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Hendrik P. A. Lensch

Publications and source records attributed to Hendrik P. A. Lensch.

At least 19 recordsLinked to original sources

When Trackers Fail: VLM-Guided Verification and Recovery for Robust Video Object Segmentation

Recent trackers built on foundation models such as the Segment Anything Model (SAM) achieve strong performance by propagating object masks through memory. However, this strength is also a key source of failure: under occlusion, reappearance, or distractors, an incorrect prediction can enter the tracking loop and be propagated over time, resulting in persistent identity drift. Existing approaches seek to prevent such failures through improved memory and temporal modeling, but once a failure occurs, the tracker has no explicit mechanism to recognize or correct it. We address this gap with Dual-Agent, a failure-aware tracking framework that complements propagation with explicit verification and recovery. We address this gap with Dual-Agent, a failure-aware tracking framework that complements propagation with explicit verification and recovery. A vision-language verification agent first reasons over spatio-temporal context to determine whether the tracker is still following the target. When a failure is detected, a correction agent uses temporal context to recover the target before tracking continues. The correction agent is trained on real SAM3 failures, augmented with targeted identity-switch and distractor perturbations that expose it to challenging ambiguities during recovery. On LVOS-v2 and SecVOS, Dual-Agent improves SAM3 by 1.2 and 2.7 $J\&F$, respectively. Importantly, the proposed framework transfers without retraining to SAM2.1, SeC, and Cutie, as well as to long-term video object tracking benchmarks including LaSOT-ext, TNL2K, and VOT-LT2022. Our results show that explicitly reasoning about when tracking fails and how to recover provides a complementary path to robust tracking beyond improving propagation alone. Project page: valaybundele.github.io/Dual-Agent.

cs.CV↗

Learning Where to Focus: Self-Supervised Multi-Scale ViTs for Histopathology

Pathologists diagnose diseases by first locating suspicious tissue and then examining it at higher magnification, whereas self-supervised vision transformers (ViTs) allocate the same spatial resolution to every image region despite diagnostic evidence being sparse and spanning multiple biological scales. Recent pathology foundation models have substantially improved representation quality by scaling training data and model capacity, but largely retain uniform tokenization. We instead investigate whether pathology representations can be improved by learning where to allocate spatial resolution during self-supervised learning. To this end, we propose CRAFT (Coarse-to-fine Region-Adaptive Feature Tokenization), a DINO-based framework that learns image-dependent mixed-scale representations by using self-supervised attention to selectively refine informative regions while preserving coarse context, together with a symmetric cross-scale regularization objective that encourages complementary coarse and fine representations. Across CAMELYON16, TCGA-Lung subtype classification, and TCGA-LUAD survival prediction, CRAFT consistently outperforms comparable-scale self-supervised methods while requiring lower inference computation. Despite using only a compact 22M parameter backbone trained on comparatively small pathology datasets, CRAFT remains competitive with, and often surpasses, substantially larger pathology foundation models.

cs.CV↗

Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation

Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this spatial intent is often known before generation starts. A chair should fit a seating envelope, a prop should leave clearance for motion, or a part should expose a contact surface. Prompts and image views are poor carriers for such constraints, requiring the need for an explicit control interface. We present Arbor, a trainable attachment for text conditioned latent 3D generation. Arbor introduces constraint meshes as a native 3D control interface. The interface uses hull regions where geometry should exist, avoidance regions that should remain empty, and touch regions the object should contact. Unlike completion or whole object scaffold control, these meshes are not target evidence. They are local typed requirements and can include regions where no surface should appear. Arbor keeps this signal as geometry by converting constraint meshes into tokens and learning a routed attachment inside a frozen denoiser. Each latent region can therefore receive the part of the constraint that matters for its spatial location. We evaluate Arbor on automatic and artist curated control benchmarks with hull, avoidance, and touch constraints, and compare the metric trends to a user preference study. Even without dedicated compliance losses, Arbor improves constraint obedience while preserving object quality and variation under fixed constraints.

cs.CV↗

ReLi3D: Relightable Multi-view 3D Reconstruction with Disentangled Illumination

Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitations and computational overhead. We present ReLi3D, the first unified end-to-end pipeline that simultaneously reconstructs complete 3D geometry, spatially-varying physically-based materials, and environment illumination from sparse multi-view images in under one second. Our key insight is that multi-view constraints can dramatically improve material and illumination disentanglement, a problem that remains fundamentally ill-posed for single-image methods. Key to our approach is the fusion of the multi-view input via a transformer cross-conditioning architecture, followed by a novel unified two-path prediction strategy. The first path predicts the object's structure and appearance, while the second path predicts the environment illumination from image background or object reflections. This, combined with a differentiable Monte Carlo multiple importance sampling renderer, creates an optimal illumination disentanglement training pipeline. In addition, with our mixed domain training protocol, which combines synthetic PBR datasets with real-world RGB captures, we establish generalizable results in geometry, material accuracy, and illumination quality. By unifying previously separate reconstruction tasks into a single feed-forward pass, we enable near-instantaneous generation of complete, relightable 3D assets. Project Page: https://reli3d.jdihlmann.com/

cs.CV↗

ReMeDI: Refined Memory for Disambiguation of Identities with SAM3 in Surgical Segmentation

Accurate surgical instrument segmentation in endoscopy is crucial for computer-assisted interventions, yet remains challenging due to frequent occlusions, rapid motion, and long-term instrument re-entry. While SAM3 provides a powerful spatio-temporal framework for video object segmentation, its performance in surgical scenes is limited by indiscriminate memory updates, fixed memory capacity, and weak identity recovery after occlusions. We propose ReMeDI-SAM3, a training-free extension of SAM3, that addresses these limitations through three components: (i) relevance-aware memory filtering with a dedicated occlusion-aware memory for storing pre-occlusion frames, (ii) a piecewise interpolation scheme that expands effective memory capacity, and (iii) a feature-based re-identification module with temporal voting for reliable post-occlusion identity disambiguation. Together, these components mitigate error accumulation and enable reliable recovery after occlusions. Evaluations on EndoVis17, EndoVis18 and CholecSeg8k under a zero-shot setting show mcIoU improvements of around 5.8\%, 8\%, and 2\% respectively, over vanilla SAM3, outperforming even prior training-based approaches.

cs.CV↗

SuperGSeg: Open-Vocabulary 3D Segmentation with Structured Super-Gaussians

3D Gaussian Splatting has recently gained traction for its efficient training and real-time rendering. While its vanilla representation is mainly designed for view synthesis, recent works extended it to scene understanding with language features. However, storing additional high-dimensional features per Gaussian for semantic information is memory-intensive, which limits their ability to segment and interpret challenging scenes. To this end, we introduce SuperGSeg, a novel approach that fosters cohesive, context-aware hierarchical scene representation by disentangling segmentation and language field distillation. SuperGSeg first employs neural 3D Gaussians to learn geometry, instance and hierarchical segmentation features from multi-view images with the aid of off-the-shelf 2D masks. These features are then leveraged to create a sparse set of \acrlong{superg}s. \acrlong{superg}s facilitate the lifting and distillation of 2D language features into 3D space. They enable hierarchical scene understanding with high-dimensional language feature rendering at moderate GPU memory costs. Extensive experiments demonstrate that SuperGSeg achieves remarkable performance on both open-vocabulary object selection and semantic segmentation tasks.

cs.CV↗

MatSpray: Fusing 2D Material World Knowledge on 3D Geometry

Manual modeling of material parameters and 3D geometry is a time consuming yet essential task in the gaming and film industries. While recent advances in 3D reconstruction have enabled accurate approximations of scene geometry and appearance, these methods often fall short in relighting scenarios due to the lack of precise, spatially varying material parameters. At the same time, diffusion models operating on 2D images have shown strong performance in predicting physically based rendering (PBR) properties such as albedo, roughness, and metallicity. However, transferring these 2D material maps onto reconstructed 3D geometry remains a significant challenge. We propose a framework for fusing 2D material data into 3D geometry using a combination of novel learning-based and projection-based approaches. We begin by reconstructing scene geometry via Gaussian Splatting. From the input images, a diffusion model generates 2D maps for albedo, roughness, and metallic parameters. Any existing diffusion model that can convert images or videos to PBR materials can be applied. The predictions are further integrated into the 3D representation either by optimizing an image-based loss or by directly projecting the material parameters onto the Gaussians using Gaussian ray tracing. To enhance fine-scale accuracy and multi-view consistency, we further introduce a light-weight neural refinement step (Neural Merger), which takes ray-traced material features as input and produces detailed adjustments. Our results demonstrate that the proposed methods outperform existing techniques in both quantitative metrics and perceived visual realism. This enables more accurate, relightable, and photorealistic renderings from reconstructed scenes, significantly improving the realism and efficiency of asset creation workflows in content production pipelines.

cs.CV↗

3D-RE-GEN: 3D Reconstruction of Indoor Scenes with a Generative Framework

Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.

cs.CV↗

FrameDiffuser: G-Buffer-Conditioned Diffusion for Neural Forward Frame Rendering

Neural rendering for interactive applications requires translating geometric and material properties (G-buffer) to photorealistic images with realistic lighting on a frame-by-frame basis. While recent diffusion-based approaches show promise for G-buffer-conditioned image synthesis, they face critical limitations: single-image models like RGBX generate frames independently without temporal consistency, while video models like DiffusionRenderer are too computationally expensive for most consumer gaming sets ups and require complete sequences upfront, making them unsuitable for interactive applications where future frames depend on user input. We introduce FrameDiffuser, an autoregressive neural rendering framework that generates temporally consistent, photorealistic frames by conditioning on G-buffer data and the models own previous output. After an initial frame, FrameDiffuser operates purely on incoming G-buffer data, comprising geometry, materials, and surface properties, while using its previously generated frame for temporal guidance, maintaining stable, temporal consistent generation over hundreds to thousands of frames. Our dual-conditioning architecture combines ControlNet for structural guidance with ControlLoRA for temporal coherence. A three-stage training strategy enables stable autoregressive generation. We specialize our model to individual environments, prioritizing consistency and inference speed over broad generalization, demonstrating that environment-specific training achieves superior photorealistic quality with accurate lighting, shadows, and reflections compared to generalized approaches.

cs.CV↗

Is deeper always better? Replacing linear mappings with deep learning networks in the Discriminative Lexicon Model

Recently, deep learning models have increasingly been used in cognitive modelling of language. This study asks whether deep learning can help us to better understand the learning problem that needs to be solved by speakers, above and beyond linear methods. We utilise the Discriminative Lexicon Model introduced by Baayen and colleagues, which models comprehension and production with mappings between numeric form and meaning vectors. While so far, these mappings have been linear (Linear Discriminative Learning, LDL), in the present study we replace them with deep dense neural networks (Deep Discriminative Learning, DDL). We find that DDL affords more accurate mappings for large and diverse datasets from English and Dutch, but not necessarily for Estonian and Taiwan Mandarin. DDL outperforms LDL in particular for words with pseudo-morphological structure such as chol+er. Applied to average reaction times, we find that DDL is outperformed by frequency-informed linear mappings (FIL). However, DDL trained in a frequency-informed way ('frequency-informed' deep learning, FIDDL) substantially outperforms FIL. Finally, while linear mappings can very effectively be updated from trial-to-trial to model incremental lexical learning, deep mappings cannot do so as effectively. At present, both linear and deep mappings are informative for understanding language.

cs.CL↗

SViM3D: Stable Video Material Diffusion for Single Image 3D Generation

We present Stable Video Materials 3D (SViM3D), a framework to predict multi-view consistent physically based rendering (PBR) materials, given a single image. Recently, video diffusion models have been successfully used to reconstruct 3D objects from a single image efficiently. However, reflectance is still represented by simple material models or needs to be estimated in additional steps to enable relighting and controlled appearance edits. We extend a latent video diffusion model to output spatially varying PBR parameters and surface normals jointly with each generated view based on explicit camera control. This unique setup allows for relighting and generating a 3D asset using our model as neural prior. We introduce various mechanisms to this pipeline that improve quality in this ill-posed setting. We show state-of-the-art relighting and novel view synthesis performance on multiple object-centric datasets. Our method generalizes to diverse inputs, enabling the generation of relightable 3D assets useful in AR/VR, movies, games and other visual media.

cs.GR↗

CharGen: Fast and Fluent Portrait Modification

Interactive editing of character images with diffusion models remains challenging due to the inherent trade-off between fine-grained control, generation speed, and visual fidelity. We introduce CharGen, a character-focused editor that combines attribute-specific Concept Sliders, trained to isolate and manipulate attributes such as facial feature size, expression, and decoration with the StreamDiffusion sampling pipeline for more interactive performance. To counteract the loss of detail that often accompanies accelerated sampling, we propose a lightweight Repair Step that reinstates fine textures without compromising structural consistency. Throughout extensive ablation studies and in comparison to open-source InstructPix2Pix and closed-source Google Gemini, and a comprehensive user study, CharGen achieves two-to-four-fold faster edit turnaround with precise editing control and identity-consistent results. Project page: https://chargen.jdihlmann.com/

cs.GR↗

HistDiST: Histopathological Diffusion-based Stain Transfer

Hematoxylin and Eosin (H&E) staining is the cornerstone of histopathology but lacks molecular specificity. While Immunohistochemistry (IHC) provides molecular insights, it is costly and complex, motivating H&E-to-IHC translation as a cost-effective alternative. Existing translation methods are mainly GAN-based, often struggling with training instability and limited structural fidelity, while diffusion-based approaches remain underexplored. We propose HistDiST, a Latent Diffusion Model (LDM) based framework for high-fidelity H&E-to-IHC translation. HistDiST introduces a dual-conditioning strategy, utilizing Phikon-extracted morphological embeddings alongside VAE-encoded H&E representations to ensure pathology-relevant context and structural consistency. To overcome brightness biases, we incorporate a rescaled noise schedule, v-prediction, and trailing timesteps, enforcing a zero-SNR condition at the final timestep. During inference, DDIM inversion preserves the morphological structure, while an eta-cosine noise schedule introduces controlled stochasticity, balancing structural consistency and molecular fidelity. Moreover, we propose Molecular Retrieval Accuracy (MRA), a novel pathology-aware metric leveraging GigaPath embeddings to assess molecular relevance. Extensive evaluations on MIST and BCI datasets demonstrate that HistDiST significantly outperforms existing methods, achieving a 28% improvement in MRA on the H&E-to-Ki67 translation task, highlighting its effectiveness in capturing true IHC semantics.

eess.IV↗

Disentangling representations of retinal images with generative models

Retinal fundus images play a crucial role in the early detection of eye diseases. However, the impact of technical factors on these images can pose challenges for reliable AI applications in ophthalmology. For example, large fundus cohorts are often confounded by factors like camera type, bearing the risk of learning shortcuts rather than the causal relationships behind the image generation process. Here, we introduce a population model for retinal fundus images that effectively disentangles patient attributes from camera effects, enabling controllable and highly realistic image generation. To achieve this, we propose a disentanglement loss based on distance correlation. Through qualitative and quantitative analyses, we show that our models encode desired information in disentangled subspaces and enable controllable image generation based on the learned subspaces, demonstrating the effectiveness of our disentanglement loss. The project's code is publicly available: https://github.com/berenslab/disentangling-retinal-images.

cs.CV↗

EMPERROR: A Flexible Generative Perception Error Model for Probing Self-Driving Planners

To handle the complexities of real-world traffic, learning planners for self-driving from data is a promising direction. While recent approaches have shown great progress, they typically assume a setting in which the ground-truth world state is available as input. However, when deployed, planning needs to be robust to the long-tail of errors incurred by a noisy perception system, which is often neglected in evaluation. To address this, previous work has proposed drawing adversarial samples from a perception error model (PEM) mimicking the noise characteristics of a target object detector. However, these methods use simple PEMs that fail to accurately capture all failure modes of detection. In this paper, we present EMPERROR, a novel transformer-based generative PEM, apply it to stress-test an imitation learning (IL)-based planner and show that it imitates modern detectors more faithfully than previous work. Furthermore, it is able to produce realistic noisy inputs that increase the planner's collision rate by up to 85%, demonstrating its utility as a valuable tool for a more complete evaluation of self-driving planners.

cs.RO↗

Subsurface Scattering for 3D Gaussian Splatting

3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting and novel view synthesis at interactive rates. We show successful application on synthetic data and introduce a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Project page https://sss.jdihlmann.com/

cs.CV↗

S.T.A.R.-Track: Latent Motion Models for End-to-End 3D Object Tracking with Adaptive Spatio-Temporal Appearance Representations

Following the tracking-by-attention paradigm, this paper introduces an object-centric, transformer-based framework for tracking in 3D. Traditional model-based tracking approaches incorporate the geometric effect of object- and ego motion between frames with a geometric motion model. Inspired by this, we propose S.T.A.R.-Track, which uses a novel latent motion model (LMM) to additionally adjust object queries to account for changes in viewing direction and lighting conditions directly in the latent space, while still modeling the geometric motion explicitly. Combined with a novel learnable track embedding that aids in modeling the existence probability of tracks, this results in a generic tracking framework that can be integrated with any query-based detector. Extensive experiments on the nuScenes benchmark demonstrate the benefits of our approach, showing state-of-the-art performance for DETR3D-based trackers while drastically reducing the number of identity switches of tracks at the same time.

cs.CV↗

RISE-SDF: a Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering

In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.

cs.CV↗