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Alexandros Delitzas

Publications and source records attributed to Alexandros Delitzas.

12 recordsLinked to original sources

CoMind: Understanding Collaborative Human Activity from Multiple Minds and Views

Human-human collaboration is a fundamental aspect of everyday life, essential to success in a wide range of goal-directed activities from household tasks to professional teamwork. While much research has focused on modeling coordination and task execution, the cognitive processes that support such collaboration, particularly Theory of Mind (the ability to infer the mental states of others), remain difficult to study in natural settings. To address this gap, we introduce a novel egocentric and exocentric video dataset capturing real-world collaboration in cooking scenarios. The dataset integrates multi-perspective video, high-quality audio, gaze tracking, and 3D scene and object scans, with annotations for shared attention to objects, social cues and interactions between agents, as well as agent-object interactions. We establish benchmarks for Joint Attention Estimation, Socially Conditioned Object Interaction Anticipation, and Collaborative Handover Prediction, enabling research on multimodal perception, proactive assistance, and collaborative planning. By providing temporally aligned, richly annotated multimodal data, CoMind facilitates the development and evaluation of AI systems capable of modeling complex social interactions and reasoning about human behaviors in collaborative environments. Our dataset and benchmarks are made available at https://comind.ethz.ch/.

cs.CV

Hierarchical and Holistic Open-Vocabulary Functional 3D Scene Graphs for Indoor Spaces

Functional 3D scene graphs offer a versatile and flexible representation for 3D scene understanding and robotic manipulation, defined by object nodes, interactive elements, and functional relationship edges. However, their potential remains underexplored due to the limited coverage of existing benchmarks and the overly straightforward design of previous pipelines, which primarily focus on large-scale furniture but lack of hierarchical structures. Therefore, in this work, we extend the benchmark coverage by introducing dense tabletop objects and explicit multi-level functional relationships. This expansion introduces critical challenges involving small-scale, dense, and similar instances, with lack of visual anchoring in relational reasoning, instance confusion during cross-frame fusion, and attribution uncertainty under dynamic viewpoints. To address these issues, we propose an open-vocabulary pipeline based on 2D visual grounding and 3D graph optimization. Specifically, we anchor fine-grained functional edges from 2D visual evidence, and associate nodes across frames in 3D using multiple cues. Furthermore, edge association is formulated as temporal graph optimization, integrating evidence accumulation, entropy regularization, and temporal smoothing to robustly determine the functional connections of each node. Finally, global hierarchy shaping is performed to recover the hierarchical graph structure. Extensive experiments demonstrate that the proposed method can reliably infer functional 3D scene graphs in challenging real-world scenes, thereby further unlocking their potential for practical applications.

cs.RO

FunRec: Reconstructing Functional 3D Scenes from Egocentric Interaction Videos

We present FunRec, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunRec operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunRec surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10 times lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction.

cs.CV

Controllable Egocentric Video Generation via Occlusion-Aware Sparse 3D Hand Joints

Controllable video generation for complex hand-object interactions is a critical step toward building visual world models. However, existing methods often struggle to achieve fine-grained, 3D-consistent hand articulation in generated videos. By relying on dense 2D trajectories or implicit pose representations, they collapse crucial geometric structures into spatially ambiguous signals, leading to severe motion inconsistencies and hallucinated artifacts under egocentric occlusions. To address this, we propose leveraging sparse 3D hand joints as explicit control signals with three key advantages: explicit geometry to resolve occlusions, an intuitive interface for interactive editing, and cross-embodiment generalization to robotic hands. Built upon this, our efficient control module extracts occlusion-aware features from the source reference frame by penalizing unreliable visual features from hidden joints, and employs a 3D-based weighting mechanism to handle dynamically occluded target joints during motion propagation. Meanwhile, it directly injects 3D geometric embeddings into the latent space to enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline, yielding 1M high-quality egocentric video clips paired with precise hand trajectories. Experiments demonstrate that our approach outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic hand-object interactions.

cs.CV

Action-guided generation of 3D functionality segmentation data

3D functionality segmentation aims to identify the interactive element in a 3D scene required to perform an action described in free-form language (e.g., the handle to ``Open the second drawer of the cabinet near the bed''). Progress has been constrained by the scarcity of annotated real-world data, as collecting and labeling fine-grained 3D masks is prohibitively expensive. To address this limitation, we introduce SynthFun3D, the first method for generating 3D functionality segmentation data directly from action descriptions. Given an action description, SynthFun3D constructs a plausible 3D scene by retrieving objects with part-level annotations from a large-scale asset repository and arranging them under spatial and semantic constraints. SynthFun3D renders multi-view images and automatically identifies the target functional element, producing precise ground-truth masks without manual annotation. We demonstrate the effectiveness of the generated data by training a VLM-based 3D functionality segmentation model. Augmenting real-world data with our synthetic data consistently improves performance, with gains of +2.2 mAP, +6.3 mAR, and +5.7 mIoU over real-only training. This shows that action-guided synthetic data generation provides a scalable and effective complement to manual annotation for 3D functionality understanding. Project page: tev-fbk.github.io/synthfun3d.

cs.CV

REACT3D: Recovering Articulations for Interactive Physical 3D Scenes

Interactive 3D scenes are increasingly vital for embodied intelligence, yet existing datasets remain limited due to the labor-intensive process of annotating part segmentation, kinematic types, and motion trajectories. We present REACT3D, a scalable zero-shot framework that converts static 3D scenes into simulation-ready interactive replicas with consistent geometry, enabling direct use in diverse downstream tasks. Our contributions include: (i) openable-object detection and segmentation to extract candidate movable parts from static scenes, (ii) articulation estimation that infers joint types and motion parameters, (iii) hidden-geometry completion followed by interactive object assembly, and (iv) interactive scene integration in widely supported formats to ensure compatibility with standard simulation platforms. We achieve state-of-the-art performance on detection/segmentation and articulation metrics across diverse indoor scenes, demonstrating the effectiveness of our framework and providing a practical foundation for scalable interactive scene generation, thereby lowering the barrier to large-scale research on articulated scene understanding. Our project page is https://react3d.github.io/

cs.CV

SIGHT: Synthesizing Image-Text Conditioned and Geometry-Guided 3D Hand-Object Trajectories

When humans grasp an object, they naturally form trajectories in their minds to manipulate it for specific tasks. Modeling hand-object interaction priors holds significant potential to advance robotic and embodied AI systems in learning to operate effectively within the physical world. We introduce SIGHT, a novel task focused on generating realistic and physically plausible 3D hand-object interaction trajectories from a single image and a brief language-based task description. Prior work on hand-object trajectory generation typically relies on textual input that lacks explicit grounding to the target object, or assumes access to 3D object meshes, which are often considerably more difficult to obtain than 2D images. We propose SIGHT-Fusion, a novel diffusion-based image-text conditioned generative model that tackles this task by retrieving the most similar 3D object mesh from a database and enforcing geometric hand-object interaction constraints via a novel inference-time diffusion guidance. We benchmark our model on the HOI4D and H2O datasets, adapting relevant baselines for this novel task. Experiments demonstrate our superior performance in the diversity and quality of generated trajectories, as well as in hand-object interaction geometry metrics.

cs.CV

Open-Vocabulary Functional 3D Scene Graphs for Real-World Indoor Spaces

We introduce the task of predicting functional 3D scene graphs for real-world indoor environments from posed RGB-D images. Unlike traditional 3D scene graphs that focus on spatial relationships of objects, functional 3D scene graphs capture objects, interactive elements, and their functional relationships. Due to the lack of training data, we leverage foundation models, including visual language models (VLMs) and large language models (LLMs), to encode functional knowledge. We evaluate our approach on an extended SceneFun3D dataset and a newly collected dataset, FunGraph3D, both annotated with functional 3D scene graphs. Our method significantly outperforms adapted baselines, including Open3DSG and ConceptGraph, demonstrating its effectiveness in modeling complex scene functionalities. We also demonstrate downstream applications such as 3D question answering and robotic manipulation using functional 3D scene graphs. See our project page at https://openfungraph.github.io

cs.CV

Search3D: Hierarchical Open-Vocabulary 3D Segmentation

Open-vocabulary 3D segmentation enables exploration of 3D spaces using free-form text descriptions. Existing methods for open-vocabulary 3D instance segmentation primarily focus on identifying object-level instances but struggle with finer-grained scene entities such as object parts, or regions described by generic attributes. In this work, we introduce Search3D, an approach to construct hierarchical open-vocabulary 3D scene representations, enabling 3D search at multiple levels of granularity: fine-grained object parts, entire objects, or regions described by attributes like materials. Unlike prior methods, Search3D shifts towards a more flexible open-vocabulary 3D search paradigm, moving beyond explicit object-centric queries. For systematic evaluation, we further contribute a scene-scale open-vocabulary 3D part segmentation benchmark based on MultiScan, along with a set of open-vocabulary fine-grained part annotations on ScanNet++. Search3D outperforms baselines in scene-scale open-vocabulary 3D part segmentation, while maintaining strong performance in segmenting 3D objects and materials. Our project page is http://search3d-segmentation.github.io.

cs.CV

Multi-CLIP: Contrastive Vision-Language Pre-training for Question Answering tasks in 3D Scenes

Training models to apply common-sense linguistic knowledge and visual concepts from 2D images to 3D scene understanding is a promising direction that researchers have only recently started to explore. However, it still remains understudied whether 2D distilled knowledge can provide useful representations for downstream 3D vision-language tasks such as 3D question answering. In this paper, we propose a novel 3D pre-training Vision-Language method, namely Multi-CLIP, that enables a model to learn language-grounded and transferable 3D scene point cloud representations. We leverage the representational power of the CLIP model by maximizing the agreement between the encoded 3D scene features and the corresponding 2D multi-view image and text embeddings in the CLIP space via a contrastive objective. To validate our approach, we consider the challenging downstream tasks of 3D Visual Question Answering (3D-VQA) and 3D Situated Question Answering (3D-SQA). To this end, we develop novel multi-modal transformer-based architectures and we demonstrate how our pre-training method can benefit their performance. Quantitative and qualitative experimental results show that Multi-CLIP outperforms state-of-the-art works across the downstream tasks of 3D-VQA and 3D-SQA and leads to a well-structured 3D scene feature space.

cs.CV

CLIP-Guided Vision-Language Pre-training for Question Answering in 3D Scenes

Training models to apply linguistic knowledge and visual concepts from 2D images to 3D world understanding is a promising direction that researchers have only recently started to explore. In this work, we design a novel 3D pre-training Vision-Language method that helps a model learn semantically meaningful and transferable 3D scene point cloud representations. We inject the representational power of the popular CLIP model into our 3D encoder by aligning the encoded 3D scene features with the corresponding 2D image and text embeddings produced by CLIP. To assess our model's 3D world reasoning capability, we evaluate it on the downstream task of 3D Visual Question Answering. Experimental quantitative and qualitative results show that our pre-training method outperforms state-of-the-art works in this task and leads to an interpretable representation of 3D scene features.

cs.CV

Removing Noise from Extracellular Neural Recordings Using Fully Convolutional Denoising Autoencoders

Extracellular recordings are severely contaminated by a considerable amount of noise sources, rendering the denoising process an extremely challenging task that should be tackled for efficient spike sorting. To this end, we propose an end-to-end deep learning approach to the problem, utilizing a Fully Convolutional Denoising Autoencoder, which learns to produce a clean neuronal activity signal from a noisy multichannel input. The experimental results on simulated data show that our proposed method can improve significantly the quality of noise-corrupted neural signals, outperforming widely-used wavelet denoising techniques.

q-bio.NC