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Cengiz Oztireli

Publications and source records attributed to Cengiz Oztireli.

At least 19 recordsLinked to original sources

Reliability-Gated Fusion of Consumer Head and Foot IMUs for Lower-Body 3D Pose

Sparse inertial pose estimation promises camera-free motion capture from consumer devices, but consumer sensors are unreliable: firmware-fused orientations are biased, mounting varies between sessions, and streams drift or drop out. On a new 35-take single-subject benchmark pairing an earbud head inertial measurement unit (IMU) with two smart-insole foot IMUs (SAM-3D-Body pseudo-ground-truth labels), we show the reliability problem is channel-level: a channel ablation isolates foot acceleration as the most informative input (66.6 mm vs. 79.0 mm head-only) and the firmware-fused foot orientation as the liability that destroys the gain. We therefore let the model learn how much to trust each channel of each stream: one temporal gate per stream per channel block, trained with an auxiliary reliability objective on synthetically corrupted pretraining data. The channel-gated model is the most accurate of our learned fusion arms on clean data (69.4 mm vs. 83.7 static, 86.6 ungated) and under every simulated fault (bias in training; drift, dropout eval-only); its gates suppress the natively biased foot-orientation channels on clean real data without test-time supervision and flag dropout bursts at 0.92-0.999 AUROC. Two contrasts: dropping a channel known a priori to fail is flat across foot faults but collapses when an unanticipated stream fails (head dropout: 92.9 vs. 79.3 mm); and a fine-tuned HMD-Poser is more accurate on clean data (64.4 mm) and nominally under drift, with no significant paired difference under bias or dropout, but a larger worst-case degradation from clean (+16.1 vs. +3.5 mm, single seed). Learning to gate reliability instead of sensor count is the lever for deployable sparse inertial capture. Code is available at https://github.com/ZhilinGuo/reliability-gated-imu-fusion.

cs.CV↗

Telescopic Language Models

One deployed language model must often serve many compute budgets, yet serving each budget still means a separate training or compression run per point. We train a Telescopic Language Model (TLM) to be that continuum: a nested-capacity Transformer supervised by stochastic prefix supervision with a full anchor. At every step, one randomly truncated prefix of the capacity axis is trained against the full next-token target, alongside one full-capacity pass, so the trained artifact is a valid language model at every depth. Two forward-backward passes per step, no architectural change, nothing extra at inference. Fixed-exit suites such as Matryoshka Language Model Suites (MLMS) occupy one point in this design space, and the point has a cost: supervising only a few fixed exits leaves the nested model at chance level everywhere else (perplexity 10^2-10^5 in our baselines). On a 200M proxy suite (20B FineWeb-Edu tokens, identical data stream for all methods), a single TLM run is a valid language model at every one of its twenty layer prefixes, in perplexity and on perplexity-sensitive downstream tasks, reducing the area under the quality-budget curve by 43-44% relative to the fixed-exit suites while matching them at full capacity, at ~12% lower GPU cost per run. The prefix sampling density is a dial: concentrating it on a few depths recovers fixed-exit quality there at the price of the continuum, so the operating points become a training-time choice rather than an architectural one. These results indicate that the training objective, not the nesting itself, is what makes a model elastic.

cs.CL↗

One Sensor, Whole Body - 3D Body Pose from a Single Consumer Earbud IMU

Consumer earbuds already stream inertial motion data from the head, one of the most widely worn sensor locations on the body. We ask how much of the 3D body pose a single such head IMU can recover, and whether adding more consumer sensors actually helps. We build a multimodal capture pipeline that records four-view RGB-D video together with an AirPods head IMU and two Striv insole IMUs, synchronize the streams post-hoc, and generate pseudo-ground-truth with SAM 3D Body, yielding a 35-take single-subject benchmark spanning gait, turning, vertical, everyday, and clinically inspired motions. Adapting two recurrent model families (IMUPoser and MobilePoser), we show that one head IMU recovers lower-body pose at 79.0 mm rigid-MPJPE and per-foot ground contact at 0.809 macro-F1, and that a causal variant retains most of this accuracy at streaming latency. In paired per-take significance tests across both families, adding the consumer foot IMUs never significantly improves pose and significantly degrades it in two of four model-split combinations; a mounting-bias probe and feet-only ablation identify insole orientation quality, not foot placement, as the mechanism. Extending the output to a 20-joint full-body skeleton maps the boundary: gross distal-arm motion is partially recoverable from the head alone, proximal upper-body pose is not, and staged fine-tuning recovers the leg accuracy that naive joint training sacrifices to multi-task dilution. For learned pose from consumer wearables, sensor reliability, not sensor count, is the binding constraint here. For the devices tested, the earbud is its sweet spot. Code is available at https://github.com/ZhilinGuo/one-sensor-whole-body.

cs.CV↗

Matryoshka Gaussian Splatting

The ability to render scenes at adjustable fidelity from a single model, known as level of detail (LoD), is crucial for practical deployment of 3D Gaussian Splatting (3DGS). Existing discrete LoD methods expose only a limited set of operating points, while concurrent continuous LoD approaches enable smoother scaling but often suffer noticeable quality degradation at full capacity, making LoD a costly design decision. We introduce Matryoshka Gaussian Splatting (MGS), a training framework that enables continuous LoD for standard 3DGS pipelines without sacrificing full-capacity rendering quality. MGS learns a single ordered set of Gaussians such that rendering any prefix, the first k splats, produces a coherent reconstruction whose fidelity improves smoothly with increasing budget. Our key idea is stochastic budget training: each iteration samples a random splat budget and optimises both the corresponding prefix and the full set. This strategy requires only two forward passes and introduces no architectural modifications. Experiments across four benchmarks and six baselines show that MGS matches the full-capacity performance of its backbone while enabling a continuous speed-quality trade-off from a single model. Extensive ablations on ordering strategies, training objectives, and model capacity further validate the designs.

cs.CV↗

PoseCraft: Tokenized 3D Body Landmark and Camera Conditioning for Photorealistic Human Image Synthesis

Digitizing humans and synthesizing photorealistic avatars with explicit 3D pose and camera controls are central to VR, telepresence, and entertainment. Existing skinning-based workflows require laborious manual rigging or template-based fittings, while neural volumetric methods rely on canonical templates and re-optimization for each unseen pose. We present PoseCraft, a diffusion framework built around tokenized 3D interface: instead of relying only on rasterized geometry as 2D control images, we encode sparse 3D landmarks and camera extrinsics as discrete conditioning tokens and inject them into diffusion via cross-attention. Our approach preserves 3D semantics by avoiding 2D re-projection ambiguity under large pose and viewpoint changes, and produces photorealistic imagery that faithfully captures identity and appearance. To train and evaluate at scale, we also implement GenHumanRF, a data generation workflow that renders diverse supervision from volumetric reconstructions. Our experiments show that PoseCraft achieves significant perceptual quality improvement over diffusion-centric methods, and attains better or comparable metrics to latest volumetric rendering SOTA while better preserving fabric and hair details.

cs.CV↗

Quartet of Diffusions: Structure-Aware Point Cloud Generation through Part and Symmetry Guidance

We introduce the Quartet of Diffusions, a structure-aware point cloud generation framework that explicitly models part composition and symmetry. Unlike prior methods that treat shape generation as a holistic process or only support part composition, our approach leverages four coordinated diffusion models to learn distributions of global shape latents, symmetries, semantic parts, and their spatial assembly. This structured pipeline ensures guaranteed symmetry, coherent part placement, and diverse, high-quality outputs. By disentangling the generative process into interpretable components, our method supports fine-grained control over shape attributes, enabling targeted manipulation of individual parts while preserving global consistency. A central global latent further reinforces structural coherence across assembled parts. Our experiments show that the Quartet achieves state-of-the-art performance. To our best knowledge, this is the first 3D point cloud generation framework that fully integrates and enforces both symmetry and part priors throughout the generative process.

cs.CV↗

Features Emerge as Discrete States: The First Application of SAEs to 3D Representations

Sparse Autoencoders (SAEs) are a powerful dictionary learning technique for decomposing neural network activations, translating the hidden state into human ideas with high semantic value despite no external intervention or guidance. However, this technique has rarely been applied outside of the textual domain, limiting theoretical explorations of feature decomposition. We present the first application of SAEs to the 3D domain, analyzing the features used by a state-of-the-art 3D reconstruction VAE applied to 53k 3D models from the Objaverse dataset. We observe that the network encodes discrete rather than continuous features, leading to our key finding: such models approximate a discrete state space, driven by phase-like transitions from feature activations. Through this state transition framework, we address three otherwise unintuitive behaviors - the inclination of the reconstruction model towards positional encoding representations, the sigmoidal behavior of reconstruction loss from feature ablation, and the bimodality in the distribution of phase transition points. This final observation suggests the model redistributes the interference caused by superposition to prioritize the saliency of different features. Our work not only compiles and explains unexpected phenomena regarding feature decomposition, but also provides a framework to explain the model's feature learning dynamics. The code and dataset of encoded 3D objects will be available on release.

cs.LG↗

Multigranular Evaluation for Brain Visual Decoding

Existing evaluation protocols for brain visual decoding predominantly rely on coarse metrics that obscure inter-model differences, lack neuroscientific foundation, and fail to capture fine-grained visual distinctions. To address these limitations, we introduce BASIC, a unified, multigranular evaluation framework that jointly quantifies structural fidelity, inferential alignment, and contextual coherence between decoded and ground-truth images. For the structural level, we introduce a hierarchical suite of segmentation-based metrics, including foreground, semantic, instance, and component masks, anchored in granularity-aware correspondence across mask structures. For the semantic level, we extract structured scene representations encompassing objects, attributes, and relationships using multimodal large language models, enabling detailed, scalable, and context-rich comparisons with ground-truth stimuli. We benchmark a diverse set of visual decoding methods across multiple stimulus-neuroimaging datasets within this unified evaluation framework. Together, these criteria provide a more discriminative, interpretable, and comprehensive foundation for evaluating brain visual decoding methods.

cs.CV↗

M^3ashy: Multi-Modal Material Synthesis via Hyperdiffusion

High-quality material synthesis is essential for replicating complex surface properties to create realistic scenes. Despite advances in the generation of material appearance based on analytic models, the synthesis of real-world measured BRDFs remains largely unexplored. To address this challenge, we propose M^3ashy, a novel multi-modal material synthesis framework based on hyperdiffusion. M^3ashy enables high-quality reconstruction of complex real-world materials by leveraging neural fields as a compact continuous representation of BRDFs. Furthermore, our multi-modal conditional hyperdiffusion model allows for flexible material synthesis conditioned on material type, natural language descriptions, or reference images, providing greater user control over material generation. To support future research, we contribute two new material datasets and introduce two BRDF distributional metrics for more rigorous evaluation. We demonstrate the effectiveness of Mashy through extensive experiments, including a novel statistics-based constrained synthesis, which enables the generation of materials of desired categories.

cs.GR↗

Feed-Forward Bullet-Time Reconstruction of Dynamic Scenes from Monocular Videos

Recent advancements in static feed-forward scene reconstruction have demonstrated significant progress in high-quality novel view synthesis. However, these models often struggle with generalizability across diverse environments and fail to effectively handle dynamic content. We present BTimer (short for BulletTimer), the first motion-aware feed-forward model for real-time reconstruction and novel view synthesis of dynamic scenes. Our approach reconstructs the full scene in a 3D Gaussian Splatting representation at a given target ('bullet') timestamp by aggregating information from all the context frames. Such a formulation allows BTimer to gain scalability and generalization by leveraging both static and dynamic scene datasets. Given a casual monocular dynamic video, BTimer reconstructs a bullet-time scene within 150ms while reaching state-of-the-art performance on both static and dynamic scene datasets, even compared with optimization-based approaches.

cs.CV↗

RETRO: REthinking Tactile Representation Learning with Material PriOrs

Tactile perception is profoundly influenced by the surface properties of objects in contact. However, despite their crucial role in shaping tactile experiences, these material characteristics have been largely neglected in existing tactile representation learning methods. Most approaches primarily focus on aligning tactile data with visual or textual information, overlooking the richness of tactile feedback that comes from understanding the materials' inherent properties. In this work, we address this gap by revisiting the tactile representation learning framework and incorporating material-aware priors into the learning process. These priors, which represent pre-learned characteristics specific to different materials, allow tactile models to better capture and generalize the nuances of surface texture. Our method enables more accurate, contextually rich tactile feedback across diverse materials and textures, improving performance in real-world applications such as robotics, haptic feedback systems, and material editing.

cs.CV↗

CLIP-PAE: Projection-Augmentation Embedding to Extract Relevant Features for a Disentangled, Interpretable, and Controllable Text-Guided Face Manipulation

Recently introduced Contrastive Language-Image Pre-Training (CLIP) bridges images and text by embedding them into a joint latent space. This opens the door to ample literature that aims to manipulate an input image by providing a textual explanation. However, due to the discrepancy between image and text embeddings in the joint space, using text embeddings as the optimization target often introduces undesired artifacts in the resulting images. Disentanglement, interpretability, and controllability are also hard to guarantee for manipulation. To alleviate these problems, we propose to define corpus subspaces spanned by relevant prompts to capture specific image characteristics. We introduce CLIP Projection-Augmentation Embedding (PAE) as an optimization target to improve the performance of text-guided image manipulation. Our method is a simple and general paradigm that can be easily computed and adapted, and smoothly incorporated into any CLIP-based image manipulation algorithm. To demonstrate the effectiveness of our method, we conduct several theoretical and empirical studies. As a case study, we utilize the method for text-guided semantic face editing. We quantitatively and qualitatively demonstrate that PAE facilitates a more disentangled, interpretable, and controllable image manipulation with state-of-the-art quality and accuracy. Project page: https://chenliang-zhou.github.io/CLIP-PAE/.

cs.CV↗

Best Foot Forward: Robust Foot Reconstruction in-the-wild

Accurate 3D foot reconstruction is crucial for personalized orthotics, digital healthcare, and virtual fittings. However, existing methods struggle with incomplete scans and anatomical variations, particularly in self-scanning scenarios where user mobility is limited, making it difficult to capture areas like the arch and heel. We present a novel end-to-end pipeline that refines Structure-from-Motion (SfM) reconstruction. It first resolves scan alignment ambiguities using SE(3) canonicalization with a viewpoint prediction module, then completes missing geometry through an attention-based network trained on synthetically augmented point clouds. Our approach achieves state-of-the-art performance on reconstruction metrics while preserving clinically validated anatomical fidelity. By combining synthetic training data with learned geometric priors, we enable robust foot reconstruction under real-world capture conditions, unlocking new opportunities for mobile-based 3D scanning in healthcare and retail.

cs.CV↗

Multispectral Fine-Grained Classification of Blackgrass in Wheat and Barley Crops

As the burden of herbicide resistance grows and the environmental costs of excessive herbicide use become clear, new approaches to managing weed populations are needed. This is particularly true for cereal crops, like wheat and barley, that are staple foods and occupy a globally significant share of farmland. Even modest advances in weed management practices across these crops could deliver major benefits for both the environment and food security. Blackgrass is a major grass weed which causes particular problems in cereal crops in north-west Europe, a major cereal production area, because it has high levels of herbicide resistance. Detecting blackgrass is also difficult due to its similarity to cereals. Yet, a systematic review of the literature on weed recognition in wheat and barley, included in this study, highlights that blackgrass - and grass weeds more broadly - have received less research attention compared to certain broadleaf weeds. With the use of machine vision and multispectral imaging, we investigate the effectiveness of state-of-the-art methods to identify blackgrass in wheat and barley crops. As part of this work, we present the Eastern England Blackgrass Dataset, a large dataset with which we evaluate several key aspects of blackgrass weed recognition. Firstly, we determine the performance of different CNN and transformer-based architectures on images from unseen fields. Secondly, we demonstrate the role that different spectral bands have on the performance of weed classification. Lastly, we evaluate the role of dataset size in classification performance for each of the models trialled. All models tested achieved an accuracy greater than 80%. Our best model achieved 89.6% and that only half the training data was required to achieve this performance. Our dataset is available at: https://lcas.lincoln.ac.uk/wp/research/data-sets-software/eastern-england-blackgrass-dataset .

cs.CV↗

FreNBRDF: A Frequency-Rectified Neural Material Representation

Accurate material modeling is crucial for achieving photorealistic rendering, bridging the gap between computer-generated imagery and real-world photographs. While traditional approaches rely on tabulated BRDF data, recent work has shifted towards implicit neural representations, which offer compact and flexible frameworks for a range of tasks. However, their behavior in the frequency domain remains poorly understood. To address this, we introduce FreNBRDF, a frequency-rectified neural material representation. By leveraging spherical harmonics, we integrate frequency-domain considerations into neural BRDF modeling. We propose a novel frequency-rectified loss, derived from a frequency analysis of neural materials, and incorporate it into a generalizable and adaptive reconstruction and editing pipeline. This framework enhances fidelity, adaptability, and efficiency. Extensive experiments demonstrate that FreNBRDF improves the accuracy and robustness of material appearance reconstruction and editing compared to state-of-the-art baselines, enabling more structured and interpretable downstream tasks and applications.

cs.GR↗

Restereo: Diffusion stereo video generation and restoration

Stereo video generation has been gaining increasing attention with recent advancements in video diffusion models. However, most existing methods focus on generating 3D stereoscopic videos from monocular 2D videos. These approaches typically assume that the input monocular video is of high quality, making the task primarily about inpainting occluded regions in the warped video while preserving disoccluded areas. In this paper, we introduce a new pipeline that not only generates stereo videos but also enhances both left-view and right-view videos consistently with a single model. Our approach achieves this by fine-tuning the model on degraded data for restoration, as well as conditioning the model on warped masks for consistent stereo generation. As a result, our method can be fine-tuned on a relatively small synthetic stereo video datasets and applied to low-quality real-world videos, performing both stereo video generation and restoration. Experiments demonstrate that our method outperforms existing approaches both qualitatively and quantitatively in stereo video generation from low-resolution inputs.

cs.CV↗

Exploring The Visual Feature Space for Multimodal Neural Decoding

The intrication of brain signals drives research that leverages multimodal AI to align brain modalities with visual and textual data for explainable descriptions. However, most existing studies are limited to coarse interpretations, lacking essential details on object descriptions, locations, attributes, and their relationships. This leads to imprecise and ambiguous reconstructions when using such cues for visual decoding. To address this, we analyze different choices of vision feature spaces from pre-trained visual components within Multimodal Large Language Models (MLLMs) and introduce a zero-shot multimodal brain decoding method that interacts with these models to decode across multiple levels of granularities. % To assess a model's ability to decode fine details from brain signals, we propose the Multi-Granularity Brain Detail Understanding Benchmark (MG-BrainDub). This benchmark includes two key tasks: detailed descriptions and salient question-answering, with metrics highlighting key visual elements like objects, attributes, and relationships. Our approach enhances neural decoding precision and supports more accurate neuro-decoding applications. Code will be available at https://github.com/weihaox/VINDEX.

cs.CV↗

ARF-Plus: Controlling Perceptual Factors in Artistic Radiance Fields for 3D Scene Stylization

The radiance fields style transfer is an emerging field that has recently gained popularity as a means of 3D scene stylization, thanks to the outstanding performance of neural radiance fields in 3D reconstruction and view synthesis. We highlight a research gap in radiance fields style transfer, the lack of sufficient perceptual controllability, motivated by the existing concept in the 2D image style transfer. In this paper, we present ARF-Plus, a 3D neural style transfer framework offering manageable control over perceptual factors, to systematically explore the perceptual controllability in 3D scene stylization. Four distinct types of controls - color preservation control, (style pattern) scale control, spatial (selective stylization area) control, and depth enhancement control - are proposed and integrated into this framework. Results from real-world datasets, both quantitative and qualitative, show that the four types of controls in our ARF-Plus framework successfully accomplish their corresponding perceptual controls when stylizing 3D scenes. These techniques work well for individual style inputs as well as for the simultaneous application of multiple styles within a scene. This unlocks a realm of limitless possibilities, allowing customized modifications of stylization effects and flexible merging of the strengths of different styles, ultimately enabling the creation of novel and eye-catching stylistic effects on 3D scenes.

cs.CV↗