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Ayush Pande

Publications and source records attributed to Ayush Pande.

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TransGaze-Object: Transformer Based Driver Gaze Object Prediction Framework in Real Driving

Driver gaze provides information regarding driver visual attention and situational awareness to the surrounding traffic. Existing driver gaze estimation studies represent gaze in terms of gaze zone or gaze vector/point-of-gaze (PoG). However, object-level gaze information provides a more semantically meaningful representation of visual attention by identifying attended objects, such as vehicles, pedestrians, or traffic signals. In this study, we propose an end-to-end driver gaze object prediction framework, TransGaze-Object, Transformer-based Gaze Object prediction model. The proposed framework first extracts facial features, including face and iris-weighted eye features, along with trafficobject spatial features. A transformer based cross-attention mechanism is then used to compute similarity scores and attention weights for predicting the drivers gaze object. To train this model, we propose a benchmark driver gaze dataset, Urban Driving-Face Scene Gaze (UD-FSG), comprising synchronized driver-face and traffic-scene images, scene objects bounding boxes, and gaze labels in terms of 2D gaze coordinate and gaze object. The TransGaze-Object model achieves an overall accuracy of 60% for gaze-object prediction, compared to 51% accuracy obtained from associating the estimated Point-of-Gaze to traffic objects. The error analysis reveals that TransGaze-Object reduces confusion between traffic objects (predicted) and the background (ground-truth), achieving an error rate of 11.68%, a 49.7% relative reduction compared with 23.21% error obtained from PoG-based gaze-object association. Overall, the results demonstrate the effectiveness of directly predicting gaze objects from driver-face and traffic-scene information, rather than estimating an intermediate Point-of-Gaze and subsequently associating it with traffic objects.

cs.CV

DivAS: Interactive 3D Segmentation by Depth-Weighted Voxel Aggregation

Interactive 3D segmentation of a reconstructed scene should not require a representation-specific optimization loop. We observe that the recipe for lifting 2D foundation-model masks into 3D, namely prompting a few views, refining the resulting masks with rendered depth, and fusing the multi-view evidence into a voxel grid, is shared across scene representations. What remains representation-specific is only the depth signal returned by the renderer and the occupancy prior that gates fusion. We present **DivAS** (Depth-interactive Voxel Aggregation Segmentation), an optimization-free, training-free framework that realizes this recipe as a single interaction-and-fusion skeleton with lightweight, representation-specific adapters, instantiated on both Gaussian Splatting (GS) and NeRF backbones. On standard forward-facing and unbounded benchmarks, the GS instantiation attains segmentation quality competitive with state-of-the-art optimization-based methods, and the best on LLFF, while being the only one to reach this quality within the consumer-hardware memory envelope at standard resolution. Both instantiations run end-to-end around $2$x faster than feature-field baselines, with a per-update fusion-kernel cost below $70$ ms. Because segmentation evidence is gathered from a small, bounded set of anchor views, user effort and computation remain independent of the training-set size. The same skeleton applied to a NeRF backbone matches or exceeds the performance of optimization-based NeRF baselines, confirming that the recipe transfers across fundamentally different 3D representations.

cs.CV