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Dominik Engel

Publications and source records attributed to Dominik Engel.

At least 19 recordsLinked to original sources

LingGS: Decoupling Feed-Forward Geometry Prediction from Camera Tracking for High-Fidelity Gaussian SLAM

Achieving high-quality reconstruction and responsive camera tracking remains challenging for monocular RGB Gaussian splatting SLAM under a limited optimization budget. We present an online system that addresses this challenge by combining learned geometric priors with explicit geometric camera tracking, which can substantially outperform learned camera prediction in terms of tracking accuracy. A frozen streaming 3D foundation model serves as a virtual RGB-D sensor, providing depth estimation from monocular video. An explicit geometric solver then estimates camera motion through feature reprojection, and a streaming Gaussian mapper integrates the resulting observations into a dense scene representation. We further show that geometric tracking improves camera pose accuracy across representative streaming geometry backbones, demonstrating the broader applicability of our approach. Extensive experiments on indoor and outdoor datasets show that our method significantly improves reconstruction quality over existing approaches, achieving about 7 FPS on a single RTX 4090 and delivering 2-3 times the throughput of the evaluated prior SLAM systems.

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SplatScout: Query-Driven Part-Level Referring Segmentation in Gaussian Scenes

Existing referring segmentation methods on Gaussian scenes primarily target whole objects, relying on segmenter-generated candidates from which a vision-language model (VLM) selects. Such predetermined fixed candidates may omit fine-grained parts needed as targets or cues for identifying objects. We introduce SplatScout, a query-driven, closed-loop approach that places perception under VLM control. The model actively selects views, directs segmentation, and inspects rendered 3D results to refine its predictions. For part-level evaluation, we introduce PartRef-ScanNet++, comprising 261 manually verified queries across 12 ScanNet++ scenes with mesh-derived ground truth. On PartRef-ScanNet++, SplatScout achieves 0.538 mIoU, substantially outperforming existing methods. Ablations demonstrate the benefits of iterative refinement, while comparisons across VLM backbones highlight the importance of effective tool-feedback utilization. SplatScout also achieves higher scores on four existing referring benchmarks. Code and the PartRef-ScanNet++ benchmark are available at https://github.com/kaust-violab/SplatScout.

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VISTA: Differentiable Viewpoint Planning for Long-Horizon Task Visualization

Long-horizon object-centered tasks in interactive 3D environments involve heterogeneous events that unfold across time and space, including fine-grained manipulations, larger structural motions, and subtle state transitions. Effectively visualizing such processes is essential for helping users understand how actions lead to outcomes over time. However, existing camera control methods in 3D systems are commonly designed for static objects, and often fail to maintain the legibility of task-relevant components and their evolving relationships throughout long-horizon executions. We present VISTA, a differentiable viewpoint planning framework for long-horizon task visualization. We formulate camera control as a visualization policy that optimizes camera parameters under a unified rendering-based quality objective and we propose five quality metrics to satisfy our five design goals. To support both local part inspection and interaction-centric visualization centered on a primary object, our formulation handles targets defined either as object--part pairs or as relational tuples involving another interacting object. This allows the planner to reveal not only what part is important, but also how it functionally relates to surrounding structures during task execution. We demonstrate that the same planner supports two complementary use cases: presentation-driven narrative visualization for communicating how long-horizon tasks unfold to human viewers, and agent-driven active observation within an observe-act loop. Together, these results position differentiable viewpoint planning as a general mechanism for ``how-things-work'' visualization of long-horizon object-centered interactions in 3D environments.

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Query-Time Calibration of CLIP Features for Open-Vocabulary 3D Segmentation

Lifting vision-language features such as CLIP into 3D Gaussian reconstructions enables open-vocabulary segmentation through natural-language queries. Although CLIP represents a broad range of semantic concepts, the lifted features of individual scenes can exhibit strong directional concentration, while raw cosine similarity does not account for the scene-specific feature distribution. We show that substantial segmentation gains can be obtained by changing how a fixed lifted feature field is compared with text. Our method partially subtracts a shared scene direction from visual features and text prototypes and whitens text prototypes using a fixed reference vocabulary of generic terms. It then uses soft clustering for multiclass prediction and CSLS with a relevance margin against the reference vocabulary for single-query prediction. Beyond reducing directional concentration, scene centering improves class-relative feature separation in every evaluated scene. Across seven lifting methods and four datasets, the resulting query-time calibration consistently improves mean intersection over union in both multiclass and single-query segmentation. These gains require no retraining, source-image re-encoding, or feature re-lifting, demonstrating the value of scene-conditioned comparison for making better use of existing lifted representations.

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NormLift: From Lifted Features To Semantic Reliability In 3D Gaussian Splatting

Training-free weighted aggregation is widely used to lift 2D semantic features onto 3D Gaussians for open-vocabulary scene understanding, yet its theoretical role remains insufficiently understood. Existing analyses typically justify this operation from the rendering side, treating Gaussian features as linearly composable Euclidean variables for reconstructing 2D feature maps. However, this view does not match downstream 3D usage, where each Gaussian is often queried independently in a cosine-based embedding space. We revisit feature lifting from the 3D side and formulate per-Gaussian assignment as a cosine alignment problem on the CLIP unit sphere. Under this objective, the $\ell_2$-normalized semantic back-projected feature emerges as the closed-form solution, providing a complementary interpretation of the standard lifting rule from the perspective of per-Gaussian semantic assignment. This solution is still a convex combination of the observed directions, so every lifted feature is inherently a mixture. Such mixing is unavoidable for any per-Gaussian estimator, and the question is whether it can be measured. The same formulation answers this: the norm of the back-projected feature decomposes into intra-view and inter-view consistency, so the feature magnitude quantifies how mixed the observations are and serves as a semantic reliability signal. Calibrated by effective multi-view support, this reliability score identifies the Gaussians whose lifted direction has drifted and guides a mode-voting refinement that corrects them by copying a single observed CLIP direction instead of averaging. Experiments on open-vocabulary 3D semantic segmentation show that NormLift is an efficient, training-free framework that achieves strong performance across evaluation protocols. Our code is available at https://github.com/kaust-violab/NormLift_release

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OV-Foam: How 3D Representations Shape Semantic Feature Lifting

Existing feature lifting approaches for open-vocabulary segmentation rely on simple backprojection to assign features to primitives. In the case of 3D Gaussian splatting reconstruction, the primitives overlap heavily, leading to suboptimal reconstructions, governed by many primitives per ray. Backprojection, however, reduces to a least-squares solvable problem, exactly when no two primitives share a ray. Motivated by this insight, we propose OV-Foam, which uses PowerFoam as the underlying representation. This representation uses a power-diagram to partition the scene, resulting in zero overlap between primitives and a substantial reduction in primitives per ray, which ultimately simplifies the lifting problem and allows for closer-to-optimal feature assignment. We show that the space partitioning primitives of OV-Foam reach near-optimal assignment, and our experiments demonstrate improved open-vocabulary segmentation over Gaussian baselines.

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ARCOL: Aspect Ratio Constrained Orthogonal Layout

Orthogonal graph layout algorithms aim to produce clear, compact, and readable network diagrams by arranging nodes and edges along horizontal and vertical lines, while minimizing bends and crossings. Most existing orthogonal layout methods focus primarily on quality criteria such as area usage, total edge length, and bend minimization. Explicitly controlling the global aspect ratio (AR) of the resulting layout is as of now unexplored. Existing orthogonal layout methods offer no control over the resulting AR and their rigid geometric constraints make adaptation of finished layouts difficult. With the increasing variety of aspect ratios encountered in daily life, from wide monitors to tall mobile devices or fixed-size interface panels, there is a clear need for aspect ratio control in orthogonal layout methods. To tackle this issue, we introduce Aspect Ratio-Constrained Orthogonal Layout (ARCOL). Building upon the Human-like Orthogonal Layout Algorithm (HOLA)~\cite{Kieffer2016}, we integrate aspect ratio at two different stages: (1) into the stress minimization phase, as a soft constraint, allowing the layout algorithm to gently guide node positions toward a specified target AR, while preserving visual clarity and topological faithfulness; and (2) into the tree reattachment phase, where we modify the cost function to favor placements that improve the AR. We evaluate our approach through quantitative evaluation and a user study, as well as expert interviews. Our evaluations show that ARCOL produces balanced and space efficient orthogonal layouts across diverse aspect ratios.

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EfficientMonoHair: Fast Strand-Level Reconstruction from Monocular Video via Multi-View Direction Fusion

Strand-level hair geometry reconstruction is a fundamental problem in virtual human modeling and the digitization of hairstyles. However, existing methods still suffer from a significant trade-off between accuracy and efficiency. Implicit neural representations can capture the global hair shape but often fail to preserve fine-grained strand details, while explicit optimization-based approaches achieve high-fidelity reconstructions at the cost of heavy computation and poor scalability. To address this issue, we propose EfficientMonoHair, a fast and accurate framework that combines the implicit neural network with multi-view geometric fusion for strand-level reconstruction from monocular video. Our method introduces a fusion-patch-based multi-view optimization that reduces the number of optimization iterations for point cloud direction, as well as a novel parallel hair-growing strategy that relaxes voxel occupancy constraints, allowing large-scale strand tracing to remain stable and robust even under inaccurate or noisy orientation fields. Extensive experiments on representative real-world hairstyles demonstrate that our method can robustly reconstruct high-fidelity strand geometries with accuracy. On synthetic benchmarks, our method achieves reconstruction quality comparable to state-of-the-art methods, while improving runtime efficiency by nearly an order of magnitude.

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ClickAIXR: On-Device Multimodal Vision-Language Interaction with Real-World Objects in Extended Reality

We present ClickAIXR, a novel on-device framework for multimodal vision-language interaction with objects in extended reality (XR). Unlike prior systems that rely on cloud-based AI (e.g., ChatGPT) or gaze-based selection (e.g., GazePointAR), ClickAIXR integrates an on-device vision-language model (VLM) with a controller-based object selection paradigm, enabling users to precisely click on real-world objects in XR. Once selected, the object image is processed locally by the VLM to answer natural language questions through both text and speech. This object-centered interaction reduces ambiguity inherent in gaze- or voice-only interfaces and improves transparency by performing all inference on-device, addressing concerns around privacy and latency. We implemented ClickAIXR in the Magic Leap SDK (C API) with ONNX-based local VLM inference. We conducted a user study comparing ClickAIXR with Gemini 2.5 Flash and ChatGPT 5, evaluating usability, trust, and user satisfaction. Results show that latency is moderate and user experience is acceptable. Our findings demonstrate the potential of click-based object selection combined with on-device AI to advance trustworthy, privacy-preserving XR interactions. The source code and supplementary materials are available at: nanovis.org/ClickAIXR.html

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S2D: Sparse-To-Dense Keymask Distillation for Unsupervised Video Instance Segmentation

In recent years, the state-of-the-art in unsupervised video instance segmentation has heavily relied on synthetic video data, generated from object-centric image datasets such as ImageNet. However, video synthesis by artificially shifting and scaling image instance masks fails to accurately model realistic motion in videos, such as perspective changes, movement by parts of one or multiple instances, or camera motion. To tackle this issue, we propose an unsupervised video instance segmentation model trained exclusively on real video data. We start from unsupervised instance segmentation masks on individual video frames. However, these single-frame segmentations exhibit temporal noise and their quality varies through the video. Therefore, we establish temporal coherence by identifying high-quality keymasks in the video by leveraging deep motion priors. The sparse keymask pseudo-annotations are then used to train a segmentation model for implicit mask propagation, for which we propose a Sparse-To-Dense Distillation approach aided by a Temporal DropLoss. After training the final model on the resulting dense labelset, our approach outperforms the current state-of-the-art across various benchmarks.

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CutS3D: Cutting Semantics in 3D for 2D Unsupervised Instance Segmentation

Traditionally, algorithms that learn to segment object instances in 2D images have heavily relied on large amounts of human-annotated data. Only recently, novel approaches have emerged tackling this problem in an unsupervised fashion. Generally, these approaches first generate pseudo-masks and then train a class-agnostic detector. While such methods deliver the current state of the art, they often fail to correctly separate instances overlapping in 2D image space since only semantics are considered. To tackle this issue, we instead propose to cut the semantic masks in 3D to obtain the final 2D instances by utilizing a point cloud representation of the scene. Furthermore, we derive a Spatial Importance function, which we use to resharpen the semantics along the 3D borders of instances. Nevertheless, these pseudo-masks are still subject to mask ambiguity. To address this issue, we further propose to augment the training of a class-agnostic detector with three Spatial Confidence components aiming to isolate a clean learning signal. With these contributions, our approach outperforms competing methods across multiple standard benchmarks for unsupervised instance segmentation and object detection.

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RaRa Clipper: A Clipper for Gaussian Splatting Based on Ray Tracer and Rasterizer

With the advancement of Gaussian Splatting techniques, a growing number of datasets based on this representation have been developed. However, performing accurate and efficient clipping for Gaussian Splatting remains a challenging and unresolved problem, primarily due to the volumetric nature of Gaussian primitives, which makes hard clipping incapable of precisely localizing their pixel-level contributions. In this paper, we propose a hybrid rendering framework that combines rasterization and ray tracing to achieve efficient and high-fidelity clipping of Gaussian Splatting data. At the core of our method is the RaRa strategy, which first leverages rasterization to quickly identify Gaussians intersected by the clipping plane, followed by ray tracing to compute attenuation weights based on their partial occlusion. These weights are then used to accurately estimate each Gaussian's contribution to the final image, enabling smooth and continuous clipping effects. We validate our approach on diverse datasets, including general Gaussians, hair strand Gaussians, and multi-layer Gaussians, and conduct user studies to evaluate both perceptual quality and quantitative performance. Experimental results demonstrate that our method delivers visually superior results while maintaining real-time rendering performance and preserving high fidelity in the unclipped regions.

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HPSCAN: Human Perception-Based Scattered Data Clustering

Cluster separation is a task typically tackled by widely used clustering techniques, such as k-means or DBSCAN. However, these algorithms are based on non-perceptual metrics, and our experiments demonstrate that their output does not reflect human cluster perception. To bridge the gap between human cluster perception and machine-computed clusters, we propose HPSCAN, a learning strategy that operates directly on scattered data. To learn perceptual cluster separation on such data, we crowdsourced the labeling of 7,320 bivariate (scatterplot) datasets to 384 human participants. We train our HPSCAN model on these human-annotated data. Instead of rendering these data as scatterplot images, we used their x and y point coordinates as input to a modified PointNet++ architecture, enabling direct inference on point clouds. In this work, we provide details on how we collected our dataset, report statistics of the resulting annotations, and investigate the perceptual agreement of cluster separation for real-world data. We also report the training and evaluation protocol for HPSCAN and introduce a novel metric, that measures the accuracy between a clustering technique and a group of human annotators. We explore predicting point-wise human agreement to detect ambiguities. Finally, we compare our approach to ten established clustering techniques and demonstrate that HPSCAN is capable of generalizing to unseen and out-of-scope data.

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A Survey on Quality Metrics for Text-to-Image Generation

AI-based text-to-image models do not only excel at generating realistic images, they also give designers more and more fine-grained control over the image content. Consequently, these approaches have gathered increased attention within the computer graphics research community, which has been historically devoted towards traditional rendering techniques, that offer precise control over scene parameters (e.g., objects, materials, and lighting). While the quality of conventionally rendered images is assessed through well established image quality metrics, such as SSIM or PSNR, the unique challenges of text-to-image generation require other, dedicated quality metrics. These metrics must be able to not only measure overall image quality, but also how well images reflect given text prompts, whereby the control of scene and rendering parameters is interweaved. Within this survey, we provide a comprehensive overview of such text-to-image quality metrics, and propose a taxonomy to categorize these metrics. Our taxonomy is grounded in the assumption, that there are two main quality criteria, namely compositional quality and general quality, that contribute to the overall image quality. Besides the metrics, this survey covers dedicated text-to-image benchmark datasets, over which the metrics are frequently computed. Finally, we identify limitations and open challenges in the field of text-to-image generation, and derive guidelines for practitioners conducting text-to-image evaluation.

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Leveraging Self-Supervised Vision Transformers for Segmentation-based Transfer Function Design

In volume rendering, transfer functions are used to classify structures of interest, and to assign optical properties such as color and opacity. They are commonly defined as 1D or 2D functions that map simple features to these optical properties. As the process of designing a transfer function is typically tedious and unintuitive, several approaches have been proposed for their interactive specification. In this paper, we present a novel method to define transfer functions for volume rendering by leveraging the feature extraction capabilities of self-supervised pre-trained vision transformers. To design a transfer function, users simply select the structures of interest in a slice viewer, and our method automatically selects similar structures based on the high-level features extracted by the neural network. Contrary to previous learning-based transfer function approaches, our method does not require training of models and allows for quick inference, enabling an interactive exploration of the volume data. Our approach reduces the amount of necessary annotations by interactively informing the user about the current classification, so they can focus on annotating the structures of interest that still require annotation. In practice, this allows users to design transfer functions within seconds, instead of minutes. We compare our method to existing learning-based approaches in terms of annotation and compute time, as well as with respect to segmentation accuracy. Our accompanying video showcases the interactivity and effectiveness of our method.

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Unsupervised Semantic Segmentation Through Depth-Guided Feature Correlation and Sampling

Traditionally, training neural networks to perform semantic segmentation required expensive human-made annotations. But more recently, advances in the field of unsupervised learning have made significant progress on this issue and towards closing the gap to supervised algorithms. To achieve this, semantic knowledge is distilled by learning to correlate randomly sampled features from images across an entire dataset. In this work, we build upon these advances by incorporating information about the structure of the scene into the training process through the use of depth information. We achieve this by (1) learning depth-feature correlation by spatially correlate the feature maps with the depth maps to induce knowledge about the structure of the scene and (2) implementing farthest-point sampling to more effectively select relevant features by utilizing 3D sampling techniques on depth information of the scene. Finally, we demonstrate the effectiveness of our technical contributions through extensive experimentation and present significant improvements in performance across multiple benchmark datasets.

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Attention-Guided Masked Autoencoders For Learning Image Representations

Masked autoencoders (MAEs) have established themselves as a powerful method for unsupervised pre-training for computer vision tasks. While vanilla MAEs put equal emphasis on reconstructing the individual parts of the image, we propose to inform the reconstruction process through an attention-guided loss function. By leveraging advances in unsupervised object discovery, we obtain an attention map of the scene which we employ in the loss function to put increased emphasis on reconstructing relevant objects, thus effectively incentivizing the model to learn more object-focused representations without compromising the established masking strategy. Our evaluations show that our pre-trained models learn better latent representations than the vanilla MAE, demonstrated by improved linear probing and k-NN classification results on several benchmarks while at the same time making ViTs more robust against varying backgrounds.

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Monocular Depth Decomposition of Semi-Transparent Volume Renderings

Neural networks have shown great success in extracting geometric information from color images. Especially, monocular depth estimation networks are increasingly reliable in real-world scenes. In this work we investigate the applicability of such monocular depth estimation networks to semi-transparent volume rendered images. As depth is notoriously difficult to define in a volumetric scene without clearly defined surfaces, we consider different depth computations that have emerged in practice, and compare state-of-the-art monocular depth estimation approaches for these different interpretations during an evaluation considering different degrees of opacity in the renderings. Additionally, we investigate how these networks can be extended to further obtain color and opacity information, in order to create a layered representation of the scene based on a single color image. This layered representation consists of spatially separated semi-transparent intervals that composite to the original input rendering. In our experiments we show that existing approaches to monocular depth estimation can be adapted to perform well on semi-transparent volume renderings, which has several applications in the area of scientific visualization, like re-composition with additional objects and labels or additional shading.

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