advancing both generative modeling and self-supervised learning. Code and pre-trained models at: https://github.com/SerezD/mi_ml_gen.

cs.CV

Embodied Image Captioning: Self-supervised Learning Agents for Spatially Coherent Image Descriptions

We present a self-supervised method to improve an agent's abilities in describing arbitrary objects while actively exploring a generic environment. This is a challenging problem, as current models struggle to obtain coherent image captions due to different camera viewpoints and clutter. We propose a three-phase framework to fine-tune existing captioning models that enhances caption accuracy and consistency across views via a consensus mechanism. First, an agent explores the environment, collecting noisy image-caption pairs. Then, a consistent pseudo-caption for each object instance is distilled via consensus using a large language model. Finally, these pseudo-captions are used to fine-tune an off-the-shelf captioning model, with the addition of contrastive learning. We analyse the performance of the combination of captioning models, exploration policies, pseudo-labeling methods, and fine-tuning strategies, on our manually labeled test set. Results show that a policy can be trained to mine samples with higher disagreement compared to classical baselines. Our pseudo-captioning method, in combination with all policies, has a higher semantic similarity compared to other existing methods, and fine-tuning improves caption accuracy and consistency by a significant margin. Code and test set annotations available at https://hsp-iit.github.io/embodied-captioning/

cs.CV

SplatFill: 3D Scene Inpainting via Depth-Guided Gaussian Splatting

3D Gaussian Splatting (3DGS) has enabled the creation of highly realistic 3D scene representations from sets of multi-view images. However, inpainting missing regions, whether due to occlusion or scene editing, remains a challenging task, often leading to blurry details, artifacts, and inconsistent geometry. In this work, we introduce SplatFill, a novel depth-guided approach for 3DGS scene inpainting that achieves state-of-the-art perceptual quality and improved efficiency. Our method combines two key ideas: (1) joint depth-based and object-based supervision to ensure inpainted Gaussians are accurately placed in 3D space and aligned with surrounding geometry, and (2) we propose a consistency-aware refinement scheme that selectively identifies and corrects inconsistent regions without disrupting the rest of the scene. Evaluations on the SPIn-NeRF dataset demonstrate that SplatFill not only surpasses existing NeRF-based and 3DGS-based inpainting methods in visual fidelity but also reduces training time by 24.5%. Qualitative results show our method delivers sharper details, fewer artifacts, and greater coherence across challenging viewpoints.

cs.CV

Learning to Evaluate Autonomous Behaviour in Human-Robot Interaction

Evaluating and comparing the performance of autonomous Humanoid Robots is challenging, as success rate metrics are difficult to reproduce and fail to capture the complexity of robot movement trajectories, critical in Human-Robot Interaction and Collaboration (HRIC). To address these challenges, we propose a general evaluation framework that measures the quality of Imitation Learning (IL) methods by focusing on trajectory performance. We devise the Neural Meta Evaluator (NeME), a deep learning model trained to classify actions from robot joint trajectories. NeME serves as a meta-evaluator to compare the performance of robot control policies, enabling policy evaluation without requiring human involvement in the loop. We validate our framework on ergoCub, a humanoid robot, using teleoperation data and comparing IL methods tailored to the available platform. The experimental results indicate that our method is more aligned with the success rate obtained on the robot than baselines, offering a reproducible, systematic, and insightful means for comparing the performance of multimodal imitation learning approaches in complex HRI tasks.

cs.RO

Sheaves Reloaded: A Directional Awakening

Sheaf Neural Networks (SNNs) represent a powerful generalization of Graph Neural Networks (GNNs) that significantly improve our ability to model complex relational data. While directionality has been shown to substantially boost performance in graph learning tasks and is key to many real-world applications, existing SNNs fall short in representing it. To address this limitation, we introduce the Directed Cellular Sheaf, a special type of cellular sheaf designed to explicitly account for edge orientation. Building on this structure, we define a new sheaf Laplacian, the Directed Sheaf Laplacian, which captures both the graph's topology and its directional information. This operator serves as the backbone of the Directed Sheaf Neural Network (DSNN), the first SNN model to embed a directional bias into its architecture. Extensive experiments on nine real-world benchmarks show that DSNN consistently outperforms baseline methods.

cs.LG

Measuring Uncertainty in Shape Completion to Improve Grasp Quality

Shape completion networks have been used recently in real-world robotic experiments to complete the missing/hidden information in environments where objects are only observed in one or few instances where self-occlusions are bound to occur. Nowadays, most approaches rely on deep neural networks that handle rich 3D point cloud data that lead to more precise and realistic object geometries. However, these models still suffer from inaccuracies due to its nondeterministic/stochastic inferences which could lead to poor performance in grasping scenarios where these errors compound to unsuccessful grasps. We present an approach to calculate the uncertainty of a 3D shape completion model during inference of single view point clouds of an object on a table top. In addition, we propose an update to grasp pose algorithms quality score by introducing the uncertainty of the completed point cloud present in the grasp candidates. To test our full pipeline we perform real world grasping with a 7dof robotic arm with a 2 finger gripper on a large set of household objects and compare against previous approaches that do not measure uncertainty. Our approach ranks the grasp quality better, leading to higher grasp success rate for the rank 5 grasp candidates compared to state of the art.

cs.RO

Reasoning in visual navigation of end-to-end trained agents: a dynamical systems approach

Progress in Embodied AI has made it possible for end-to-end-trained agents to navigate in photo-realistic environments with high-level reasoning and zero-shot or language-conditioned behavior, but benchmarks are still dominated by simulation. In this work, we focus on the fine-grained behavior of fast-moving real robots and present a large-scale experimental study involving \numepisodes{} navigation episodes in a real environment with a physical robot, where we analyze the type of reasoning emerging from end-to-end training. In particular, we study the presence of realistic dynamics which the agent learned for open-loop forecasting, and their interplay with sensing. We analyze the way the agent uses latent memory to hold elements of the scene structure and information gathered during exploration. We probe the planning capabilities of the agent, and find in its memory evidence for somewhat precise plans over a limited horizon. Furthermore, we show in a post-hoc analysis that the value function learned by the agent relates to long-term planning. Put together, our experiments paint a new picture on how using tools from computer vision and sequential decision making have led to new capabilities in robotics and control. An interactive tool is available at europe.naverlabs.com/research/publications/reasoning-in-visual-navigation-of-end-to-end-trained-agents.

cs.RO

BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis

We present billboard Splatting (BBSplat) - a novel approach for novel view synthesis based on textured geometric primitives. BBSplat represents the scene as a set of optimizable textured planar primitives with learnable RGB textures and alpha-maps to control their shape. BBSplat primitives can be used in any Gaussian Splatting pipeline as drop-in replacements for Gaussians. The proposed primitives close the rendering quality gap between 2D and 3D Gaussian Splatting (GS), enabling the accurate extraction of 3D mesh as in the 2DGS framework. Additionally, the explicit nature of planar primitives enables the use of the ray-tracing effects in rasterization. Our novel regularization term encourages textures to have a sparser structure, enabling an efficient compression that leads to a reduction in the storage space of the model up to x17 times compared to 3DGS. Our experiments show the efficiency of BBSplat on standard datasets of real indoor and outdoor scenes such as Tanks&Temples, DTU, and Mip-NeRF-360. Namely, we achieve a state-of-the-art PSNR of 29.72 for DTU at Full HD resolution.

cs.CV

Mind the Error! Detection and Localization of Instruction Errors in Vision-and-Language Navigation

Vision-and-Language Navigation in Continuous Environments (VLN-CE) is one of the most intuitive yet challenging embodied AI tasks. Agents are tasked to navigate towards a target goal by executing a set of low-level actions, following a series of natural language instructions. All VLN-CE methods in the literature assume that language instructions are exact. However, in practice, instructions given by humans can contain errors when describing a spatial environment due to inaccurate memory or confusion. Current VLN-CE benchmarks do not address this scenario, making the state-of-the-art methods in VLN-CE fragile in the presence of erroneous instructions from human users. For the first time, we propose a novel benchmark dataset that introduces various types of instruction errors considering potential human causes. This benchmark provides valuable insight into the robustness of VLN systems in continuous environments. We observe a noticeable performance drop (up to -25%) in Success Rate when evaluating the state-of-the-art VLN-CE methods on our benchmark. Moreover, we formally define the task of Instruction Error Detection and Localization, and establish an evaluation protocol on top of our benchmark dataset. We also propose an effective method, based on a cross-modal transformer architecture, that achieves the best performance in error detection and localization, compared to baselines. Surprisingly, our proposed method has revealed errors in the validation set of the two commonly used datasets for VLN-CE, i.e., R2R-CE and RxR-CE, demonstrating the utility of our technique in other tasks. Code and dataset available at https://intelligolabs.github.io/R2RIE-CE

cs.RO

Pre-trained Multiple Latent Variable Generative Models are good defenders against Adversarial Attacks

Attackers can deliberately perturb classifiers' input with subtle noise, altering final predictions. Among proposed countermeasures, adversarial purification employs generative networks to preprocess input images, filtering out adversarial noise. In this study, we propose specific generators, defined Multiple Latent Variable Generative Models (MLVGMs), for adversarial purification. These models possess multiple latent variables that naturally disentangle coarse from fine features. Taking advantage of these properties, we autoencode images to maintain class-relevant information, while discarding and re-sampling any detail, including adversarial noise. The procedure is completely training-free, exploring the generalization abilities of pre-trained MLVGMs on the adversarial purification downstream task. Despite the lack of large models, trained on billions of samples, we show that smaller MLVGMs are already competitive with traditional methods, and can be used as foundation models. Official code released at https://github.com/SerezD/gen_adversarial.

cs.CV