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Forrester Cole

Publications and source records attributed to Forrester Cole.

At least 19 recordsLinked to original sources

LoGeR: Long-Context Geometric Reconstruction with Hybrid Memory

Feedforward geometric foundation models achieve strong short-window reconstruction, yet scaling them to minutes-long videos is bottlenecked by quadratic attention complexity or limited effective memory in recurrent designs. We present LoGeR (Long-context Geometric Reconstruction), a novel architecture that scales dense 3D reconstruction to extremely long sequences without post-optimization. LoGeR processes video streams in chunks, leveraging strong bidirectional priors for high-fidelity intra-chunk reasoning. To manage the critical challenge of coherence across chunk boundaries, we propose a learning-based hybrid memory module. This dual-component system combines a parametric Test-Time Training (TTT) memory to anchor the global coordinate frame and prevent scale drift, alongside a non-parametric Sliding Window Attention (SWA) mechanism to preserve uncompressed context for high-precision adjacent alignment. Remarkably, this memory architecture enables LoGeR to be trained on sequences of 128 frames, and generalize up to thousands of frames during inference. Evaluated across standard benchmarks and a newly repurposed VBR dataset with sequences of up to 19k frames, LoGeR substantially outperforms prior state-of-the-art feedforward methods--reducing ATE on KITTI by over 74%--and achieves robust, globally consistent reconstruction over unprecedented horizons.

cs.CV

MotionV2V: Editing Motion in a Video

While generative video models have achieved remarkable fidelity and consistency, applying these capabilities to video editing remains a complex challenge. Recent research has explored motion controllability as a means to enhance text-to-video generation or image animation; however, we identify precise motion control as a promising yet under-explored paradigm for editing existing videos. In this work, we propose modifying video motion by directly editing sparse trajectories extracted from the input. We term the deviation between input and output trajectories a "motion edit" and demonstrate that this representation, when coupled with a generative backbone, enables powerful video editing capabilities. To achieve this, we introduce a pipeline for generating "motion counterfactuals", video pairs that share identical content but distinct motion, and we fine-tune a motion-conditioned video diffusion architecture on this dataset. Our approach allows for edits that start at any timestamp and propagate naturally. In a four-way head-to-head user study, our model achieves over 65 percent preference against prior work. Please see our project page: https://ryanndagreat.github.io/MotionV2V

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MegaSaM: Accurate, Fast, and Robust Structure and Motion from Casual Dynamic Videos

We present a system that allows for accurate, fast, and robust estimation of camera parameters and depth maps from casual monocular videos of dynamic scenes. Most conventional structure from motion and monocular SLAM techniques assume input videos that feature predominantly static scenes with large amounts of parallax. Such methods tend to produce erroneous estimates in the absence of these conditions. Recent neural network-based approaches attempt to overcome these challenges; however, such methods are either computationally expensive or brittle when run on dynamic videos with uncontrolled camera motion or unknown field of view. We demonstrate the surprising effectiveness of a deep visual SLAM framework: with careful modifications to its training and inference schemes, this system can scale to real-world videos of complex dynamic scenes with unconstrained camera paths, including videos with little camera parallax. Extensive experiments on both synthetic and real videos demonstrate that our system is significantly more accurate and robust at camera pose and depth estimation when compared with prior and concurrent work, with faster or comparable running times. See interactive results on our project page: https://mega-sam.github.io/

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Motion Prompting: Controlling Video Generation with Motion Trajectories

Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance. Video results are available on our webpage: https://motion-prompting.github.io/

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Generative Omnimatte: Learning to Decompose Video into Layers

Given a video and a set of input object masks, an omnimatte method aims to decompose the video into semantically meaningful layers containing individual objects along with their associated effects, such as shadows and reflections. Existing omnimatte methods assume a static background or accurate pose and depth estimation and produce poor decompositions when these assumptions are violated. Furthermore, due to the lack of generative prior on natural videos, existing methods cannot complete dynamic occluded regions. We present a novel generative layered video decomposition framework to address the omnimatte problem. Our method does not assume a stationary scene or require camera pose or depth information and produces clean, complete layers, including convincing completions of occluded dynamic regions. Our core idea is to train a video diffusion model to identify and remove scene effects caused by a specific object. We show that this model can be finetuned from an existing video inpainting model with a small, carefully curated dataset, and demonstrate high-quality decompositions and editing results for a wide range of casually captured videos containing soft shadows, glossy reflections, splashing water, and more.

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VidPanos: Generative Panoramic Videos from Casual Panning Videos

Panoramic image stitching provides a unified, wide-angle view of a scene that extends beyond the camera's field of view. Stitching frames of a panning video into a panoramic photograph is a well-understood problem for stationary scenes, but when objects are moving, a still panorama cannot capture the scene. We present a method for synthesizing a panoramic video from a casually-captured panning video, as if the original video were captured with a wide-angle camera. We pose panorama synthesis as a space-time outpainting problem, where we aim to create a full panoramic video of the same length as the input video. Consistent completion of the space-time volume requires a powerful, realistic prior over video content and motion, for which we adapt generative video models. Existing generative models do not, however, immediately extend to panorama completion, as we show. We instead apply video generation as a component of our panorama synthesis system, and demonstrate how to exploit the strengths of the models while minimizing their limitations. Our system can create video panoramas for a range of in-the-wild scenes including people, vehicles, and flowing water, as well as stationary background features.

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MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion

Estimating geometry from dynamic scenes, where objects move and deform over time, remains a core challenge in computer vision. Current approaches often rely on multi-stage pipelines or global optimizations that decompose the problem into subtasks, like depth and flow, leading to complex systems prone to errors. In this paper, we present Motion DUSt3R (MonST3R), a novel geometry-first approach that directly estimates per-timestep geometry from dynamic scenes. Our key insight is that by simply estimating a pointmap for each timestep, we can effectively adapt DUST3R's representation, previously only used for static scenes, to dynamic scenes. However, this approach presents a significant challenge: the scarcity of suitable training data, namely dynamic, posed videos with depth labels. Despite this, we show that by posing the problem as a fine-tuning task, identifying several suitable datasets, and strategically training the model on this limited data, we can surprisingly enable the model to handle dynamics, even without an explicit motion representation. Based on this, we introduce new optimizations for several downstream video-specific tasks and demonstrate strong performance on video depth and camera pose estimation, outperforming prior work in terms of robustness and efficiency. Moreover, MonST3R shows promising results for primarily feed-forward 4D reconstruction.

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Imagen 3

We introduce Imagen 3, a latent diffusion model that generates high quality images from text prompts. We describe our quality and responsibility evaluations. Imagen 3 is preferred over other state-of-the-art (SOTA) models at the time of evaluation. In addition, we discuss issues around safety and representation, as well as methods we used to minimize the potential harm of our models.

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ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models

We propose ExtraNeRF, a novel method for extrapolating the range of views handled by a Neural Radiance Field (NeRF). Our main idea is to leverage NeRFs to model scene-specific, fine-grained details, while capitalizing on diffusion models to extrapolate beyond our observed data. A key ingredient is to track visibility to determine what portions of the scene have not been observed, and focus on reconstructing those regions consistently with diffusion models. Our primary contributions include a visibility-aware diffusion-based inpainting module that is fine-tuned on the input imagery, yielding an initial NeRF with moderate quality (often blurry) inpainted regions, followed by a second diffusion model trained on the input imagery to consistently enhance, notably sharpen, the inpainted imagery from the first pass. We demonstrate high-quality results, extrapolating beyond a small number of (typically six or fewer) input views, effectively outpainting the NeRF as well as inpainting newly disoccluded regions inside the original viewing volume. We compare with related work both quantitatively and qualitatively and show significant gains over prior art.

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DreamWalk: Style Space Exploration using Diffusion Guidance

Text-conditioned diffusion models can generate impressive images, but fall short when it comes to fine-grained control. Unlike direct-editing tools like Photoshop, text conditioned models require the artist to perform "prompt engineering," constructing special text sentences to control the style or amount of a particular subject present in the output image. Our goal is to provide fine-grained control over the style and substance specified by the prompt, for example to adjust the intensity of styles in different regions of the image (Figure 1). Our approach is to decompose the text prompt into conceptual elements, and apply a separate guidance term for each element in a single diffusion process. We introduce guidance scale functions to control when in the diffusion process and \emph{where} in the image to intervene. Since the method is based solely on adjusting diffusion guidance, it does not require fine-tuning or manipulating the internal layers of the diffusion model's neural network, and can be used in conjunction with LoRA- or DreamBooth-trained models (Figure2). Project page: https://mshu1.github.io/dreamwalk.github.io/

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WonderJourney: Going from Anywhere to Everywhere

We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image) and generate a journey through a long sequence of diverse yet coherently connected 3D scenes. We leverage an LLM to generate textual descriptions of the scenes in this journey, a text-driven point cloud generation pipeline to make a compelling and coherent sequence of 3D scenes, and a large VLM to verify the generated scenes. We show compelling, diverse visual results across various scene types and styles, forming imaginary "wonderjourneys". Project website: https://kovenyu.com/WonderJourney/

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ZipLoRA: Any Subject in Any Style by Effectively Merging LoRAs

Methods for finetuning generative models for concept-driven personalization generally achieve strong results for subject-driven or style-driven generation. Recently, low-rank adaptations (LoRA) have been proposed as a parameter-efficient way of achieving concept-driven personalization. While recent work explores the combination of separate LoRAs to achieve joint generation of learned styles and subjects, existing techniques do not reliably address the problem; they often compromise either subject fidelity or style fidelity. We propose ZipLoRA, a method to cheaply and effectively merge independently trained style and subject LoRAs in order to achieve generation of any user-provided subject in any user-provided style. Experiments on a wide range of subject and style combinations show that ZipLoRA can generate compelling results with meaningful improvements over baselines in subject and style fidelity while preserving the ability to recontextualize. Project page: https://ziplora.github.io

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Background Prompting for Improved Object Depth

Estimating the depth of objects from a single image is a valuable task for many vision, robotics, and graphics applications. However, current methods often fail to produce accurate depth for objects in diverse scenes. In this work, we propose a simple yet effective Background Prompting strategy that adapts the input object image with a learned background. We learn the background prompts only using small-scale synthetic object datasets. To infer object depth on a real image, we place the segmented object into the learned background prompt and run off-the-shelf depth networks. Background Prompting helps the depth networks focus on the foreground object, as they are made invariant to background variations. Moreover, Background Prompting minimizes the domain gap between synthetic and real object images, leading to better sim2real generalization than simple finetuning. Results on multiple synthetic and real datasets demonstrate consistent improvements in real object depths for a variety of existing depth networks. Code and optimized background prompts can be found at: https://mbaradad.github.io/depth_prompt.

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SCOOP: Self-Supervised Correspondence and Optimization-Based Scene Flow

Scene flow estimation is a long-standing problem in computer vision, where the goal is to find the 3D motion of a scene from its consecutive observations. Recently, there have been efforts to compute the scene flow from 3D point clouds. A common approach is to train a regression model that consumes source and target point clouds and outputs the per-point translation vector. An alternative is to learn point matches between the point clouds concurrently with regressing a refinement of the initial correspondence flow. In both cases, the learning task is very challenging since the flow regression is done in the free 3D space, and a typical solution is to resort to a large annotated synthetic dataset. We introduce SCOOP, a new method for scene flow estimation that can be learned on a small amount of data without employing ground-truth flow supervision. In contrast to previous work, we train a pure correspondence model focused on learning point feature representation and initialize the flow as the difference between a source point and its softly corresponding target point. Then, in the run-time phase, we directly optimize a flow refinement component with a self-supervised objective, which leads to a coherent and accurate flow field between the point clouds. Experiments on widespread datasets demonstrate the performance gains achieved by our method compared to existing leading techniques while using a fraction of the training data. Our code is publicly available at https://github.com/itailang/SCOOP.

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DynIBaR: Neural Dynamic Image-Based Rendering

We address the problem of synthesizing novel views from a monocular video depicting a complex dynamic scene. State-of-the-art methods based on temporally varying Neural Radiance Fields (aka dynamic NeRFs) have shown impressive results on this task. However, for long videos with complex object motions and uncontrolled camera trajectories, these methods can produce blurry or inaccurate renderings, hampering their use in real-world applications. Instead of encoding the entire dynamic scene within the weights of MLPs, we present a new approach that addresses these limitations by adopting a volumetric image-based rendering framework that synthesizes new viewpoints by aggregating features from nearby views in a scene-motion-aware manner. Our system retains the advantages of prior methods in its ability to model complex scenes and view-dependent effects, but also enables synthesizing photo-realistic novel views from long videos featuring complex scene dynamics with unconstrained camera trajectories. We demonstrate significant improvements over state-of-the-art methods on dynamic scene datasets, and also apply our approach to in-the-wild videos with challenging camera and object motion, where prior methods fail to produce high-quality renderings. Our project webpage is at dynibar.github.io.

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D$^2$NeRF: Self-Supervised Decoupling of Dynamic and Static Objects from a Monocular Video

Given a monocular video, segmenting and decoupling dynamic objects while recovering the static environment is a widely studied problem in machine intelligence. Existing solutions usually approach this problem in the image domain, limiting their performance and understanding of the environment. We introduce Decoupled Dynamic Neural Radiance Field (D$^2$NeRF), a self-supervised approach that takes a monocular video and learns a 3D scene representation which decouples moving objects, including their shadows, from the static background. Our method represents the moving objects and the static background by two separate neural radiance fields with only one allowing for temporal changes. A naive implementation of this approach leads to the dynamic component taking over the static one as the representation of the former is inherently more general and prone to overfitting. To this end, we propose a novel loss to promote correct separation of phenomena. We further propose a shadow field network to detect and decouple dynamically moving shadows. We introduce a new dataset containing various dynamic objects and shadows and demonstrate that our method can achieve better performance than state-of-the-art approaches in decoupling dynamic and static 3D objects, occlusion and shadow removal, and image segmentation for moving objects.

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Learning 3D Semantic Segmentation with only 2D Image Supervision

With the recent growth of urban mapping and autonomous driving efforts, there has been an explosion of raw 3D data collected from terrestrial platforms with lidar scanners and color cameras. However, due to high labeling costs, ground-truth 3D semantic segmentation annotations are limited in both quantity and geographic diversity, while also being difficult to transfer across sensors. In contrast, large image collections with ground-truth semantic segmentations are readily available for diverse sets of scenes. In this paper, we investigate how to use only those labeled 2D image collections to supervise training 3D semantic segmentation models. Our approach is to train a 3D model from pseudo-labels derived from 2D semantic image segmentations using multiview fusion. We address several novel issues with this approach, including how to select trusted pseudo-labels, how to sample 3D scenes with rare object categories, and how to decouple input features from 2D images from pseudo-labels during training. The proposed network architecture, 2D3DNet, achieves significantly better performance (+6.2-11.4 mIoU) than baselines during experiments on a new urban dataset with lidar and images captured in 20 cities across 5 continents.

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Layered Neural Rendering for Retiming People in Video

We present a method for retiming people in an ordinary, natural video -- manipulating and editing the time in which different motions of individuals in the video occur. We can temporally align different motions, change the speed of certain actions (speeding up/slowing down, or entirely "freezing" people), or "erase" selected people from the video altogether. We achieve these effects computationally via a dedicated learning-based layered video representation, where each frame in the video is decomposed into separate RGBA layers, representing the appearance of different people in the video. A key property of our model is that it not only disentangles the direct motions of each person in the input video, but also correlates each person automatically with the scene changes they generate -- e.g., shadows, reflections, and motion of loose clothing. The layers can be individually retimed and recombined into a new video, allowing us to achieve realistic, high-quality renderings of retiming effects for real-world videos depicting complex actions and involving multiple individuals, including dancing, trampoline jumping, or group running.

cs.CV