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Christian Rupprecht

Publications and source records attributed to Christian Rupprecht.

At least 19 recordsLinked to original sources

PoseDreamer: Scalable and Photorealistic Human Data Generation Pipeline with Diffusion Models

Acquiring labeled datasets for 3D human mesh estimation is challenging due to depth ambiguities and the inherent difficulty of annotating 3D geometry from monocular images. Existing datasets are either real, with manually annotated 3D geometry and limited scale, or synthetic, rendered from 3D engines that provide precise labels but suffer from limited photorealism, low diversity, and high production costs. In this work, we explore a third path: generated data. We introduce PoseDreamer, a novel pipeline that leverages diffusion models to generate large-scale synthetic datasets with 3D mesh annotations. Our approach combines controllable image generation with Direct Preference Optimization for control alignment, curriculum-based hard sample mining, and multi-stage quality filtering. Together, these components naturally maintain correspondence between 3D labels and generated images, while prioritizing challenging samples to maximize dataset utility. Using PoseDreamer, we generate more than 500,000 high-quality synthetic samples, achieving a 76% improvement in image-quality metrics compared to rendering-based datasets. Models trained on PoseDreamer achieve performance comparable to or superior to those trained on real-world and traditional synthetic datasets. In addition, combining PoseDreamer with synthetic datasets results in better performance than combining real-world and synthetic datasets, demonstrating the complementary nature of our dataset. We will release the full dataset and generation code.

cs.CV

Visual General Intelligence: A White Paper

This paper reconsiders intelligence from a vision-centered perspective and examines whether intelligence emerging from visual experience and learning may provide a pathway toward AGI. In the language domain, beginning with the introduction of the Transformer architecture, the GPT series has demonstrated transfer to unseen tasks through autoregressive language modeling on web-scale text combined with aggressive scaling. This raises a natural question, namely, what capabilities and forms of intelligence can emerge from visual modalities such as images, videos, and geometry? In this paper, we discuss whether visual intelligence can serve as a pathway toward AGI, referred to in this paper as visual general intelligence (VGI), by bringing together contributors from diverse standpoints and affiliations. Our aim is not to offer a single definition of visual intelligence, but to clarify the principles that computer vision should pursue in the AGI era, the visual input modalities, the benchmarks, the learning paradigms, and the relationship between vision, when taken as the core, and other modalities such as language.

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Industrial Synthetic Segment Pre-training

Vision Foundation Models (VFMs) have made remarkable progress and are increasingly being applied to segmentation tasks in real-world industrial settings. However, VFMs pre-trained on real-image datasets still face several challenges: (1) they do not always perform well on industrial datasets due to significant differences from natural imagery, (2) legal and ethical restrictions, such as limitations on commercial use, constrain extensibility, and (3) building training frameworks under limited computational and data resources remains a critical issue. These challenges raise a fundamental question: can we construct industrial segmentation models without relying on real images or manual annotations? To address this question, we propose the Instance Core Segment Dataset (InsCore), a synthetic data generation framework and the resulting pre-training dataset based on Formula-Driven Supervised Learning (FDSL). InsCore is designed not around the visual appearance or domain of real images, but around the hypothesis that learning to handle complex occlusions during pre-training is a key factor for strong performance in industrial domains. Through experiments across five domains (medical, biomedical, remote sensing, manufacturing, and logistics) we demonstrate that InsCore pre-trained models achieve average mAP scores of 45.2 with the ViTDet backbone and 46.0 with the Swin Transformer backbone, on par with ImageNet-21k supervised pre-training (45.0) while using no real images at all. As a reference point under different input assumptions, prompted SAM with ground-truth bounding boxes attains 45.4 on the same benchmarks. Finally, InsCore consists of only 100k images and 3.2M masks, roughly 1/110 and 1/312 the scale of the SA-1B dataset.

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MMDiff: Extending Diffusion Transformers for Multi-Modal Generation

Diffusion transformers have demonstrated remarkable generative capabilities, yet the rich perceptual representations computed across their denoising trajectory are discarded once the content is rendered. We present MMDiff, a framework that transforms a frozen diffusion transformer into a multi-modal generative system that jointly produces images alongside any combination of dense perceptual modalities using lightweight decoder heads. Our central finding is that perceptual information is temporally distributed along the denoising trajectory, and that multi-timestep feature fusion with spatially varying aggregation weights is essential, improving semantic segmentation results by up to 28.7% mIoU over single-timestep extraction. We further adopt concept-driven attention extraction for interpretable spatial guidance, and show that frozen diffusion features are competitive with and complementary to state-of-the-art encoders such as DINOv3. By training only lightweight decoder heads on a frozen backbone, we achieve strong performance in semantic segmentation, salient object detection, and depth estimation, and demonstrate that this framework enables effective synthetic data generation at scale.

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SynCity 3000: Bootstrapping Scene-Scale 3D Diffusion

We present SynCity 3000, a framework for generating 3D scenes that are globally coherent while enabling fine-grained layout control. Building on the ability of current image-to-3D generators to produce complex 3D assets from a single image, we extend this capability to the scale of entire scenes by adapting the generator to be applicable as a convolutional operator. We achieve this by fine-tuning the model on scene-like data generated by a new synthetic data engine, which we propose to address the scarcity of 3D scene data for training. The convolutional generator is then applied to a dimetric image of the entire scene, generated from the user prompt, resulting in 3D scenes of arbitrary size and complexity. Across diverse prompts and layouts, SynCity 3000 produces large, coherent, and detailed scenes, addressing the shortcomings of prior approaches to 3D scene generation.

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Syn4D: A Multiview Synthetic 4D Dataset

Dense 3D reconstruction and tracking of dynamic scenes from monocular video remains an important open challenge in computer vision. Progress in this area has been constrained by the scarcity of high-quality datasets with dense, complete, and accurate geometric annotations. To address this limitation, we introduce Syn4D, a multiview synthetic dataset of dynamic scenes that includes ground-truth camera motion, depth maps, dense tracking, and parametric human pose annotations. A key feature of Syn4D is the ability to unproject any pixel into 3D to any time and to any camera. We conduct extensive evaluations across multiple downstream tasks to demonstrate the utility and effectiveness of the proposed dataset, including 4D scene reconstruction, 3D point tracking, geometry-aware camera retargeting, and human pose estimation. The experimental results highlight Syn4D's potential to facilitate research in dynamic scene understanding and spatiotemporal modeling.

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FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation

Generating explorable 3D scenes from a single image requires strong generative priors and accurate geometric representations suitable for downstream use. Current video diffusion models offer high-quality generation and implicitly encode multi-view geometric structure in latent space. However, existing feedforward latent scene decoders typically output volumetric 3D Gaussians that lack a well-defined surface, limiting their use in simulation or standard graphics pipelines. This motivates decoding surface-aligned primitives that are not only renderable but also closer to explicit geometric assets. We ask whether compressed video diffusion latents can be mapped directly to explicit surface primitives in a single pass. To this end, we introduce FLAT and, for the first time, show that triangle splats can be decoded directly from video diffusion latents. Compared with decoding 3D Gaussians, predicting flat primitives is notoriously more challenging due to high sensitivity to primitive orientations, oftentimes leading to poor gradient flow. FLAT solves with two key ingredients: a ray-centered rotation parameterization for triangle regression and a novel product window function that improves gradient flow during differentiable triangle rendering. On standard benchmarks, FLAT achieves significantly better geometric accuracy while maintaining competitive visual quality compared to state-of-the-art feedforward baselines. We further show that a lightweight test-time refinement step converts the predicted triangle soup into a fully opaque, game-engine-ready representation that supports real-time rendering. By evaluating 3DGS, 2DGS, and triangle splatting variants under an identical training setup, we provide the first systematic analysis of representation tradeoffs in feedforward scene generation. The project page is available at https://flat-splat.github.io

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VGGHeads: 3D Multi Head Alignment with a Large-Scale Synthetic Dataset

Human head detection, keypoint estimation, and 3D head model fitting are essential tasks with many applications. However, traditional real-world datasets often suffer from bias, privacy, and ethical concerns, and they have been recorded in laboratory environments, which makes it difficult for trained models to generalize. Here, we introduce \method -- a large-scale synthetic dataset generated with diffusion models for human head detection and 3D mesh estimation. Our dataset comprises over 1 million high-resolution images, each annotated with detailed 3D head meshes, facial landmarks, and bounding boxes. Using this dataset, we introduce a new model architecture capable of simultaneous head detection and head mesh reconstruction from a single image in a single step. Through extensive experimental evaluations, we demonstrate that models trained on our synthetic data achieve strong performance on real images. Furthermore, the versatility of our dataset makes it applicable across a broad spectrum of tasks, offering a general and comprehensive representation of human heads.

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S3OD: Towards Generalizable Salient Object Detection with Synthetic Data

Salient object detection exemplifies data-bounded tasks where expensive pixel-precise annotations force separate model training for related subtasks like DIS and HR-SOD. We present a method that dramatically improves generalization through large-scale synthetic data generation and ambiguity-aware architecture. We introduce S3OD, a dataset of over 139,000 high-resolution images created through our multi-modal diffusion pipeline that extracts labels from diffusion and DINO-v3 features. The iterative generation framework prioritizes challenging categories based on model performance. We propose a streamlined multi-mask decoder that handles the inherent ambiguity in salient object detection by predicting multiple valid interpretations. Models trained only on synthetic data achieve 20-50% error reduction in cross-dataset generalization, while fine-tuned versions reach state-of-the-art performance across DIS and HR-SOD benchmarks.

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Epipolar Geometry Improves Video Generation Models

Video generation models have advanced significantly through the latent diffusion transformers trained with rectified flow techniques. Yet these models still struggle with geometric inconsistencies, unstable motion, and visual artifacts that break the illusion of realistic 3D scenes. 3D-consistent video generation could significantly impact numerous downstream applications in generation and reconstruction tasks. We explore how epipolar geometry constraints improve modern video diffusion models. Despite using massive training data, these models fail to capture fundamental geometric principles. We align diffusion models using pairwise epipolar geometry constraints via preference-based optimization, directly addressing unstable trajectories and geometric artifacts through mathematically principled geometric enforcement. Our approach efficiently enforces geometric principles without requiring end-to-end differentiability. Evaluation demonstrates that classical geometric constraints provide more stable optimization signals than modern learned metrics. Training on static scenes with dynamic cameras ensures metric quality while the model generalizes to various dynamic scenes. By bridging data-driven learning with classical computer vision, we reduce epipolar error by 31% and improve human-rated consistency from 54% to 72% without compromising visual quality.

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Instruct-Particulate: Scaling Feed-Forward 3D Object Articulation with Kinematic Control

Reconstructing articulated 3D objects is important for animation, gaming, and robotic simulations. Recent neural networks can estimate the articulated structure of 3D objects, but their generalization remains limited by the scarcity of annotated data for this task. To address this gap, we introduce Instruct-Particulate, a model that takes a 3D mesh together with a target kinematic specification, including part descriptions, connectivity, joint types, and optional point prompts, and predicts the corresponding kinematic part segmentation and joint motion parameters. The kinematic specification disambiguates the task and allows the model to target annotations of different granularity, thereby making it possible to use more abundant heterogeneous training data. At test time, the kinematic specification can be obtained automatically from large-scale vision-language models, so the model can be applied to any input mesh. To train our model at scale, we construct a heterogeneous dataset of more than 150,000 articulated 3D objects, extending existing publicly available collections with data obtained by partially labelling other 3D models (monolithic or already decomposed into parts) with kinematic labels by means of vision-language models. Experiments show that our model generalizes better across categories and to AI-generated meshes, enabling articulated asset reconstruction from real-world images via image-to-3D models.

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Scene-Centric Unsupervised Video Panoptic Segmentation

Video panoptic segmentation (VPS) aims to jointly detect, segment, and track all objects while partitioning the video into semantically consistent regions. We introduce the task setting of unsupervised VPS, omitting any human supervision. Existing unsupervised scene understanding works mainly focused on image segmentation tasks; the video domain remains underexplored. We propose VideoCUPS, the first unsupervised VPS approach. VideoCUPS generates temporally consistent panoptic video pseudo-labels from scene-centric videos by exploiting unsupervised depth, motion, and visual cues. Training on these pseudo-labels using a novel Video DropLoss yields an accurate, unsupervised VPS model. To benchmark progress, we introduce a comprehensive evaluation protocol and four competitive baselines, extending state-of-the-art unsupervised panoptic image and instance video segmentation models to VPS. VideoCUPS outperforms all baselines and demonstrates strong label-efficient learning. With VideoCUPS, our evaluation protocol, and baselines, we provide a strong foundation for future research on unsupervised VPS.

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LagerNVS: Latent Geometry for Fully Neural Real-time Novel View Synthesis

Recent work has shown that neural networks can perform 3D tasks such as Novel View Synthesis (NVS) without explicit 3D reconstruction. Even so, we argue that strong 3D inductive biases are still helpful in the design of such networks. We show this point by introducing LagerNVS, an encoder-decoder neural network for NVS that builds on `3D-aware' latent features. The encoder is initialized from a 3D reconstruction network pre-trained using explicit 3D supervision. This is paired with a lightweight decoder, and trained end-to-end with photometric losses. LagerNVS achieves state-of-the-art deterministic feed-forward Novel View Synthesis (including 31.4 PSNR on Re10k), with and without known cameras, renders in real time, generalizes to in-the-wild data, and can be paired with a diffusion decoder for generative extrapolation.

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What Happens Next? Anticipating Future Motion by Generating Point Trajectories

We consider the problem of forecasting motion from a single image, i.e., predicting how objects in the world are likely to move, without the ability to observe other parameters such as the object velocities or the forces applied to them. We formulate this task as conditional generation of dense trajectory grids with a model that closely follows the architecture of modern video generators but outputs motion trajectories instead of pixels. This approach captures scene-wide dynamics and uncertainty, yielding more accurate and diverse predictions than prior regressors and generators. We extensively evaluate our method on simulated data, demonstrate its effectiveness on downstream applications such as robotics, and show promising accuracy on real-world intuitive physics datasets. Although recent state-of-the-art video generators are often regarded as world models, we show that they struggle with forecasting motion from a single image, even in simple physical scenarios such as falling blocks or mechanical object interactions, despite fine-tuning on such data. We show that this limitation arises from the overhead of generating pixels rather than directly modeling motion.

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Probing into Camera Control of Video Models

Video is a rich and scalable source of 3D/4D visual observations, and camera control is a key capability for video generation models to produce geometrically meaningful content. Existing approaches typically learn a mapping from camera motion to video using additional camera modules and paired data. However, such datasets are often limited in scale, diversity, and scene dynamics, which can bias the model toward a narrow output distribution and compromise the strong prior learned by the base model. These limitations motivate a different perspective on camera control. In this paper, we show that camera control need not be modeled as an implicit mapping problem, but can instead be treated as a form of geometric guidance that induces displacements across frames. Specifically, we reformulate camera control into a set of displacement fields and apply them via differentiable resampling of latent features during denoising. Our simple approach achieves effective camera control with minimal degradation across diverse quality metrics compared to fine-tuned baselines. Since our method is applicable to most video diffusion models without training, it can also serve as a probe to study the camera control capabilities of base models. Using this probe, we identify universal biases shared by representative video models, as well as disparities in their responses to camera control. Finally, we benchmark their performance in multi-view generation, offering insights into their potential for 3D/4D tasks.

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Articraft: An Agentic System for Scalable Articulated 3D Asset Generation

A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.

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VGGT-$Ω$

Recent feed-forward reconstruction models, such as VGGT, have proven competitive with traditional optimization-based reconstructors while also providing geometry-aware features useful for other tasks. Here, we show that the quality of these models scales predictably with model and data size. We do so by introducing VGGT-$Ω$, which substantially improves reconstruction accuracy, efficiency, and capabilities for both static and dynamic scenes. To enable training this model at an unprecedented scale, we introduce architectural changes that improve training efficiency, a high-quality data annotation pipeline that supports dynamic scenes, and a self-supervised learning protocol. We simplify VGGT's architecture by using a single dense prediction head with multi-task supervision and removing the expensive high-resolution convolutional layers. We also use registers to aggregate scene information into a compact representation and introduce register attention, which restricts inter-frame information exchange to these registers, in part replacing global attention. In this way, during training, VGGT-$Ω$ uses only about 30% of the GPU memory of its predecessor, allowing us to train with 15x more supervised data than prior work and to leverage vast amounts of unlabeled video data. VGGT-$Ω$ achieves strong results for reconstruction of static and dynamic scenes across multiple benchmarks, for example, improving over the previous best camera estimation accuracy on Sintel by 77%. We also show that the learned registers can improve vision-language-action models and support alignment with language, suggesting that reconstruction can be a powerful and scalable proxy task for spatial understanding. Project Page: http://vggt-omega.github.io/

cs.CV

Stepper: Stepwise Immersive Scene Generation with Multiview Panoramas

The synthesis of immersive 3D scenes from text is rapidly maturing, driven by novel video generative models and feed-forward 3D reconstruction, with vast potential in AR/VR and world modeling. While panoramic images have proven effective for scene initialization, existing approaches suffer from a trade-off between visual fidelity and explorability: autoregressive expansion suffers from context drift, while panoramic video generation is limited to low resolution. We present Stepper, a unified framework for text-driven immersive 3D scene synthesis that circumvents these limitations via stepwise panoramic scene expansion. Stepper leverages a novel multi-view 360° diffusion model that enables consistent, high-resolution expansion, coupled with a geometry reconstruction pipeline that enforces geometric coherence. Trained on a new large-scale, multi-view panorama dataset, Stepper achieves state-of-the-art fidelity and structural consistency, outperforming prior approaches, thereby setting a new standard for immersive scene generation.

cs.CV