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Benjamin Busam

Publications and source records attributed to Benjamin Busam.

At least 55 records · Page 3Linked to original sources

Location-Free Scene Graph Generation

Scene Graph Generation (SGG) is a visual understanding task, aiming to describe a scene as a graph of entities and their relationships with each other. Existing works rely on location labels in form of bounding boxes or segmentation masks, increasing annotation costs and limiting dataset expansion. Recognizing that many applications do not require location data, we break this dependency and introduce location-free scene graph generation (LF-SGG). This new task aims at predicting instances of entities, as well as their relationships, without the explicit calculation of their spatial localization. To objectively evaluate the task, the predicted and ground truth scene graphs need to be compared. We solve this NP-hard problem through an efficient branching algorithm. Additionally, we design the first LF-SGG method, Pix2SG, using autoregressive sequence modeling. We demonstrate the effectiveness of our method on three scene graph generation datasets as well as two downstream tasks, image retrieval and visual question answering, and show that our approach is competitive to existing methods while not relying on location cues.

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SCRREAM : SCan, Register, REnder And Map:A Framework for Annotating Accurate and Dense 3D Indoor Scenes with a Benchmark

Traditionally, 3d indoor datasets have generally prioritized scale over ground-truth accuracy in order to obtain improved generalization. However, using these datasets to evaluate dense geometry tasks, such as depth rendering, can be problematic as the meshes of the dataset are often incomplete and may produce wrong ground truth to evaluate the details. In this paper, we propose SCRREAM, a dataset annotation framework that allows annotation of fully dense meshes of objects in the scene and registers camera poses on the real image sequence, which can produce accurate ground truth for both sparse 3D as well as dense 3D tasks. We show the details of the dataset annotation pipeline and showcase four possible variants of datasets that can be obtained from our framework with example scenes, such as indoor reconstruction and SLAM, scene editing & object removal, human reconstruction and 6d pose estimation. Recent pipelines for indoor reconstruction and SLAM serve as new benchmarks. In contrast to previous indoor dataset, our design allows to evaluate dense geometry tasks on eleven sample scenes against accurately rendered ground truth depth maps.

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DynaMoN: Motion-Aware Fast and Robust Camera Localization for Dynamic Neural Radiance Fields

The accurate reconstruction of dynamic scenes with neural radiance fields is significantly dependent on the estimation of camera poses. Widely used structure-from-motion pipelines encounter difficulties in accurately tracking the camera trajectory when faced with separate dynamics of the scene content and the camera movement. To address this challenge, we propose Dynamic Motion-Aware Fast and Robust Camera Localization for Dynamic Neural Radiance Fields (DynaMoN). DynaMoN utilizes semantic segmentation and generic motion masks to handle dynamic content for initial camera pose estimation and statics-focused ray sampling for fast and accurate novel-view synthesis. Our novel iterative learning scheme switches between training the NeRF and updating the pose parameters for an improved reconstruction and trajectory estimation quality. The proposed pipeline shows significant acceleration of the training process. We extensively evaluate our approach on two real-world dynamic datasets, the TUM RGB-D dataset and the BONN RGB-D Dynamic dataset. DynaMoN improves over the state-of-the-art both in terms of reconstruction quality and trajectory accuracy. We plan to make our code public to enhance research in this area.

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Alignist: CAD-Informed Orientation Distribution Estimation by Fusing Shape and Correspondences

Object pose distribution estimation is crucial in robotics for better path planning and handling of symmetric objects. Recent distribution estimation approaches employ contrastive learning-based approaches by maximizing the likelihood of a single pose estimate in the absence of a CAD model. We propose a pose distribution estimation method leveraging symmetry respecting correspondence distributions and shape information obtained using a CAD model. Contrastive learning-based approaches require an exhaustive amount of training images from different viewpoints to learn the distribution properly, which is not possible in realistic scenarios. Instead, we propose a pipeline that can leverage correspondence distributions and shape information from the CAD model, which are later used to learn pose distributions. Besides, having access to pose distribution based on correspondences before learning pose distributions conditioned on images, can help formulate the loss between distributions. The prior knowledge of distribution also helps the network to focus on getting sharper modes instead. With the CAD prior, our approach converges much faster and learns distribution better by focusing on learning sharper distribution near all the valid modes, unlike contrastive approaches, which focus on a single mode at a time. We achieve benchmark results on SYMSOL-I and T-Less datasets.

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SABER-6D: Shape Representation Based Implicit Object Pose Estimation

In this paper, we propose a novel encoder-decoder architecture, named SABER, to learn the 6D pose of the object in the embedding space by learning shape representation at a given pose. This model enables us to learn pose by performing shape representation at a target pose from RGB image input. We perform shape representation as an auxiliary task which helps us in learning rotations space for an object based on 2D images. An image encoder predicts the rotation in the embedding space and the DeepSDF based decoder learns to represent the object's shape at the given pose. As our approach is shape based, the pipeline is suitable for any type of object irrespective of the symmetry. Moreover, we need only a CAD model of the objects to train SABER. Our pipeline is synthetic data based and can also handle symmetric objects without symmetry labels and, thus, no additional labeled training data is needed. The experimental evaluation shows that our method achieves close to benchmark results for both symmetric objects and asymmetric objects on Occlusion-LineMOD, and T-LESS datasets.

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Zero123-6D: Zero-shot Novel View Synthesis for RGB Category-level 6D Pose Estimation

Estimating the pose of objects through vision is essential to make robotic platforms interact with the environment. Yet, it presents many challenges, often related to the lack of flexibility and generalizability of state-of-the-art solutions. Diffusion models are a cutting-edge neural architecture transforming 2D and 3D computer vision, outlining remarkable performances in zero-shot novel-view synthesis. Such a use case is particularly intriguing for reconstructing 3D objects. However, localizing objects in unstructured environments is rather unexplored. To this end, this work presents Zero123-6D, the first work to demonstrate the utility of Diffusion Model-based novel-view-synthesizers in enhancing RGB 6D pose estimation at category-level, by integrating them with feature extraction techniques. Novel View Synthesis allows to obtain a coarse pose that is refined through an online optimization method introduced in this work to deal with intra-category geometric differences. In such a way, the outlined method shows reduction in data requirements, removal of the necessity of depth information in zero-shot category-level 6D pose estimation task, and increased performance, quantitatively demonstrated through experiments on the CO3D dataset.

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NeRF-Feat: 6D Object Pose Estimation using Feature Rendering

Object Pose Estimation is a crucial component in robotic grasping and augmented reality. Learning based approaches typically require training data from a highly accurate CAD model or labeled training data acquired using a complex setup. We address this by learning to estimate pose from weakly labeled data without a known CAD model. We propose to use a NeRF to learn object shape implicitly which is later used to learn view-invariant features in conjunction with CNN using a contrastive loss. While NeRF helps in learning features that are view-consistent, CNN ensures that the learned features respect symmetry. During inference, CNN is used to predict view-invariant features which can be used to establish correspondences with the implicit 3d model in NeRF. The correspondences are then used to estimate the pose in the reference frame of NeRF. Our approach can also handle symmetric objects unlike other approaches using a similar training setup. Specifically, we learn viewpoint invariant, discriminative features using NeRF which are later used for pose estimation. We evaluated our approach on LM, LM-Occlusion, and T-Less dataset and achieved benchmark accuracy despite using weakly labeled data.

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MatchU: Matching Unseen Objects for 6D Pose Estimation from RGB-D Images

Recent learning methods for object pose estimation require resource-intensive training for each individual object instance or category, hampering their scalability in real applications when confronted with previously unseen objects. In this paper, we propose MatchU, a Fuse-Describe-Match strategy for 6D pose estimation from RGB-D images. MatchU is a generic approach that fuses 2D texture and 3D geometric cues for 6D pose prediction of unseen objects. We rely on learning geometric 3D descriptors that are rotation-invariant by design. By encoding pose-agnostic geometry, the learned descriptors naturally generalize to unseen objects and capture symmetries. To tackle ambiguous associations using 3D geometry only, we fuse additional RGB information into our descriptor. This is achieved through a novel attention-based mechanism that fuses cross-modal information, together with a matching loss that leverages the latent space learned from RGB data to guide the descriptor learning process. Extensive experiments reveal the generalizability of both the RGB-D fusion strategy as well as the descriptor efficacy. Benefiting from the novel designs, MatchU surpasses all existing methods by a significant margin in terms of both accuracy and speed, even without the requirement of expensive re-training or rendering.

cs.CV

Rotation-Invariant Transformer for Point Cloud Matching

The intrinsic rotation invariance lies at the core of matching point clouds with handcrafted descriptors. However, it is widely despised by recent deep matchers that obtain the rotation invariance extrinsically via data augmentation. As the finite number of augmented rotations can never span the continuous SO(3) space, these methods usually show instability when facing rotations that are rarely seen. To this end, we introduce RoITr, a Rotation-Invariant Transformer to cope with the pose variations in the point cloud matching task. We contribute both on the local and global levels. Starting from the local level, we introduce an attention mechanism embedded with Point Pair Feature (PPF)-based coordinates to describe the pose-invariant geometry, upon which a novel attention-based encoder-decoder architecture is constructed. We further propose a global transformer with rotation-invariant cross-frame spatial awareness learned by the self-attention mechanism, which significantly improves the feature distinctiveness and makes the model robust with respect to the low overlap. Experiments are conducted on both the rigid and non-rigid public benchmarks, where RoITr outperforms all the state-of-the-art models by a considerable margin in the low-overlapping scenarios. Especially when the rotations are enlarged on the challenging 3DLoMatch benchmark, RoITr surpasses the existing methods by at least 13 and 5 percentage points in terms of Inlier Ratio and Registration Recall, respectively.

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SG-Bot: Object Rearrangement via Coarse-to-Fine Robotic Imagination on Scene Graphs

Object rearrangement is pivotal in robotic-environment interactions, representing a significant capability in embodied AI. In this paper, we present SG-Bot, a novel rearrangement framework that utilizes a coarse-to-fine scheme with a scene graph as the scene representation. Unlike previous methods that rely on either known goal priors or zero-shot large models, SG-Bot exemplifies lightweight, real-time, and user-controllable characteristics, seamlessly blending the consideration of commonsense knowledge with automatic generation capabilities. SG-Bot employs a three-fold procedure--observation, imagination, and execution--to adeptly address the task. Initially, objects are discerned and extracted from a cluttered scene during the observation. These objects are first coarsely organized and depicted within a scene graph, guided by either commonsense or user-defined criteria. Then, this scene graph subsequently informs a generative model, which forms a fine-grained goal scene considering the shape information from the initial scene and object semantics. Finally, for execution, the initial and envisioned goal scenes are matched to formulate robotic action policies. Experimental results demonstrate that SG-Bot outperforms competitors by a large margin.

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Reality's Canvas, Language's Brush: Crafting 3D Avatars from Monocular Video

Recent advancements in 3D avatar generation excel with multi-view supervision for photorealistic models. However, monocular counterparts lag in quality despite broader applicability. We propose ReCaLaB to close this gap. ReCaLaB is a fully-differentiable pipeline that learns high-fidelity 3D human avatars from just a single RGB video. A pose-conditioned deformable NeRF is optimized to volumetrically represent a human subject in canonical T-pose. The canonical representation is then leveraged to efficiently associate neural textures using 2D-3D correspondences. This enables the separation of diffused color generation and lighting correction branches that jointly compose an RGB prediction. The design allows to control intermediate results for human pose, body shape, texture, and lighting with text prompts. An image-conditioned diffusion model thereby helps to animate appearance and pose of the 3D avatar to create video sequences with previously unseen human motion. Extensive experiments show that ReCaLaB outperforms previous monocular approaches in terms of image quality for image synthesis tasks. Moreover, natural language offers an intuitive user interface for creative manipulation of 3D human avatars.

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SecondPose: SE(3)-Consistent Dual-Stream Feature Fusion for Category-Level Pose Estimation

Category-level object pose estimation, aiming to predict the 6D pose and 3D size of objects from known categories, typically struggles with large intra-class shape variation. Existing works utilizing mean shapes often fall short of capturing this variation. To address this issue, we present SecondPose, a novel approach integrating object-specific geometric features with semantic category priors from DINOv2. Leveraging the advantage of DINOv2 in providing SE(3)-consistent semantic features, we hierarchically extract two types of SE(3)-invariant geometric features to further encapsulate local-to-global object-specific information. These geometric features are then point-aligned with DINOv2 features to establish a consistent object representation under SE(3) transformations, facilitating the mapping from camera space to the pre-defined canonical space, thus further enhancing pose estimation. Extensive experiments on NOCS-REAL275 demonstrate that SecondPose achieves a 12.4% leap forward over the state-of-the-art. Moreover, on a more complex dataset HouseCat6D which provides photometrically challenging objects, SecondPose still surpasses other competitors by a large margin.

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FLex: Joint Pose and Dynamic Radiance Fields Optimization for Stereo Endoscopic Videos

Reconstruction of endoscopic scenes is an important asset for various medical applications, from post-surgery analysis to educational training. Neural rendering has recently shown promising results in endoscopic reconstruction with deforming tissue. However, the setup has been restricted to a static endoscope, limited deformation, or required an external tracking device to retrieve camera pose information of the endoscopic camera. With FLex we adress the challenging setup of a moving endoscope within a highly dynamic environment of deforming tissue. We propose an implicit scene separation into multiple overlapping 4D neural radiance fields (NeRFs) and a progressive optimization scheme jointly optimizing for reconstruction and camera poses from scratch. This improves the ease-of-use and allows to scale reconstruction capabilities in time to process surgical videos of 5,000 frames and more; an improvement of more than ten times compared to the state of the art while being agnostic to external tracking information. Extensive evaluations on the StereoMIS dataset show that FLex significantly improves the quality of novel view synthesis while maintaining competitive pose accuracy.

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CommonScenes: Generating Commonsense 3D Indoor Scenes with Scene Graph Diffusion

Controllable scene synthesis aims to create interactive environments for various industrial use cases. Scene graphs provide a highly suitable interface to facilitate these applications by abstracting the scene context in a compact manner. Existing methods, reliant on retrieval from extensive databases or pre-trained shape embeddings, often overlook scene-object and object-object relationships, leading to inconsistent results due to their limited generation capacity. To address this issue, we present CommonScenes, a fully generative model that converts scene graphs into corresponding controllable 3D scenes, which are semantically realistic and conform to commonsense. Our pipeline consists of two branches, one predicting the overall scene layout via a variational auto-encoder and the other generating compatible shapes via latent diffusion, capturing global scene-object and local inter-object relationships in the scene graph while preserving shape diversity. The generated scenes can be manipulated by editing the input scene graph and sampling the noise in the diffusion model. Due to lacking a scene graph dataset offering high-quality object-level meshes with relations, we also construct SG-FRONT, enriching the off-the-shelf indoor dataset 3D-FRONT with additional scene graph labels. Extensive experiments are conducted on SG-FRONT where CommonScenes shows clear advantages over other methods regarding generation consistency, quality, and diversity. Codes and the dataset will be released upon acceptance.

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Deformable 3D Gaussian Splatting for Animatable Human Avatars

Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.

cs.CV

S2P3: Self-Supervised Polarimetric Pose Prediction

This paper proposes the first self-supervised 6D object pose prediction from multimodal RGB+polarimetric images. The novel training paradigm comprises 1) a physical model to extract geometric information of polarized light, 2) a teacher-student knowledge distillation scheme and 3) a self-supervised loss formulation through differentiable rendering and an invertible physical constraint. Both networks leverage the physical properties of polarized light to learn robust geometric representations by encoding shape priors and polarization characteristics derived from our physical model. Geometric pseudo-labels from the teacher support the student network without the need for annotated real data. Dense appearance and geometric information of objects are obtained through a differentiable renderer with the predicted pose for self-supervised direct coupling. The student network additionally features our proposed invertible formulation of the physical shape priors that enables end-to-end self-supervised training through physical constraints of derived polarization characteristics compared against polarimetric input images. We specifically focus on photometrically challenging objects with texture-less or reflective surfaces and transparent materials for which the most prominent performance gain is reported.

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HouseCat6D -- A Large-Scale Multi-Modal Category Level 6D Object Perception Dataset with Household Objects in Realistic Scenarios

Estimating 6D object poses is a major challenge in 3D computer vision. Building on successful instance-level approaches, research is shifting towards category-level pose estimation for practical applications. Current category-level datasets, however, fall short in annotation quality and pose variety. Addressing this, we introduce HouseCat6D, a new category-level 6D pose dataset. It features 1) multi-modality with Polarimetric RGB and Depth (RGBD+P), 2) encompasses 194 diverse objects across 10 household categories, including two photometrically challenging ones, and 3) provides high-quality pose annotations with an error range of only 1.35 mm to 1.74 mm. The dataset also includes 4) 41 large-scale scenes with comprehensive viewpoint and occlusion coverage, 5) a checkerboard-free environment, and 6) dense 6D parallel-jaw robotic grasp annotations. Additionally, we present benchmark results for leading category-level pose estimation networks.

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RIDE: Self-Supervised Learning of Rotation-Equivariant Keypoint Detection and Invariant Description for Endoscopy

Unlike in natural images, in endoscopy there is no clear notion of an up-right camera orientation. Endoscopic videos therefore often contain large rotational motions, which require keypoint detection and description algorithms to be robust to these conditions. While most classical methods achieve rotation-equivariant detection and invariant description by design, many learning-based approaches learn to be robust only up to a certain degree. At the same time learning-based methods under moderate rotations often outperform classical approaches. In order to address this shortcoming, in this paper we propose RIDE, a learning-based method for rotation-equivariant detection and invariant description. Following recent advancements in group-equivariant learning, RIDE models rotation-equivariance implicitly within its architecture. Trained in a self-supervised manner on a large curation of endoscopic images, RIDE requires no manual labeling of training data. We test RIDE in the context of surgical tissue tracking on the SuPeR dataset as well as in the context of relative pose estimation on a repurposed version of the SCARED dataset. In addition we perform explicit studies showing its robustness to large rotations. Our comparison against recent learning-based and classical approaches shows that RIDE sets a new state-of-the-art performance on matching and relative pose estimation tasks and scores competitively on surgical tissue tracking.

cs.CV