SearcharxivSearch

arXiv subjects

Hadar Averbuch-Elor

Publications and source records attributed to Hadar Averbuch-Elor.

At least 19 recordsLinked to original sources

Can 4D Foundation Models Remember?

Perceiving and remembering the visual world is fundamental to navigating and interacting with our environment. Current 4D foundation models, such as camera-controllable video models or 4D reconstruction models, can perceive and reconstruct dynamic environments, but how well they remember what they have perceived remains an open question. Existing benchmarks largely rely on pixel-level metrics and lack ground truth for objects once they leave the field of view, making them unable to evaluate visual memory in an object-centric manner against references. To fill this gap, we introduce PersistBench, a dataset and metric suite that leverages 360° videos as omniscient ground truth and proposes three evaluation aspects: object permanence, motion continuity, and appearance preservation. Evaluating various models across diverse categories reveals that current models can only maintain short-term consistency that degrades significantly once objects leave the field of view. Our findings highlight the gap between current model capabilities and robust visual memory ("seeing is not remembering"), providing guidance for future development of 4D foundation models. Dataset and code are available on the project page: https://guangzhaohe.com/persistbench.

cs.CV

Raster2Seq: Polygon Sequence Generation for Floorplan Reconstruction

Reconstructing a structured vector-graphics representation from a rasterized floorplan image is typically an important prerequisite for computational tasks involving floorplans such as automated understanding or CAD workflows. However, existing techniques struggle in faithfully generating the structure and semantics conveyed by complex floorplans that depict large indoor spaces with many rooms and a varying numbers of polygon corners. To this end, we propose Raster2Seq, framing floorplan reconstruction as a sequence-to-sequence task in which floorplan elements--such as rooms, windows, and doors--are represented as labeled polygon sequences that jointly encode geometry and semantics. Our approach introduces an autoregressive decoder that learns to predict the next corner conditioned on image features and previously generated corners using guidance from learnable anchors. These anchors represent spatial coordinates in image space, hence allowing for effectively directing the attention mechanism to focus on informative image regions. By embracing the autoregressive mechanism, our method offers flexibility in the output format, enabling for efficiently handling complex floorplans with numerous rooms and diverse polygon structures. Our method achieves state-of-the-art performance on standard benchmarks such as Structure3D, CubiCasa5K, and Raster2Graph, while also demonstrating strong generalization to more challenging datasets like WAFFLE, which contain diverse room structures and complex geometric variations.

cs.CV

NAMESAKES: Probing Identity Memorization in Text-to-Image Models

Text-to-image (T2I) models generate realistic likenesses of some individuals when prompted with their names, raising privacy concerns. However, distinguishing whether a generated face is memorized or fabricated currently requires ground-truth photos, access to training data, or white-box access to model internals, limiting applicability. We introduce a fully black-box behavioral probe that distinguishes between memorized and unrecognized names, while requiring no reference photos or prior knowledge of training data. To benchmark this task, we present the NAMESAKES dataset of over one thousand names and faces of public figures spanning a wide range of fame levels, along with perturbed, less famous names. Experiments on state-of-the-art T2I models show that our probe substantially predicts identity memorization and separates memorized from unrecognized names, with further insights into differences across model families.

cs.CV

Latent-Identity Tuning in Text-to-Image Personalization Models

Generating and editing a person's face demands high precision, as even minor modifications can significantly alter a subject's perceived identity. Current personalization and editing methods built on general-purpose text-to-image models, however, often lack the precision required for fine-grained facial edits. We present a method for fine-grained identity tuning in text-to-image personalization models. Unlike standard image editing, which operates on a given image, identity tuning modifies the latent representation of a specific identity, enabling the generation of diverse images that consistently depict the same edited identity. To enable fine-grained latent identity tuning, we explore the latent space of a pre-trained, frozen encoder for text-to-image personalization. Our approach requires no additional training. Instead, it leverages the existing architecture of a frozen encoder to uncover latent semantic directions. This space consists of a set of latent tokens that play distinct roles in capturing different aspects of an identity and often correspond to specific spatial or semantic facial regions. We show that meaningful directions can be identified within this space and within subspaces defined by selected tokens, enabling localized, fine-grained, and semantically coherent edits. We validate our approach through qualitative and quantitative experiments that demonstrate diverse localized facial edits while preserving cross-image identity consistency. Project page at: https://garibida.github.io/IdentityTuning/

cs.CV

MV-Forcing: Long Multi-View Video Generation via 4D-Grounded Spatio-Temporal Self-Forcing

Recent advances in video diffusion models have enabled either long single-view generation through temporal autoregression, or short multi-view synthesis through bidirectional attention. However, generating long, multi-view consistent videos of dynamic scenes remains unsolved. In this work, we present MV-Forcing, a framework that composes temporal and view-wise autoregression within a single diffusion model by introducing a 4D geometric bridge between sequentially generated views. Our key insight is that an autoregressive 3D reconstruction model naturally interfaces between autoregressively generated views. Given a completed source view, we reconstruct its 3D structure and render a geometric prior of the next target viewpoint, which the diffusion model refines into a high-quality video. To extend generation beyond the teacher's fixed temporal window, we introduce a joint denoising regime where both view slots are initialized from noise during training, enabling temporally unbounded generation. We distill the model via Distribution Matching Distillation with Spatio-Temporal Self-Forcing, closing the train-inference exposure bias gap for both temporal and view-sequential autoregression. Extensive experiments on both synthetic and real-world data demonstrate that MV-Forcing produces geometrically consistent multi-view videos of dynamic scenes at arbitrary lengths and viewpoint counts using a single few-step student model.

cs.CV

Thinking in Blender: Staged Executable Inverse Graphics with Vision-Language Models

Inverse graphics is a longstanding and highly underconstrained problem that seeks to reconstruct images as editable 3D scenes which can be rendered, relit, and manipulated. In this work, we investigate whether pretrained vision-language models (VLMs) can perform executable inverse graphics directly from a single image by reconstructing a scene as an editable Blender program, without relying on specialized 2D or 3D foundation models, differentiable rendering, or multi-view supervision. We introduce Staged Executable Inverse Graphics (SEIG), an agentic framework that reconstructs a 3D scene from a single image by progressively refining scene factors including geometry, materials, composition, and lighting directly in executable Blender code space. We evaluate our framework across diverse scenes using a range of reconstruction metrics spanning pixel-level, perceptual, and semantic fidelity. Our experiments show that staged reconstruction substantially improves reconstruction fidelity, highlighting the importance of task decomposition for executable inverse graphics with general-purpose VLMs. Finally, we showcase various downstream applications enabled by the reconstructed editable Blender scenes.

cs.CV

Composing People Together: Iterative Pose-Image Generation for Multi-Person Interaction Scenes

Despite recent progress, text-to-image models still struggle to generate semantically diverse and compositionally accurate multi-person interaction scenes, often collapsing to repetitive layouts, stereotypical poses, and poorly grounded interactions. In this work, we bridge this gap by introducing a dual pose-image representation that brings person-centric structural priors into pretrained diffusion transformers. Our model jointly predicts a 2D pose visualization image and its corresponding RGB image, enabling structure and appearance to co-evolve during learning. At its core, a cross-modal alignment scheme binds text, pose, and image representations, ensuring consistent grounding across modalities. Furthermore, we design an iterative scene construction scheme, progressively generating complex multi-human interactions while effectively decomposing the overall generation complexity. Extensive experiments demonstrate that our method substantially improves prompt alignment and scene diversity in multi-person image generation.

cs.CV

SceneAligner: 3D-Grounded Floorplan Localization in the Wild

Many public buildings provide floorplans with a "you are here" indicator to help visitors orient themselves. Floorplan localization seeks to computationally replicate this capability by determining where visual observations were captured within a floorplan. However, existing methods typically assume controlled small-scale environments and precise vectorized floorplans, limiting their ability to operate in large-scale buildings and rasterized floorplans. In this work, we present an approach for performing floorplan localization in the wild by grounding the task in a reconstructed 3D representation of the scene. Given an unconstrained image collection, our method reconstructs a gravity-aligned 3D scene and projects it into a 2D density map that serves as a floorplan proxy. Floorplan localization is then formulated as aligning this proxy with the input floorplan via a 2D similarity transform. To bridge the appearance gap between density maps and architectural floorplans, we adapt a 2D foundation model to learn cross-modal correspondences, introducing a fine-tuning scheme that encourages semantically aligned matches while preserving structural consistency. Extensive experiments demonstrate substantial improvements over prior methods, including in extremely sparse settings with as little as a single input image. Our code and data will be publicly available.

cs.CV

Prox-E: Fine-Grained 3D Shape Editing via Primitive-Based Abstractions

Text-based 2D image editing models have recently reached an impressive level of maturity, motivating a growing body of work that heavily depends on these models to drive 3D edits. While effective for appearance-based modifications, such 2D-centric 3D editing pipelines often struggle with fine-grained 3D editing, where localized structural changes must be applied while strictly preserving an object's overall identity. To address this limitation, we propose Prox-E, a training-free framework that enables fine-grained 3D control through an explicit, primitive-based geometric abstraction. Our framework first abstracts an input 3D shape into a compact set of geometric primitives. A pretrained vision-language model (VLM) then edits this abstraction to specify primitive-level changes. These structural edits are subsequently used to guide a 3D generative model, enabling fine-grained, localized modifications while preserving unchanged regions of the original shape. Through extensive experiments, we demonstrate that our method consistently balances identity preservation, shape quality, and instruction fidelity more effectively than various existing approaches, including 2D-based 3D editors and training-based methods.

cs.GR

Long-tail Internet photo reconstruction

Internet photo collections exhibit an extremely long-tailed distribution: a few famous landmarks are densely photographed and easily reconstructed in 3D, while most real-world sites are represented with sparse, noisy, uneven imagery beyond the capabilities of both classical and learned 3D methods. We believe that tackling this long-tail regime represents one of the next frontiers for 3D foundation models. Although reliable ground-truth 3D supervision from sparse scenes is challenging to acquire, we observe that it can be effectively simulated by sampling sparse subsets from well-reconstructed Internet landmarks. To this end, we introduce MegaDepth-X, a large dataset of 3D reconstructions with clean, dense depth, together with a strategy for sampling sets of training images that mimic camera distributions in long-tail scenes. Finetuning 3D foundation models with these components yields robust reconstructions under extreme sparsity, and also enables more reliable reconstruction in symmetric and repetitive scenes, while preserving generalization to standard, dense 3D benchmark datasets.

cs.CV

LooseRoPE: Content-aware Attention Manipulation for Semantic Harmonization

Recent diffusion-based image editing methods commonly rely on text or high-level instructions to guide the generation process, offering intuitive but coarse control. In contrast, we focus on explicit, prompt-free editing, where the user directly specifies the modification by cropping and pasting an object or sub-object into a chosen location within an image. This operation affords precise spatial and visual control, yet it introduces a fundamental challenge: preserving the identity of the pasted object while harmonizing it with its new context. We observe that attention maps in diffusion-based editing models inherently govern whether image regions are preserved or adapted for coherence. Building on this insight, we introduce LooseRoPE, a saliency-guided modulation of rotational positional encoding (RoPE) that loosens the positional constraints to continuously control the attention field of view. By relaxing RoPE in this manner, our method smoothly steers the model's focus between faithful preservation of the input image and coherent harmonization of the inserted object, enabling a balanced trade-off between identity retention and contextual blending. Our approach provides a flexible and intuitive framework for image editing, achieving seamless compositional results without textual descriptions or complex user input.

cs.GR

MeshOn: Intersection-Free Mesh-to-Mesh Composition

We propose MeshOn, a method that finds physically and semantically realistic compositions of two input meshes. Given an accessory, a base mesh with a user-defined target region, and optional text strings for both meshes, MeshOn uses a multi-step optimization framework to realistically fit the meshes onto each other while preventing intersections. We initialize the shapes' rigid configuration via a structured alignment scheme using Vision-to-Language Models, which we then optimize using a combination of attractive geometric losses, and a physics-inspired barrier loss that prevents surface intersections. We then obtain a final deformation of the object, assisted by a diffusion prior. Our method successfully fits accessories of various materials over a breadth of target regions, and is designed to fit directly into existing digital artist workflows. We demonstrate the robustness and accuracy of our pipeline by comparing it with generative approaches and traditional registration algorithms.

cs.GR

Scene Grounding In the Wild

Reconstructing accurate 3D models of large-scale real-world scenes from unstructured, in-the-wild imagery remains a core challenge in computer vision, especially when the input views have little or no overlap. In such cases, existing reconstruction pipelines often produce multiple disconnected partial reconstructions or erroneously merge non-overlapping regions into overlapping geometry. In this work, we propose a framework that grounds each partial reconstruction to a complete reference model of the scene, enabling globally consistent alignment even in the absence of visual overlap. We obtain reference models from dense, geospatially accurate pseudo-synthetic renderings derived from Google Earth Studio. These renderings provide full scene coverage but differ substantially in appearance from real-world photographs. Our key insight is that, despite this significant domain gap, both domains share the same underlying scene semantics. We represent the reference model using 3D Gaussian Splatting, augmenting each Gaussian with semantic features, and formulate alignment as an inverse feature-based optimization scheme that estimates a global 6DoF pose and scale while keeping the reference model fixed. Furthermore, we introduce the WikiEarth dataset, which registers existing partial 3D reconstructions with pseudo-synthetic reference models. We demonstrate that our approach consistently improves global alignment when initialized with various classical and learning-based pipelines, while mitigating failure modes of state-of-the-art end-to-end models.

cs.CV

HyperCT: Low-Rank Hypernet for Unified Chest CT Analysis

Non-contrast chest CTs offer a rich opportunity for both conventional pulmonary and opportunistic extra-pulmonary screening. While Multi-Task Learning (MTL) can unify these diverse tasks, standard hard-parameter sharing approaches are often suboptimal for modeling distinct pathologies. We propose HyperCT, a framework that dynamically adapts a Vision Transformer backbone via a Hypernetwork. To ensure computational efficiency, we integrate Low-Rank Adaptation (LoRA), allowing the model to regress task-specific low-rank weight updates rather than full parameters. Validated on a large-scale dataset of radiological and cardiological tasks, \method{} outperforms various strong baselines, offering a unified, parameter-efficient solution for holistic patient assessment. Our code is available at https://github.com/lfb-1/HyperCT.

eess.IV

Let it Snow! Animating 3D Gaussian Scenes with Dynamic Weather Effects via Physics-Guided Score Distillation

3D Gaussian Splatting has recently enabled fast and photorealistic reconstruction of static 3D scenes. However, dynamic editing of such scenes remains a significant challenge. We introduce a novel framework, Physics-Guided Score Distillation, to address a fundamental conflict: physics simulation provides a strong motion prior that is insufficient for photorealism , while video-based Score Distillation Sampling (SDS) alone cannot generate coherent motion for complex, multi-particle scenarios. We resolve this through a unified optimization framework where physics simulation guides Score Distillation to jointly refine the motion prior for photorealism while simultaneously optimizing appearance. Specifically, we learn a neural dynamics model that predicts particle motion and appearance, optimized end-to-end via a combined loss integrating Video-SDS for photorealism with our physics-guidance prior. This allows for photorealistic refinements while ensuring the dynamics remain plausible. Our framework enables scene-wide dynamic weather effects, including snowfall, rainfall, fog, and sandstorms, with physically plausible motion. Experiments demonstrate our physics-guided approach significantly outperforms baselines, with ablations confirming this joint refinement is essential for generating coherent, high-fidelity dynamics.

cs.GR

Color Bind: Exploring Color Perception in Text-to-Image Models

Text-to-image generation has recently seen remarkable success, granting users with the ability to create high-quality images through the use of text. However, contemporary methods face challenges in capturing the precise semantics conveyed by complex multi-object prompts. Consequently, many works have sought to mitigate such semantic misalignments, typically via inference-time schemes that modify the attention layers of the denoising networks. However, prior work has mostly utilized coarse metrics, such as the cosine similarity between text and image CLIP embeddings, or human evaluations, which are challenging to conduct on a larger-scale. In this work, we perform a case study on colors -- a fundamental attribute commonly associated with objects in text prompts, which offer a rich test bed for rigorous evaluation. Our analysis reveals that pretrained models struggle to generate images that faithfully reflect multiple color attributes-far more so than with single-color prompts-and that neither inference-time techniques nor existing editing methods reliably resolve these semantic misalignments. Accordingly, we introduce a dedicated image editing technique, mitigating the issue of multi-object semantic alignment for prompts containing multiple colors. We demonstrate that our approach significantly boosts performance over a wide range of metrics, considering images generated by various text-to-image diffusion-based techniques.

cs.CV

Lang3D-XL: Language Embedded 3D Gaussians for Large-scale Scenes

Embedding a language field in a 3D representation enables richer semantic understanding of spatial environments by linking geometry with descriptive meaning. This allows for a more intuitive human-computer interaction, enabling querying or editing scenes using natural language, and could potentially improve tasks like scene retrieval, navigation, and multimodal reasoning. While such capabilities could be transformative, in particular for large-scale scenes, we find that recent feature distillation approaches cannot effectively learn over massive Internet data due to challenges in semantic feature misalignment and inefficiency in memory and runtime. To this end, we propose a novel approach to address these challenges. First, we introduce extremely low-dimensional semantic bottleneck features as part of the underlying 3D Gaussian representation. These are processed by rendering and passing them through a multi-resolution, feature-based, hash encoder. This significantly improves efficiency both in runtime and GPU memory. Second, we introduce an Attenuated Downsampler module and propose several regularizations addressing the semantic misalignment of ground truth 2D features. We evaluate our method on the in-the-wild HolyScenes dataset and demonstrate that it surpasses existing approaches in both performance and efficiency.

cs.CV

Emergent Extreme-View Geometry in 3D Foundation Models

3D foundation models (3DFMs) have recently transformed 3D vision, enabling joint prediction of depths, poses, and point maps directly from images. Yet their ability to reason under extreme, non-overlapping views remains largely unexplored. In this work, we study their internal representations and find that 3DFMs exhibit an emergent understanding of extreme-view geometry, despite never being trained for such conditions. To further enhance these capabilities, we introduce a lightweight alignment scheme that refines their internal 3D representation by tuning only a small subset of backbone bias terms, leaving all decoder heads frozen. This targeted adaptation substantially improves relative pose estimation under extreme viewpoints without degrading per-image depth or point quality. Additionally, we contribute MegaUnScene, a new benchmark of Internet scenes unseen by existing 3DFMs, with dedicated test splits for both relative pose estimation and dense 3D reconstruction. All code and data will be released.

cs.CV