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Francesc Moreno-Noguer

Publications and source records attributed to Francesc Moreno-Noguer.

At least 19 recordsLinked to original sources

Efficient Clustering with Quality Guardrails for LLM-based Recommender Systems at Industry Scale

LLMs can be prohibitively expensive and slow to run at scale, especially for applications that invoke an LLM per sample over millions of inputs. A natural way to scale is to cluster the inputs, run the LLM only on cluster representatives, and propagate the outputs to other cluster members. However, the outputs a member receives are only as good as its match to the representative. Off-the-shelf clustering methods optimize an aggregate objective, targeting average-case quality without per-sample guardrails. As a result, members can be assigned to poorly-matched representatives, and the inherited outputs -- though appropriate for the representative -- may be irrelevant or even unsafe for the member. For example, a parent of a toddler grouped with parents of older children could receive age-inappropriate recommendations. Most clustering methods also scale poorly to millions of inputs in runtime and memory, limiting their use at industry scale. We propose a scalable two-stage clustering algorithm with provable per-sample guardrails: every sample is guaranteed to share a user-specified minimal embedding similarity and exact attribute match with its representative. The algorithm first generates initial clusters with Mini-batch K-Means, then greedily selects representatives within each to satisfy the guardrails. We provide theoretical guarantees, complexity analysis, and benchmarks against common methods on internal and public datasets. Our method delivers per-sample guardrails while running substantially faster and scaling to data sizes where most standard methods become intractable. We demonstrate its impact in a real-world deployment clustering 38 million customers, reducing downstream LLM cost and runtime by 50-fold while preserving personalization. This unblocked the launch of a persona-based recommender system that delivers significant gains in revenue and engagement in an A/B test.

cs.LG↗

BEA-GS: BEyond RAdiance Supervision in 3DGS for Precise Object Extraction

Most Gaussian Splatting techniques that provide a 3D semantic representation of the scene do not optimize the underlying 3D geometry, making object-level editing or asset extraction challenging. Recent methods, such as COBGS, Trace3D, ObjectGS, acknowledge this limitation and propose approaches that modify the scene's geometry to represent the underlying semantics. We advance this concept further by proposing a novel solution that provides near perfect boundaries in object extraction. We do so by introducing two new losses in the optimization that take care of: 1) a loss that modifies the geometry of visible Gaussians to respect semantic boundaries, and 2) a loss that adjusts the geometry of non-visible Gaussians that appear once the object is extracted. Our first loss propagates gradients directly through the rasterization, allowing for seamless integration within the optimization of the Gaussian parameters. The second loss also propagates gradients to Gaussian parameters but does so without passing through the rasterization, enabling modification of the scene's geometry even when little transmittance reaches a Gaussian (partial or non-visible). Exhaustive comparisons with 12 state of the art methods across 4 datasets, using six metrics, demonstrate that our approach produces overall the best boundary segmentation to date.

cs.CV↗

VIRGi: View-dependent Instant Recoloring of 3D Gaussians Splats

3D Gaussian Splatting (3DGS) has recently transformed the fields of novel view synthesis and 3D reconstruction due to its ability to accurately model complex 3D scenes and its unprecedented rendering performance. However, a significant challenge persists: the absence of an efficient and photorealistic method for editing the appearance of the scene's content. In this paper we introduce VIRGi, a novel approach for rapidly editing the color of scenes modeled by 3DGS while preserving view-dependent effects such as specular highlights. Key to our method are a novel architecture that separates color into diffuse and view-dependent components, and a multi-view training strategy that integrates image patches from multiple viewpoints. Improving over the conventional single-view batch training, our 3DGS representation provides more accurate reconstruction and serves as a solid representation for the recoloring task. For 3DGS recoloring, we then introduce a rapid scheme requiring only one manually edited image of the scene from the end-user. By fine-tuning the weights of a single MLP, alongside a module for single-shot segmentation of the editable area, the color edits are seamlessly propagated to the entire scene in just two seconds, facilitating real-time interaction and providing control over the strength of the view-dependent effects. An exhaustive validation on diverse datasets demonstrates significant quantitative and qualitative advancements over competitors based on Neural Radiance Fields representations.

cs.CV↗

PLACID: Identity-Preserving Multi-Object Compositing via Video Diffusion with Synthetic Trajectories

Recent advances in generative AI have dramatically improved photorealistic image synthesis, yet they fall short for studio-level multi-object compositing. This task demands simultaneous (i) near-perfect preservation of each item's identity, (ii) precise background and color fidelity, (iii) layout and design elements control, and (iv) complete, appealing displays showcasing all objects. However, current state-of-the-art models often alter object details, omit or duplicate objects, and produce layouts with incorrect relative sizing or inconsistent item presentations. To bridge this gap, we introduce PLACID, a framework that transforms a collection of object images into an appealing multi-object composite. Our approach makes two main contributions. First, we leverage a pretrained image-to-video (I2V) diffusion model with text control to preserve objects consistency, identities, and background details by exploiting temporal priors from videos. Second, we propose a novel data curation strategy that generates synthetic sequences where randomly placed objects smoothly move to their target positions. This synthetic data aligns with the video model's temporal priors during training. At inference, objects initialized at random positions consistently converge into coherent layouts guided by text, with the final frame serving as the composite image. Extensive quantitative evaluations and user studies demonstrate that PLACID surpasses state-of-the-art methods in multi-object compositing, achieving superior identity, background, and color preservation, with less omitted objects and visually appealing results.

cs.CV↗

Cost Savings from Automatic Quality Assessment of Generated Images

Deep generative models have shown impressive progress in recent years, making it possible to produce high quality images with a simple text prompt or a reference image. However, state of the art technology does not yet meet the quality standards offered by traditional photographic methods. For this reason, production pipelines that use generated images often include a manual stage of image quality assessment (IQA). This process is slow and expensive, especially because of the low yield of automatically generated images that pass the quality bar. The IQA workload can be reduced by introducing an automatic pre-filtering stage, that will increase the overall quality of the images sent to review and, therefore, reduce the average cost required to obtain a high quality image. We present a formula that estimates the cost savings depending on the precision and pass yield of a generic IQA engine. This formula is applied in a use case of background inpainting, showcasing a significant cost saving of 51.61% obtained with a simple AutoML solution.

cs.CV↗

IReNe: Instant Recoloring of Neural Radiance Fields

Advances in NERFs have allowed for 3D scene reconstructions and novel view synthesis. Yet, efficiently editing these representations while retaining photorealism is an emerging challenge. Recent methods face three primary limitations: they're slow for interactive use, lack precision at object boundaries, and struggle to ensure multi-view consistency. We introduce IReNe to address these limitations, enabling swift, near real-time color editing in NeRF. Leveraging a pre-trained NeRF model and a single training image with user-applied color edits, IReNe swiftly adjusts network parameters in seconds. This adjustment allows the model to generate new scene views, accurately representing the color changes from the training image while also controlling object boundaries and view-specific effects. Object boundary control is achieved by integrating a trainable segmentation module into the model. The process gains efficiency by retraining only the weights of the last network layer. We observed that neurons in this layer can be classified into those responsible for view-dependent appearance and those contributing to diffuse appearance. We introduce an automated classification approach to identify these neuron types and exclusively fine-tune the weights of the diffuse neurons. This further accelerates training and ensures consistent color edits across different views. A thorough validation on a new dataset, with edited object colors, shows significant quantitative and qualitative advancements over competitors, accelerating speeds by 5x to 500x.

cs.CV↗

Morphological Symmetries in Robotics

We present a comprehensive framework for studying and leveraging morphological symmetries in robotic systems. These are intrinsic properties of the robot's morphology, frequently observed in animal biology and robotics, which stem from the replication of kinematic structures and the symmetrical distribution of mass. We illustrate how these symmetries extend to the robot's state space and both proprioceptive and exteroceptive sensor measurements, resulting in the equivariance of the robot's equations of motion and optimal control policies. Thus, we recognize morphological symmetries as a relevant and previously unexplored physics-informed geometric prior, with significant implications for both data-driven and analytical methods used in modeling, control, estimation and design in robotics. For data-driven methods, we demonstrate that morphological symmetries can enhance the sample efficiency and generalization of machine learning models through data augmentation, or by applying equivariant/invariant constraints on the model's architecture. In the context of analytical methods, we employ abstract harmonic analysis to decompose the robot's dynamics into a superposition of lower-dimensional, independent dynamics. We substantiate our claims with both synthetic and real-world experiments conducted on bipedal and quadrupedal robots. Lastly, we introduce the repository MorphoSymm to facilitate the practical use of the theory and applications outlined in this work.

cs.RO↗

MEGA: Masked Generative Autoencoder for Human Mesh Recovery

Human Mesh Recovery (HMR) from a single RGB image is a highly ambiguous problem, as an infinite set of 3D interpretations can explain the 2D observation equally well. Nevertheless, most HMR methods overlook this issue and make a single prediction without accounting for this ambiguity. A few approaches generate a distribution of human meshes, enabling the sampling of multiple predictions; however, none of them is competitive with the latest single-output model when making a single prediction. This work proposes a new approach based on masked generative modeling. By tokenizing the human pose and shape, we formulate the HMR task as generating a sequence of discrete tokens conditioned on an input image. We introduce MEGA, a MaskEd Generative Autoencoder trained to recover human meshes from images and partial human mesh token sequences. Given an image, our flexible generation scheme allows us to predict a single human mesh in deterministic mode or to generate multiple human meshes in stochastic mode. Experiments on in-the-wild benchmarks show that MEGA achieves state-of-the-art performance in deterministic and stochastic modes, outperforming single-output and multi-output approaches.

cs.CV↗

Implicit Shape and Appearance Priors for Few-Shot Full Head Reconstruction

Recent advancements in learning techniques that employ coordinate-based neural representations have yielded remarkable results in multi-view 3D reconstruction tasks. However, these approaches often require a substantial number of input views (typically several tens) and computationally intensive optimization procedures to achieve their effectiveness. In this paper, we address these limitations specifically for the problem of few-shot full 3D head reconstruction. We accomplish this by incorporating a probabilistic shape and appearance prior into coordinate-based representations, enabling faster convergence and improved generalization when working with only a few input images (even as low as a single image). During testing, we leverage this prior to guide the fitting process of a signed distance function using a differentiable renderer. By incorporating the statistical prior alongside parallelizable ray tracing and dynamic caching strategies, we achieve an efficient and accurate approach to few-shot full 3D head reconstruction. Moreover, we extend the H3DS dataset, which now comprises 60 high-resolution 3D full head scans and their corresponding posed images and masks, which we use for evaluation purposes. By leveraging this dataset, we demonstrate the remarkable capabilities of our approach in achieving state-of-the-art results in geometry reconstruction while being an order of magnitude faster than previous approaches.

cs.CV↗

InstantGeoAvatar: Effective Geometry and Appearance Modeling of Animatable Avatars from Monocular Video

We present InstantGeoAvatar, a method for efficient and effective learning from monocular video of detailed 3D geometry and appearance of animatable implicit human avatars. Our key observation is that the optimization of a hash grid encoding to represent a signed distance function (SDF) of the human subject is fraught with instabilities and bad local minima. We thus propose a principled geometry-aware SDF regularization scheme that seamlessly fits into the volume rendering pipeline and adds negligible computational overhead. Our regularization scheme significantly outperforms previous approaches for training SDFs on hash grids. We obtain competitive results in geometry reconstruction and novel view synthesis in as little as five minutes of training time, a significant reduction from the several hours required by previous work. InstantGeoAvatar represents a significant leap forward towards achieving interactive reconstruction of virtual avatars.

cs.CV↗

TranSPORTmer: A Holistic Approach to Trajectory Understanding in Multi-Agent Sports

Understanding trajectories in multi-agent scenarios requires addressing various tasks, including predicting future movements, imputing missing observations, inferring the status of unseen agents, and classifying different global states. Traditional data-driven approaches often handle these tasks separately with specialized models. We introduce TranSPORTmer, a unified transformer-based framework capable of addressing all these tasks, showcasing its application to the intricate dynamics of multi-agent sports scenarios like soccer and basketball. Using Set Attention Blocks, TranSPORTmer effectively captures temporal dynamics and social interactions in an equivariant manner. The model's tasks are guided by an input mask that conceals missing or yet-to-be-predicted observations. Additionally, we introduce a CLS extra agent to classify states along soccer trajectories, including passes, possessions, uncontrolled states, and out-of-play intervals, contributing to an enhancement in modeling trajectories. Evaluations on soccer and basketball datasets show that TranSPORTmer outperforms state-of-the-art task-specific models in player forecasting, player forecasting-imputation, ball inference, and ball imputation. https://youtu.be/8VtSRm8oGoE

cs.CV↗

PoseEmbroider: Towards a 3D, Visual, Semantic-aware Human Pose Representation

Aligning multiple modalities in a latent space, such as images and texts, has shown to produce powerful semantic visual representations, fueling tasks like image captioning, text-to-image generation, or image grounding. In the context of human-centric vision, albeit CLIP-like representations encode most standard human poses relatively well (such as standing or sitting), they lack sufficient acuteness to discern detailed or uncommon ones. Actually, while 3D human poses have been often associated with images (e.g. to perform pose estimation or pose-conditioned image generation), or more recently with text (e.g. for text-to-pose generation), they have seldom been paired with both. In this work, we combine 3D poses, person's pictures and textual pose descriptions to produce an enhanced 3D-, visual- and semantic-aware human pose representation. We introduce a new transformer-based model, trained in a retrieval fashion, which can take as input any combination of the aforementioned modalities. When composing modalities, it outperforms a standard multi-modal alignment retrieval model, making it possible to sort out partial information (e.g. image with the lower body occluded). We showcase the potential of such an embroidered pose representation for (1) SMPL regression from image with optional text cue; and (2) on the task of fine-grained instruction generation, which consists in generating a text that describes how to move from one 3D pose to another (as a fitness coach). Unlike prior works, our model can take any kind of input (image and/or pose) without retraining.

cs.CV↗

PoseScript: Linking 3D Human Poses and Natural Language

Natural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field.

cs.CV↗

VQ-HPS: Human Pose and Shape Estimation in a Vector-Quantized Latent Space

Previous works on Human Pose and Shape Estimation (HPSE) from RGB images can be broadly categorized into two main groups: parametric and non-parametric approaches. Parametric techniques leverage a low-dimensional statistical body model for realistic results, whereas recent non-parametric methods achieve higher precision by directly regressing the 3D coordinates of the human body mesh. This work introduces a novel paradigm to address the HPSE problem, involving a low-dimensional discrete latent representation of the human mesh and framing HPSE as a classification task. Instead of predicting body model parameters or 3D vertex coordinates, we focus on predicting the proposed discrete latent representation, which can be decoded into a registered human mesh. This innovative paradigm offers two key advantages. Firstly, predicting a low-dimensional discrete representation confines our predictions to the space of anthropomorphic poses and shapes even when little training data is available. Secondly, by framing the problem as a classification task, we can harness the discriminative power inherent in neural networks. The proposed model, VQ-HPS, predicts the discrete latent representation of the mesh. The experimental results demonstrate that VQ-HPS outperforms the current state-of-the-art non-parametric approaches while yielding results as realistic as those produced by parametric methods when trained with little data. VQ-HPS also shows promising results when training on large-scale datasets, highlighting the significant potential of the classification approach for HPSE. See the project page at https://g-fiche.github.io/research-pages/vqhps/

cs.CV↗

FootBots: A Transformer-based Architecture for Motion Prediction in Soccer

Motion prediction in soccer involves capturing complex dynamics from player and ball interactions. We present FootBots, an encoder-decoder transformer-based architecture addressing motion prediction and conditioned motion prediction through equivariance properties. FootBots captures temporal and social dynamics using set attention blocks and multi-attention block decoder. Our evaluation utilizes two datasets: a real soccer dataset and a tailored synthetic one. Insights from the synthetic dataset highlight the effectiveness of FootBots' social attention mechanism and the significance of conditioned motion prediction. Empirical results on real soccer data demonstrate that FootBots outperforms baselines in motion prediction and excels in conditioned tasks, such as predicting the players based on the ball position, predicting the offensive (defensive) team based on the ball and the defensive (offensive) team, and predicting the ball position based on all players. Our evaluation connects quantitative and qualitative findings. https://youtu.be/9kaEkfzG3L8

cs.CV↗

Purposer: Putting Human Motion Generation in Context

We present a novel method to generate human motion to populate 3D indoor scenes. It can be controlled with various combinations of conditioning signals such as a path in a scene, target poses, past motions, and scenes represented as 3D point clouds. State-of-the-art methods are either models specialized to one single setting, require vast amounts of high-quality and diverse training data, or are unconditional models that do not integrate scene or other contextual information. As a consequence, they have limited applicability and rely on costly training data. To address these limitations, we propose a new method ,dubbed Purposer, based on neural discrete representation learning. Our model is capable of exploiting, in a flexible manner, different types of information already present in open access large-scale datasets such as AMASS. First, we encode unconditional human motion into a discrete latent space. Second, an autoregressive generative model, conditioned with key contextual information, either with prompting or additive tokens, and trained for next-step prediction in this space, synthesizes sequences of latent indices. We further design a novel conditioning block to handle future conditioning information in such a causal model by using a network with two branches to compute separate stacks of features. In this manner, Purposer can generate realistic motion sequences in diverse test scenes. Through exhaustive evaluation, we demonstrate that our multi-contextual solution outperforms existing specialized approaches for specific contextual information, both in terms of quality and diversity. Our model is trained with short sequences, but a byproduct of being able to use various conditioning signals is that at test time different combinations can be used to chain short sequences together and generate long motions within a context scene.

cs.CV↗

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/).

cs.CV↗

InstantAvatar: Efficient 3D Head Reconstruction via Surface Rendering

Recent advances in full-head reconstruction have been obtained by optimizing a neural field through differentiable surface or volume rendering to represent a single scene. While these techniques achieve an unprecedented accuracy, they take several minutes, or even hours, due to the expensive optimization process required. In this work, we introduce InstantAvatar, a method that recovers full-head avatars from few images (down to just one) in a few seconds on commodity hardware. In order to speed up the reconstruction process, we propose a system that combines, for the first time, a voxel-grid neural field representation with a surface renderer. Notably, a naive combination of these two techniques leads to unstable optimizations that do not converge to valid solutions. In order to overcome this limitation, we present a novel statistical model that learns a prior distribution over 3D head signed distance functions using a voxel-grid based architecture. The use of this prior model, in combination with other design choices, results into a system that achieves 3D head reconstructions with comparable accuracy as the state-of-the-art with a 100x speed-up.

cs.CV↗