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Despoina Paschalidou

Publications and source records attributed to Despoina Paschalidou.

At least 19 recordsLinked to original sources

CASCADE: A Spatio-Temporal-Causal Reasoning Representation and Dataset for Driving

Reasoning is a promising route to the generalization that autonomous driving requires in the long tail, as it can infer how the elements of a scene depend on one another and traverse those dependencies to conclusions beyond what is observed. Yet it is hard to tell whether a model's conclusions follow the scene's dependencies, because no driving representation makes them explicit enough to test against. Text-based reasoning traces lack spatio-temporal grounding, spatio-temporal scene graphs lack causal links, and reasoning annotations at scale are increasingly model-generated and hard to verify. To this end, we introduce CASCADE (Causal Spatio-Temporal Analysis of Driving Environments), which encompasses two components: (1) a structured scene representation for reasoning in driving scenes and (2) a human-annotated dataset built on it. For every actor that interacts with the ego vehicle, the CASCADE representation records frame-by-frame, for as long as the actor is visible, what action is taken, where it occurs, and how it depends on the actions and states of others. The resulting structure makes reasoning predictions machine-verifiable: they can be scored against it element by element, without relying on (M)LLM judges. The CASCADE dataset provides comprehensive human annotations for 2,066 driving clips of the PhysicalAI dataset, with over 34K elements that establish the spatio-temporal and causal context of each scene, including 8.6K time-stamped ego and agent actions, 3.7K causal links and 2.9K potential influences, and 6.1K annotations for agents, objects, traffic lights, and environments. Being entirely human-annotated, CASCADE provides the reference for this comparison: benchmarking the reasoning abilities of Physical AI models, and verifying the quality of automatically generated reasoning labels. The CASCADE dataset is available at https://huggingface.co/datasets/nvidia/cascade.

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Addressable Memory for Video World Models

We study visual persistence in interactive video world models. These models rely on a Key-Value (KV) cache as a growing visual memory to carry forward previously generated frames. However, we find that models can no longer reliably address stored content once rollouts extend beyond the training horizon, because temporal Rotary Positional Embeddings (RoPE) offsets then fall outside the range seen during training and the model struggles to retrieve the relevant visual information through attention. Moreover, naively compressing the cache in the RoPE-rotated space corrupts memory by averaging together incompatible positional phases. To address this, we propose WorldTrace, a training-free memory framework for long-horizon visual persistence. WorldTrace keeps compressed memory addressable by assigning each summary slot a distinct, in-distribution virtual position. Within this addressable cache, we study two memory compression approaches: WorldTrace-Field compresses history for temporal coherence, while WorldTrace-Landmark stores verbatim scene traces at detected transitions for episodic recall. We further introduce LoopBench, a benchmark evaluating whether a compressed cache can reconstruct a previously visited scene after a long detour. WorldTrace-Field improves temporal consistency by +15.5%, and WorldTrace-Landmark improves episodic recall by +19.5% on LoopBench, extending visually persistent generation without retraining.

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NVIDIA OmniDreams: Real-Time Generative World Model for Closed-Loop Autonomous Vehicle Simulation

As autonomous vehicle capabilities advance, the safe evaluation of driving policies in long-tail scenarios remains a critical bottleneck. In closed-loop simulation, the driving policy model actively interacts with the environment, where its actions dynamically update the simulator state and directly influence the next set of generated sensor observations. While recent reconstruction-based neural simulators offer photorealism, they are fundamentally constrained by their initial captured data and struggle to generalize to highly dynamic or novel scenes. To overcome these limitations, we introduce OmniDreams, a foundation generative world model mid- and post-trained from the Cosmos diffusion model to autoregressively generate action-conditioned videos in real time. By leveraging the rich visual priors of Cosmos and mid- and post-training on 21k hours of driving scenarios, OmniDreams synthesizes complex, unobserved phenomena that are hard for traditional simulators to capture, such as extreme weather and unpredictable dynamic agent behaviors. Crucially, it autoregressively conditions its photorealistic sensor generation on past frames, the current simulator state, and immediate driving actions. Deployed in a closed-loop system with the Alpamayo 1 policy model and AlpaSim orchestrator, OmniDreams acts as a highly responsive, reactive environment, providing a scalable and comprehensive solution for training and evaluating next-generation autonomous driving policies. We additionally show preliminary results indicating that a world-action model (WAM) post-trained from OmniDreams achieves strong performance on the Physical AI Autonomous Vehicles NuRec dataset, surpassing the VLA-based Alpamayo 1.5 research policy model while using only 1/5 the total parameters. These results highlight the potential for a real-time world model like OmniDreams to also serve as a backbone for policy architectures.

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Motion Attribution for Video Generation

Despite the rapid progress of video generation models, the role of data in influencing motion is poorly understood. We present Motive (MOTIon attribution for Video gEneration), a motion-centric, gradient-based data attribution framework that scales to modern, large, high-quality video datasets and models. We use this to study which fine-tuning clips improve or degrade temporal dynamics. Motive isolates temporal dynamics from static appearance via motion-weighted loss masks, yielding efficient and scalable motion-specific influence computation. On text-to-video models, Motive identifies clips that strongly affect motion and guides data curation that improves temporal consistency and physical plausibility. With Motive-selected high-influence data, our method improves both motion smoothness and dynamic degree on VBench, achieving a 74.1% human preference win rate compared with the pretrained base model. To our knowledge, this is the first framework to attribute motion rather than visual appearance in video generative models and to use it to curate fine-tuning data.

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DriveJudge: Rethinking Autonomous Driving Evaluation with Vision-Language Models

Autonomous driving has shifted towards end-to-end policy learning, where reliable, interpretable policy evaluation is a fundamental challenge as driving quality is highly context-dependent. Commonly used rule-based driving metrics like EPDMS are interpretable but lack context-awareness, while recent VLMbased evaluations are context-aware but limited by ambiguous VLM outputs and weak physical grounding. To evaluate driving in a manner that is both interpretable and context-aware, we introduce DriveJudge. DriveJudge is a driving evaluation agent that combines rule-grounded evaluation with Vision-Language Model (VLM) reasoning and selectively invokes physically-grounded deterministic rule functions after interpreting the environmental context. To train and evaluate DriveJudge, we curate a large-scale dataset of 33,577 challenging driving samples with human annotations on whether the driving behavior is reasonable in the given scenario. With this dataset, we address the underexplored problem of driving metric evaluation, and introduce two human-aligned benchmark tasks: Driving Quality Classification and Trajectory Preference Selection. DriveJudge outperforms EPDMS for driving quality classification by 21.23 AUC, and the recent VLM-based DriveCritic for trajectory preference selection by 6.5%, setting a new standard for interpretable and precise driving evaluation.

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Cosmos World Foundation Model Platform for Physical AI

Physical AI needs to be trained digitally first. It needs a digital twin of itself, the policy model, and a digital twin of the world, the world model. In this paper, we present the Cosmos World Foundation Model Platform to help developers build customized world models for their Physical AI setups. We position a world foundation model as a general-purpose world model that can be fine-tuned into customized world models for downstream applications. Our platform covers a video curation pipeline, pre-trained world foundation models, examples of post-training of pre-trained world foundation models, and video tokenizers. To help Physical AI builders solve the most critical problems of our society, we make Cosmos open-source and our models open-weight with permissive licenses available via https://github.com/nvidia-cosmos/cosmos-predict1.

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VideoPanda: Video Panoramic Diffusion with Multi-view Attention

High resolution panoramic video content is paramount for immersive experiences in Virtual Reality, but is non-trivial to collect as it requires specialized equipment and intricate camera setups. In this work, we introduce VideoPanda, a novel approach for synthesizing 360$^\circ$ videos conditioned on text or single-view video data. VideoPanda leverages multi-view attention layers to augment a video diffusion model, enabling it to generate consistent multi-view videos that can be combined into immersive panoramic content. VideoPanda is trained jointly using two conditions: text-only and single-view video, and supports autoregressive generation of long-videos. To overcome the computational burden of multi-view video generation, we randomly subsample the duration and camera views used during training and show that the model is able to gracefully generalize to generating more frames during inference. Extensive evaluations on both real-world and synthetic video datasets demonstrate that VideoPanda generates more realistic and coherent 360$^\circ$ panoramas across all input conditions compared to existing methods. Visit the project website at https://research.nvidia.com/labs/toronto-ai/VideoPanda/ for results.

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ReMatching Dynamic Reconstruction Flow

Reconstructing a dynamic scene from image inputs is a fundamental computer vision task with many downstream applications. Despite recent advancements, existing approaches still struggle to achieve high-quality reconstructions from unseen viewpoints and timestamps. This work introduces the ReMatching framework, designed to improve reconstruction quality by incorporating deformation priors into dynamic reconstruction models. Our approach advocates for velocity-field based priors, for which we suggest a matching procedure that can seamlessly supplement existing dynamic reconstruction pipelines. The framework is highly adaptable and can be applied to various dynamic representations. Moreover, it supports integrating multiple types of model priors and enables combining simpler ones to create more complex classes. Our evaluations on popular benchmarks involving both synthetic and real-world dynamic scenes demonstrate that augmenting current state-of-the-art methods with our approach leads to a clear improvement in reconstruction accuracy.

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PASTA: Controllable Part-Aware Shape Generation with Autoregressive Transformers

The increased demand for tools that automate the 3D content creation process led to tremendous progress in deep generative models that can generate diverse 3D objects of high fidelity. In this paper, we present PASTA, an autoregressive transformer architecture for generating high quality 3D shapes. PASTA comprises two main components: An autoregressive transformer that generates objects as a sequence of cuboidal primitives and a blending network, implemented with a transformer decoder that composes the sequences of cuboids and synthesizes high quality meshes for each object. Our model is trained in two stages: First we train our autoregressive generative model using only annotated cuboidal parts as supervision and next, we train our blending network using explicit 3D supervision, in the form of watertight meshes. Evaluations on various ShapeNet objects showcase the ability of our model to perform shape generation from diverse inputs \eg from scratch, from a partial object, from text and images, as well size-guided generation, by explicitly conditioning on a bounding box that defines the object's boundaries. Moreover, as our model considers the underlying part-based structure of a 3D object, we are able to select a specific part and produce shapes with meaningful variations of this part. As evidenced by our experiments, our model generates 3D shapes that are both more realistic and diverse than existing part-based and non part-based methods, while at the same time is simpler to implement and train.

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MultiPhys: Multi-Person Physics-aware 3D Motion Estimation

We introduce MultiPhys, a method designed for recovering multi-person motion from monocular videos. Our focus lies in capturing coherent spatial placement between pairs of individuals across varying degrees of engagement. MultiPhys, being physically aware, exhibits robustness to jittering and occlusions, and effectively eliminates penetration issues between the two individuals. We devise a pipeline in which the motion estimated by a kinematic-based method is fed into a physics simulator in an autoregressive manner. We introduce distinct components that enable our model to harness the simulator's properties without compromising the accuracy of the kinematic estimates. This results in final motion estimates that are both kinematically coherent and physically compliant. Extensive evaluations on three challenging datasets characterized by substantial inter-person interaction show that our method significantly reduces errors associated with penetration and foot skating, while performing competitively with the state-of-the-art on motion accuracy and smoothness. Results and code can be found on our project page (http://www.iri.upc.edu/people/nugrinovic/multiphys/).

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CurveCloudNet: Processing Point Clouds with 1D Structure

Modern depth sensors such as LiDAR operate by sweeping laser-beams across the scene, resulting in a point cloud with notable 1D curve-like structures. In this work, we introduce a new point cloud processing scheme and backbone, called CurveCloudNet, which takes advantage of the curve-like structure inherent to these sensors. While existing backbones discard the rich 1D traversal patterns and rely on generic 3D operations, CurveCloudNet parameterizes the point cloud as a collection of polylines (dubbed a "curve cloud"), establishing a local surface-aware ordering on the points. By reasoning along curves, CurveCloudNet captures lightweight curve-aware priors to efficiently and accurately reason in several diverse 3D environments. We evaluate CurveCloudNet on multiple synthetic and real datasets that exhibit distinct 3D size and structure. We demonstrate that CurveCloudNet outperforms both point-based and sparse-voxel backbones in various segmentation settings, notably scaling to large scenes better than point-based alternatives while exhibiting improved single-object performance over sparse-voxel alternatives. In all, CurveCloudNet is an efficient and accurate backbone that can handle a larger variety of 3D environments than past works.

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CAD: Photorealistic 3D Generation via Adversarial Distillation

The increased demand for 3D data in AR/VR, robotics and gaming applications, gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However, finding a correct mode in the high-dimensional distribution produced by the diffusion model is challenging and often leads to issues such as over-saturation, over-smoothing, and Janus-like artifacts. In this paper, we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking, our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner, which unlocks the generation of high-fidelity and photorealistic 3D content, conditioned on a single image and prompt. Moreover, by harnessing the latent space of GANs and expressive diffusion model priors, our method facilitates a wide variety of 3D applications including single-view reconstruction, high diversity generation and continuous 3D interpolation in the open domain. The experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.

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OptCtrlPoints: Finding the Optimal Control Points for Biharmonic 3D Shape Deformation

We propose OptCtrlPoints, a data-driven framework designed to identify the optimal sparse set of control points for reproducing target shapes using biharmonic 3D shape deformation. Control-point-based 3D deformation methods are widely utilized for interactive shape editing, and their usability is enhanced when the control points are sparse yet strategically distributed across the shape. With this objective in mind, we introduce a data-driven approach that can determine the most suitable set of control points, assuming that we have a given set of possible shape variations. The challenges associated with this task primarily stem from the computationally demanding nature of the problem. Two main factors contribute to this complexity: solving a large linear system for the biharmonic weight computation and addressing the combinatorial problem of finding the optimal subset of mesh vertices. To overcome these challenges, we propose a reformulation of the biharmonic computation that reduces the matrix size, making it dependent on the number of control points rather than the number of vertices. Additionally, we present an efficient search algorithm that significantly reduces the time complexity while still delivering a nearly optimal solution. Experiments on SMPL, SMAL, and DeformingThings4D datasets demonstrate the efficacy of our method. Our control points achieve better template-to-target fit than FPS, random search, and neural-network-based prediction. We also highlight the significant reduction in computation time from days to approximately 3 minutes.

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CC3D: Layout-Conditioned Generation of Compositional 3D Scenes

In this work, we introduce CC3D, a conditional generative model that synthesizes complex 3D scenes conditioned on 2D semantic scene layouts, trained using single-view images. Different from most existing 3D GANs that limit their applicability to aligned single objects, we focus on generating complex scenes with multiple objects, by modeling the compositional nature of 3D scenes. By devising a 2D layout-based approach for 3D synthesis and implementing a new 3D field representation with a stronger geometric inductive bias, we have created a 3D GAN that is both efficient and of high quality, while allowing for a more controllable generation process. Our evaluations on synthetic 3D-FRONT and real-world KITTI-360 datasets demonstrate that our model generates scenes of improved visual and geometric quality in comparison to previous works.

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3D-Aware Video Generation

Generative models have emerged as an essential building block for many image synthesis and editing tasks. Recent advances in this field have also enabled high-quality 3D or video content to be generated that exhibits either multi-view or temporal consistency. With our work, we explore 4D generative adversarial networks (GANs) that learn unconditional generation of 3D-aware videos. By combining neural implicit representations with time-aware discriminator, we develop a GAN framework that synthesizes 3D video supervised only with monocular videos. We show that our method learns a rich embedding of decomposable 3D structures and motions that enables new visual effects of spatio-temporal renderings while producing imagery with quality comparable to that of existing 3D or video GANs.

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COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos

The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.

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PartNeRF: Generating Part-Aware Editable 3D Shapes without 3D Supervision

Impressive progress in generative models and implicit representations gave rise to methods that can generate 3D shapes of high quality. However, being able to locally control and edit shapes is another essential property that can unlock several content creation applications. Local control can be achieved with part-aware models, but existing methods require 3D supervision and cannot produce textures. In this work, we devise PartNeRF, a novel part-aware generative model for editable 3D shape synthesis that does not require any explicit 3D supervision. Our model generates objects as a set of locally defined NeRFs, augmented with an affine transformation. This enables several editing operations such as applying transformations on parts, mixing parts from different objects etc. To ensure distinct, manipulable parts we enforce a hard assignment of rays to parts that makes sure that the color of each ray is only determined by a single NeRF. As a result, altering one part does not affect the appearance of the others. Evaluations on various ShapeNet categories demonstrate the ability of our model to generate editable 3D objects of improved fidelity, compared to previous part-based generative approaches that require 3D supervision or models relying on NeRFs.

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ALTO: Alternating Latent Topologies for Implicit 3D Reconstruction

This work introduces alternating latent topologies (ALTO) for high-fidelity reconstruction of implicit 3D surfaces from noisy point clouds. Previous work identifies that the spatial arrangement of latent encodings is important to recover detail. One school of thought is to encode a latent vector for each point (point latents). Another school of thought is to project point latents into a grid (grid latents) which could be a voxel grid or triplane grid. Each school of thought has tradeoffs. Grid latents are coarse and lose high-frequency detail. In contrast, point latents preserve detail. However, point latents are more difficult to decode into a surface, and quality and runtime suffer. In this paper, we propose ALTO to sequentially alternate between geometric representations, before converging to an easy-to-decode latent. We find that this preserves spatial expressiveness and makes decoding lightweight. We validate ALTO on implicit 3D recovery and observe not only a performance improvement over the state-of-the-art, but a runtime improvement of 3-10$\times$. Project website at https://visual.ee.ucla.edu/alto.htm/.

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