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Federico Tombari

Publications and source records attributed to Federico Tombari.

At least 127 records · Page 7Linked to original sources

Toward a Diffusion-Based Generalist for Dense Vision Tasks

Building generalized models that can solve many computer vision tasks simultaneously is an intriguing direction. Recent works have shown image itself can be used as a natural interface for general-purpose visual perception and demonstrated inspiring results. In this paper, we explore diffusion-based vision generalists, where we unify different types of dense prediction tasks as conditional image generation and re-purpose pre-trained diffusion models for it. However, directly applying off-the-shelf latent diffusion models leads to a quantization issue. Thus, we propose to perform diffusion in pixel space and provide a recipe for finetuning pre-trained text-to-image diffusion models for dense vision tasks. In experiments, we evaluate our method on four different types of tasks and show competitive performance to the other vision generalists.

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RaNeuS: Ray-adaptive Neural Surface Reconstruction

Our objective is to leverage a differentiable radiance field \eg NeRF to reconstruct detailed 3D surfaces in addition to producing the standard novel view renderings. There have been related methods that perform such tasks, usually by utilizing a signed distance field (SDF). However, the state-of-the-art approaches still fail to correctly reconstruct the small-scale details, such as the leaves, ropes, and textile surfaces. Considering that different methods formulate and optimize the projection from SDF to radiance field with a globally constant Eikonal regularization, we improve with a ray-wise weighting factor to prioritize the rendering and zero-crossing surface fitting on top of establishing a perfect SDF. We propose to adaptively adjust the regularization on the signed distance field so that unsatisfying rendering rays won't enforce strong Eikonal regularization which is ineffective, and allow the gradients from regions with well-learned radiance to effectively back-propagated to the SDF. Consequently, balancing the two objectives in order to generate accurate and detailed surfaces. Additionally, concerning whether there is a geometric bias between the zero-crossing surface in SDF and rendering points in the radiance field, the projection becomes adjustable as well depending on different 3D locations during optimization. Our proposed \textit{RaNeuS} are extensively evaluated on both synthetic and real datasets, achieving state-of-the-art results on both novel view synthesis and geometric reconstruction.

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Splat-SLAM: Globally Optimized RGB-only SLAM with 3D Gaussians

3D Gaussian Splatting has emerged as a powerful representation of geometry and appearance for RGB-only dense Simultaneous Localization and Mapping (SLAM), as it provides a compact dense map representation while enabling efficient and high-quality map rendering. However, existing methods show significantly worse reconstruction quality than competing methods using other 3D representations, e.g. neural points clouds, since they either do not employ global map and pose optimization or make use of monocular depth. In response, we propose the first RGB-only SLAM system with a dense 3D Gaussian map representation that utilizes all benefits of globally optimized tracking by adapting dynamically to keyframe pose and depth updates by actively deforming the 3D Gaussian map. Moreover, we find that refining the depth updates in inaccurate areas with a monocular depth estimator further improves the accuracy of the 3D reconstruction. Our experiments on the Replica, TUM-RGBD, and ScanNet datasets indicate the effectiveness of globally optimized 3D Gaussians, as the approach achieves superior or on par performance with existing RGB-only SLAM methods methods in tracking, mapping and rendering accuracy while yielding small map sizes and fast runtimes. The source code is available at https://github.com/eriksandstroem/Splat-SLAM.

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How Good is my Video LMM? Complex Video Reasoning and Robustness Evaluation Suite for Video-LMMs

Recent advancements in Large Language Models (LLMs) have led to the development of Video Large Multi-modal Models (Video-LMMs) that can handle a wide range of video understanding tasks. These models have the potential to be deployed in real-world applications such as robotics, AI assistants, medical surgery, and autonomous vehicles. The widespread adoption of Video-LMMs in our daily lives underscores the importance of ensuring and evaluating their robust performance in mirroring human-like reasoning and interaction capabilities in complex, real-world contexts. However, existing benchmarks for Video-LMMs primarily focus on general video comprehension abilities and neglect assessing their reasoning capabilities over complex videos in the real-world context, and robustness of these models through the lens of user prompts as text queries. In this paper, we present the Complex Video Reasoning and Robustness Evaluation Suite (CVRR-ES), a novel benchmark that comprehensively assesses the performance of Video-LMMs across 11 diverse real-world video dimensions. We evaluate 9 recent models, including both open-source and closed-source variants, and find that most of the Video-LMMs, especially open-source ones, struggle with robustness and reasoning when dealing with complex videos. Based on our analysis, we develop a training-free Dual-Step Contextual Prompting (DSCP) technique to enhance the performance of existing Video-LMMs. Our findings provide valuable insights for building the next generation of human-centric AI systems with advanced robustness and reasoning capabilities. Our dataset and code are publicly available at: https://mbzuai-oryx.github.io/CVRR-Evaluation-Suite/.

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HyperSDFusion: Bridging Hierarchical Structures in Language and Geometry for Enhanced 3D Text2Shape Generation

3D shape generation from text is a fundamental task in 3D representation learning. The text-shape pairs exhibit a hierarchical structure, where a general text like ``chair" covers all 3D shapes of the chair, while more detailed prompts refer to more specific shapes. Furthermore, both text and 3D shapes are inherently hierarchical structures. However, existing Text2Shape methods, such as SDFusion, do not exploit that. In this work, we propose HyperSDFusion, a dual-branch diffusion model that generates 3D shapes from a given text. Since hyperbolic space is suitable for handling hierarchical data, we propose to learn the hierarchical representations of text and 3D shapes in hyperbolic space. First, we introduce a hyperbolic text-image encoder to learn the sequential and multi-modal hierarchical features of text in hyperbolic space. In addition, we design a hyperbolic text-graph convolution module to learn the hierarchical features of text in hyperbolic space. In order to fully utilize these text features, we introduce a dual-branch structure to embed text features in 3D feature space. At last, to endow the generated 3D shapes with a hierarchical structure, we devise a hyperbolic hierarchical loss. Our method is the first to explore the hyperbolic hierarchical representation for text-to-shape generation. Experimental results on the existing text-to-shape paired dataset, Text2Shape, achieved state-of-the-art results. We release our implementation under HyperSDFusion.github.io.

cs.CV↗

Few-shot point cloud reconstruction and denoising via learned Guassian splats renderings and fine-tuned diffusion features

Existing deep learning methods for the reconstruction and denoising of point clouds rely on small datasets of 3D shapes. We circumvent the problem by leveraging deep learning methods trained on billions of images. We propose a method to reconstruct point clouds from few images and to denoise point clouds from their rendering by exploiting prior knowledge distilled from image-based deep learning models. To improve reconstruction in constraint settings, we regularize the training of a differentiable renderer with hybrid surface and appearance by introducing semantic consistency supervision. In addition, we propose a pipeline to finetune Stable Diffusion to denoise renderings of noisy point clouds and we demonstrate how these learned filters can be used to remove point cloud noise coming without 3D supervision. We compare our method with DSS and PointRadiance and achieved higher quality 3D reconstruction on the Sketchfab Testset and SCUT Dataset.

cs.CV↗

3D scene generation from scene graphs and self-attention

Synthesizing realistic and diverse indoor 3D scene layouts in a controllable fashion opens up applications in simulated navigation and virtual reality. As concise and robust representations of a scene, scene graphs have proven to be well-suited as the semantic control on the generated layout. We present a variant of the conditional variational autoencoder (cVAE) model to synthesize 3D scenes from scene graphs and floor plans. We exploit the properties of self-attention layers to capture high-level relationships between objects in a scene, and use these as the building blocks of our model. Our model, leverages graph transformers to estimate the size, dimension and orientation of the objects in a room while satisfying relationships in the given scene graph. Our experiments shows self-attention layers leads to sparser (7.9x compared to Graphto3D) and more diverse scenes (16%).

cs.CV↗

BRAVE: Broadening the visual encoding of vision-language models

Vision-language models (VLMs) are typically composed of a vision encoder, e.g. CLIP, and a language model (LM) that interprets the encoded features to solve downstream tasks. Despite remarkable progress, VLMs are subject to several shortcomings due to the limited capabilities of vision encoders, e.g. "blindness" to certain image features, visual hallucination, etc. To address these issues, we study broadening the visual encoding capabilities of VLMs. We first comprehensively benchmark several vision encoders with different inductive biases for solving VLM tasks. We observe that there is no single encoding configuration that consistently achieves top performance across different tasks, and encoders with different biases can perform surprisingly similarly. Motivated by this, we introduce a method, named BRAVE, that consolidates features from multiple frozen encoders into a more versatile representation that can be directly fed as the input to a frozen LM. BRAVE achieves state-of-the-art performance on a broad range of captioning and VQA benchmarks and significantly reduces the aforementioned issues of VLMs, while requiring a smaller number of trainable parameters than existing methods and having a more compressed representation. Our results highlight the potential of incorporating different visual biases for a more broad and contextualized visual understanding of VLMs.

cs.CV↗

PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations

Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop. Our project website is at: https://qingqing-zhao.github.io/PhysAvatar

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OpenNeRF: Open Set 3D Neural Scene Segmentation with Pixel-Wise Features and Rendered Novel Views

Large visual-language models (VLMs), like CLIP, enable open-set image segmentation to segment arbitrary concepts from an image in a zero-shot manner. This goes beyond the traditional closed-set assumption, i.e., where models can only segment classes from a pre-defined training set. More recently, first works on open-set segmentation in 3D scenes have appeared in the literature. These methods are heavily influenced by closed-set 3D convolutional approaches that process point clouds or polygon meshes. However, these 3D scene representations do not align well with the image-based nature of the visual-language models. Indeed, point cloud and 3D meshes typically have a lower resolution than images and the reconstructed 3D scene geometry might not project well to the underlying 2D image sequences used to compute pixel-aligned CLIP features. To address these challenges, we propose OpenNeRF which naturally operates on posed images and directly encodes the VLM features within the NeRF. This is similar in spirit to LERF, however our work shows that using pixel-wise VLM features (instead of global CLIP features) results in an overall less complex architecture without the need for additional DINO regularization. Our OpenNeRF further leverages NeRF's ability to render novel views and extract open-set VLM features from areas that are not well observed in the initial posed images. For 3D point cloud segmentation on the Replica dataset, OpenNeRF outperforms recent open-vocabulary methods such as LERF and OpenScene by at least +4.9 mIoU.

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Know Your Neighbors: Improving Single-View Reconstruction via Spatial Vision-Language Reasoning

Recovering the 3D scene geometry from a single view is a fundamental yet ill-posed problem in computer vision. While classical depth estimation methods infer only a 2.5D scene representation limited to the image plane, recent approaches based on radiance fields reconstruct a full 3D representation. However, these methods still struggle with occluded regions since inferring geometry without visual observation requires (i) semantic knowledge of the surroundings, and (ii) reasoning about spatial context. We propose KYN, a novel method for single-view scene reconstruction that reasons about semantic and spatial context to predict each point's density. We introduce a vision-language modulation module to enrich point features with fine-grained semantic information. We aggregate point representations across the scene through a language-guided spatial attention mechanism to yield per-point density predictions aware of the 3D semantic context. We show that KYN improves 3D shape recovery compared to predicting density for each 3D point in isolation. We achieve state-of-the-art results in scene and object reconstruction on KITTI-360, and show improved zero-shot generalization compared to prior work. Project page: https://ruili3.github.io/kyn.

cs.CV↗

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

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

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

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

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OpenSUN3D: 1st Workshop Challenge on Open-Vocabulary 3D Scene Understanding

This report provides an overview of the challenge hosted at the OpenSUN3D Workshop on Open-Vocabulary 3D Scene Understanding held in conjunction with ICCV 2023. The goal of this workshop series is to provide a platform for exploration and discussion of open-vocabulary 3D scene understanding tasks, including but not limited to segmentation, detection and mapping. We provide an overview of the challenge hosted at the workshop, present the challenge dataset, the evaluation methodology, and brief descriptions of the winning methods. For additional details, please see https://opensun3d.github.io/index_iccv23.html.

cs.CV↗

MOHO: Learning Single-view Hand-held Object Reconstruction with Multi-view Occlusion-Aware Supervision

Previous works concerning single-view hand-held object reconstruction typically rely on supervision from 3D ground-truth models, which are hard to collect in real world. In contrast, readily accessible hand-object videos offer a promising training data source, but they only give heavily occluded object observations. In this paper, we present a novel synthetic-to-real framework to exploit Multi-view Occlusion-aware supervision from hand-object videos for Hand-held Object reconstruction (MOHO) from a single image, tackling two predominant challenges in such setting: hand-induced occlusion and object's self-occlusion. First, in the synthetic pre-training stage, we render a large-scaled synthetic dataset SOMVideo with hand-object images and multi-view occlusion-free supervisions, adopted to address hand-induced occlusion in both 2D and 3D spaces. Second, in the real-world finetuning stage, MOHO leverages the amodal-mask-weighted geometric supervision to mitigate the unfaithful guidance caused by the hand-occluded supervising views in real world. Moreover, domain-consistent occlusion-aware features are amalgamated in MOHO to resist object's self-occlusion for inferring the complete object shape. Extensive experiments on HO3D and DexYCB datasets demonstrate 2D-supervised MOHO gains superior results against 3D-supervised methods by a large margin.

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Denoising Diffusion via Image-Based Rendering

Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.

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Physics-Encoded Graph Neural Networks for Deformation Prediction under Contact

In robotics, it's crucial to understand object deformation during tactile interactions. A precise understanding of deformation can elevate robotic simulations and have broad implications across different industries. We introduce a method using Physics-Encoded Graph Neural Networks (GNNs) for such predictions. Similar to robotic grasping and manipulation scenarios, we focus on modeling the dynamics between a rigid mesh contacting a deformable mesh under external forces. Our approach represents both the soft body and the rigid body within graph structures, where nodes hold the physical states of the meshes. We also incorporate cross-attention mechanisms to capture the interplay between the objects. By jointly learning geometry and physics, our model reconstructs consistent and detailed deformations. We've made our code and dataset public to advance research in robotic simulation and grasping.

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InseRF: Text-Driven Generative Object Insertion in Neural 3D Scenes

We introduce InseRF, a novel method for generative object insertion in the NeRF reconstructions of 3D scenes. Based on a user-provided textual description and a 2D bounding box in a reference viewpoint, InseRF generates new objects in 3D scenes. Recently, methods for 3D scene editing have been profoundly transformed, owing to the use of strong priors of text-to-image diffusion models in 3D generative modeling. Existing methods are mostly effective in editing 3D scenes via style and appearance changes or removing existing objects. Generating new objects, however, remains a challenge for such methods, which we address in this study. Specifically, we propose grounding the 3D object insertion to a 2D object insertion in a reference view of the scene. The 2D edit is then lifted to 3D using a single-view object reconstruction method. The reconstructed object is then inserted into the scene, guided by the priors of monocular depth estimation methods. We evaluate our method on various 3D scenes and provide an in-depth analysis of the proposed components. Our experiments with generative insertion of objects in several 3D scenes indicate the effectiveness of our method compared to the existing methods. InseRF is capable of controllable and 3D-consistent object insertion without requiring explicit 3D information as input. Please visit our project page at https://mohamad-shahbazi.github.io/inserf.

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