Searcharxiv⌕ Search

arXiv subjects

Igor Gilitschenski

Publications and source records attributed to Igor Gilitschenski.

At least 55 records · Page 3Linked to original sources

EventSplat: 3D Gaussian Splatting from Moving Event Cameras for Real-time Rendering

We introduce a method for using event camera data in novel view synthesis via Gaussian Splatting. Event cameras offer exceptional temporal resolution and a high dynamic range. Leveraging these capabilities allows us to effectively address the novel view synthesis challenge in the presence of fast camera motion. For initialization of the optimization process, our approach uses prior knowledge encoded in an event-to-video model. We also use spline interpolation for obtaining high quality poses along the event camera trajectory. This enhances the reconstruction quality from fast-moving cameras while overcoming the computational limitations traditionally associated with event-based Neural Radiance Field (NeRF) methods. Our experimental evaluation demonstrates that our results achieve higher visual fidelity and better performance than existing event-based NeRF approaches while being an order of magnitude faster to render.

cs.CV↗

MORE: Mobile Manipulation Rearrangement Through Grounded Language Reasoning

Autonomous long-horizon mobile manipulation encompasses a multitude of challenges, including scene dynamics, unexplored areas, and error recovery. Recent works have leveraged foundation models for scene-level robotic reasoning and planning. However, the performance of these methods degrades when dealing with a large number of objects and large-scale environments. To address these limitations, we propose MORE, a novel approach for enhancing the capabilities of language models to solve zero-shot mobile manipulation planning for rearrangement tasks. MORE leverages scene graphs to represent environments, incorporates instance differentiation, and introduces an active filtering scheme that extracts task-relevant subgraphs of object and region instances. These steps yield a bounded planning problem, effectively mitigating hallucinations and improving reliability. Additionally, we introduce several enhancements that enable planning across both indoor and outdoor environments. We evaluate MORE on 81 diverse rearrangement tasks from the BEHAVIOR-1K benchmark, where it becomes the first approach to successfully solve a significant share of the benchmark, outperforming recent foundation model-based approaches. Furthermore, we demonstrate the capabilities of our approach in several complex real-world tasks, mimicking everyday activities. We make the code publicly available at https://more-model.cs.uni-freiburg.de.

cs.RO↗

MAD-TD: Model-Augmented Data stabilizes High Update Ratio RL

Building deep reinforcement learning (RL) agents that find a good policy with few samples has proven notoriously challenging. To achieve sample efficiency, recent work has explored updating neural networks with large numbers of gradient steps for every new sample. While such high update-to-data (UTD) ratios have shown strong empirical performance, they also introduce instability to the training process. Previous approaches need to rely on periodic neural network parameter resets to address this instability, but restarting the training process is infeasible in many real-world applications and requires tuning the resetting interval. In this paper, we focus on one of the core difficulties of stable training with limited samples: the inability of learned value functions to generalize to unobserved on-policy actions. We mitigate this issue directly by augmenting the off-policy RL training process with a small amount of data generated from a learned world model. Our method, Model-Augmented Data for TD Learning (MAD-TD), uses small amounts of generated data to stabilize high UTD training and achieve competitive performance on the most challenging tasks in the DeepMind control suite. Our experiments further highlight the importance of employing a good model to generate data, MAD-TD's ability to combat value overestimation, and its practical stability gains for continued learning.

cs.LG↗

Mind the Time: Temporally-Controlled Multi-Event Video Generation

Real-world videos consist of sequences of events. Generating such sequences with precise temporal control is infeasible with existing video generators that rely on a single paragraph of text as input. When tasked with generating multiple events described using a single prompt, such methods often ignore some of the events or fail to arrange them in the correct order. To address this limitation, we present MinT, a multi-event video generator with temporal control. Our key insight is to bind each event to a specific period in the generated video, which allows the model to focus on one event at a time. To enable time-aware interactions between event captions and video tokens, we design a time-based positional encoding method, dubbed ReRoPE. This encoding helps to guide the cross-attention operation. By fine-tuning a pre-trained video diffusion transformer on temporally grounded data, our approach produces coherent videos with smoothly connected events. For the first time in the literature, our model offers control over the timing of events in generated videos. Extensive experiments demonstrate that MinT outperforms existing commercial and open-source models by a large margin.

cs.CV↗

SG-I2V: Self-Guided Trajectory Control in Image-to-Video Generation

Methods for image-to-video generation have achieved impressive, photo-realistic quality. However, adjusting specific elements in generated videos, such as object motion or camera movement, is often a tedious process of trial and error, e.g., involving re-generating videos with different random seeds. Recent techniques address this issue by fine-tuning a pre-trained model to follow conditioning signals, such as bounding boxes or point trajectories. Yet, this fine-tuning procedure can be computationally expensive, and it requires datasets with annotated object motion, which can be difficult to procure. In this work, we introduce SG-I2V, a framework for controllable image-to-video generation that is self-guided$\unicode{x2013}$offering zero-shot control by relying solely on the knowledge present in a pre-trained image-to-video diffusion model without the need for fine-tuning or external knowledge. Our zero-shot method outperforms unsupervised baselines while significantly narrowing down the performance gap with supervised models in terms of visual quality and motion fidelity. Additional details and video results are available on our project page: https://kmcode1.github.io/Projects/SG-I2V

cs.CV↗

Pippo: High-Resolution Multi-View Humans from a Single Image

We present Pippo, a generative model capable of producing 1K resolution dense turnaround videos of a person from a single casually clicked photo. Pippo is a multi-view diffusion transformer and does not require any additional inputs - e.g., a fitted parametric model or camera parameters of the input image. We pre-train Pippo on 3B human images without captions, and conduct multi-view mid-training and post-training on studio captured humans. During mid-training, to quickly absorb the studio dataset, we denoise several (up to 48) views at low-resolution, and encode target cameras coarsely using a shallow MLP. During post-training, we denoise fewer views at high-resolution and use pixel-aligned controls (e.g., Spatial anchor and Plucker rays) to enable 3D consistent generations. At inference, we propose an attention biasing technique that allows Pippo to simultaneously generate greater than 5 times as many views as seen during training. Finally, we also introduce an improved metric to evaluate 3D consistency of multi-view generations, and show that Pippo outperforms existing works on multi-view human generation from a single image.

cs.CV↗

GeoMatch++: Morphology Conditioned Geometry Matching for Multi-Embodiment Grasping

Despite recent progress on multi-finger dexterous grasping, current methods focus on single grippers and unseen objects, and even the ones that explore cross-embodiment, often fail to generalize well to unseen end-effectors. This work addresses the problem of dexterous grasping generalization to unseen end-effectors via a unified policy that learns correlation between gripper morphology and object geometry. Robot morphology contains rich information representing how joints and links connect and move with respect to each other and thus, we leverage it through attention to learn better end-effector geometry features. Our experiments show an average of 9.64% increase in grasp success rate across 3 out-of-domain end-effectors compared to previous methods.

cs.RO↗

CTRL-D: Controllable Dynamic 3D Scene Editing with Personalized 2D Diffusion

Recent advances in 3D representations, such as Neural Radiance Fields and 3D Gaussian Splatting, have greatly improved realistic scene modeling and novel-view synthesis. However, achieving controllable and consistent editing in dynamic 3D scenes remains a significant challenge. Previous work is largely constrained by its editing backbones, resulting in inconsistent edits and limited controllability. In our work, we introduce a novel framework that first fine-tunes the InstructPix2Pix model, followed by a two-stage optimization of the scene based on deformable 3D Gaussians. Our fine-tuning enables the model to "learn" the editing ability from a single edited reference image, transforming the complex task of dynamic scene editing into a simple 2D image editing process. By directly learning editing regions and styles from the reference, our approach enables consistent and precise local edits without the need for tracking desired editing regions, effectively addressing key challenges in dynamic scene editing. Then, our two-stage optimization progressively edits the trained dynamic scene, using a designed edited image buffer to accelerate convergence and improve temporal consistency. Compared to state-of-the-art methods, our approach offers more flexible and controllable local scene editing, achieving high-quality and consistent results.

cs.CV↗

Towards Unsupervised Blind Face Restoration using Diffusion Prior

Blind face restoration methods have shown remarkable performance, particularly when trained on large-scale synthetic datasets with supervised learning. These datasets are often generated by simulating low-quality face images with a handcrafted image degradation pipeline. The models trained on such synthetic degradations, however, cannot deal with inputs of unseen degradations. In this paper, we address this issue by using only a set of input images, with unknown degradations and without ground truth targets, to fine-tune a restoration model that learns to map them to clean and contextually consistent outputs. We utilize a pre-trained diffusion model as a generative prior through which we generate high quality images from the natural image distribution while maintaining the input image content through consistency constraints. These generated images are then used as pseudo targets to fine-tune a pre-trained restoration model. Unlike many recent approaches that employ diffusion models at test time, we only do so during training and thus maintain an efficient inference-time performance. Extensive experiments show that the proposed approach can consistently improve the perceptual quality of pre-trained blind face restoration models while maintaining great consistency with the input contents. Our best model also achieves the state-of-the-art results on both synthetic and real-world datasets.

cs.CV↗

GaussianCut: Interactive segmentation via graph cut for 3D Gaussian Splatting

We introduce GaussianCut, a new method for interactive multiview segmentation of scenes represented as 3D Gaussians. Our approach allows for selecting the objects to be segmented by interacting with a single view. It accepts intuitive user input, such as point clicks, coarse scribbles, or text. Using 3D Gaussian Splatting (3DGS) as the underlying scene representation simplifies the extraction of objects of interest which are considered to be a subset of the scene's Gaussians. Our key idea is to represent the scene as a graph and use the graph-cut algorithm to minimize an energy function to effectively partition the Gaussians into foreground and background. To achieve this, we construct a graph based on scene Gaussians and devise a segmentation-aligned energy function on the graph to combine user inputs with scene properties. To obtain an initial coarse segmentation, we leverage 2D image/video segmentation models and further refine these coarse estimates using our graph construction. Our empirical evaluations show the adaptability of GaussianCut across a diverse set of scenes. GaussianCut achieves competitive performance with state-of-the-art approaches for 3D segmentation without requiring any additional segmentation-aware training.

cs.CV↗

NAVSIM: Data-Driven Non-Reactive Autonomous Vehicle Simulation and Benchmarking

Benchmarking vision-based driving policies is challenging. On one hand, open-loop evaluation with real data is easy, but these results do not reflect closed-loop performance. On the other, closed-loop evaluation is possible in simulation, but is hard to scale due to its significant computational demands. Further, the simulators available today exhibit a large domain gap to real data. This has resulted in an inability to draw clear conclusions from the rapidly growing body of research on end-to-end autonomous driving. In this paper, we present NAVSIM, a middle ground between these evaluation paradigms, where we use large datasets in combination with a non-reactive simulator to enable large-scale real-world benchmarking. Specifically, we gather simulation-based metrics, such as progress and time to collision, by unrolling bird's eye view abstractions of the test scenes for a short simulation horizon. Our simulation is non-reactive, i.e., the evaluated policy and environment do not influence each other. As we demonstrate empirically, this decoupling allows open-loop metric computation while being better aligned with closed-loop evaluations than traditional displacement errors. NAVSIM enabled a new competition held at CVPR 2024, where 143 teams submitted 463 entries, resulting in several new insights. On a large set of challenging scenarios, we observe that simple methods with moderate compute requirements such as TransFuser can match recent large-scale end-to-end driving architectures such as UniAD. Our modular framework can potentially be extended with new datasets, data curation strategies, and metrics, and will be continually maintained to host future challenges. Our code is available at https://github.com/autonomousvision/navsim.

cs.CV↗

Neural Assets: 3D-Aware Multi-Object Scene Synthesis with Image Diffusion Models

We address the problem of multi-object 3D pose control in image diffusion models. Instead of conditioning on a sequence of text tokens, we propose to use a set of per-object representations, Neural Assets, to control the 3D pose of individual objects in a scene. Neural Assets are obtained by pooling visual representations of objects from a reference image, such as a frame in a video, and are trained to reconstruct the respective objects in a different image, e.g., a later frame in the video. Importantly, we encode object visuals from the reference image while conditioning on object poses from the target frame. This enables learning disentangled appearance and pose features. Combining visual and 3D pose representations in a sequence-of-tokens format allows us to keep the text-to-image architecture of existing models, with Neural Assets in place of text tokens. By fine-tuning a pre-trained text-to-image diffusion model with this information, our approach enables fine-grained 3D pose and placement control of individual objects in a scene. We further demonstrate that Neural Assets can be transferred and recomposed across different scenes. Our model achieves state-of-the-art multi-object editing results on both synthetic 3D scene datasets, as well as two real-world video datasets (Objectron, Waymo Open).

cs.CV↗

Realistic Evaluation of Model Merging for Compositional Generalization

Merging has become a widespread way to cheaply combine individual models into a single model that inherits their capabilities and attains better performance. This popularity has spurred rapid development of many new merging methods, which are typically validated in disparate experimental settings and frequently differ in the assumptions made about model architecture, data availability, and computational budget. In this work, we characterize the relative merits of different merging methods by evaluating them in a shared experimental setting and precisely identifying the practical requirements of each method. Specifically, our setting focuses on using merging for compositional generalization of capabilities in image classification, image generation, and natural language processing. Additionally, we measure the computational costs of different merging methods as well as how they perform when scaling the number of models being merged. Taken together, our results clarify the state of the field of model merging and provide a comprehensive and rigorous experimental setup to test new methods.

cs.LG↗

Vid2Robot: End-to-end Video-conditioned Policy Learning with Cross-Attention Transformers

Large-scale multi-task robotic manipulation systems often rely on text to specify the task. In this work, we explore whether a robot can learn by observing humans. To do so, the robot must understand a person's intent and perform the inferred task despite differences in the embodiments and environments. We introduce Vid2Robot, an end-to-end video-conditioned policy that takes human videos demonstrating manipulation tasks as input and produces robot actions. Our model is trained with a large dataset of prompt video-robot trajectory pairs to learn unified representations of human and robot actions from videos. Vid2Robot uses cross-attention transformer layers between video features and the current robot state to produce the actions and perform the same task as shown in the video. We use auxiliary contrastive losses to align the prompt and robot video representations for better policies. We evaluate Vid2Robot on real-world robots and observe over 20% improvement over BC-Z when using human prompt videos. Further, we also show cross-object motion transfer ability that enables video-conditioned policies to transfer a motion observed on one object in the prompt video to another object in the robot's own environment. Videos available at https://vid2robot.github.io

cs.RO↗

Dissecting Deep RL with High Update Ratios: Combatting Value Divergence

We show that deep reinforcement learning algorithms can retain their ability to learn without resetting network parameters in settings where the number of gradient updates greatly exceeds the number of environment samples by combatting value function divergence. Under large update-to-data ratios, a recent study by Nikishin et al. (2022) suggested the emergence of a primacy bias, in which agents overfit early interactions and downplay later experience, impairing their ability to learn. In this work, we investigate the phenomena leading to the primacy bias. We inspect the early stages of training that were conjectured to cause the failure to learn and find that one fundamental challenge is a long-standing acquaintance: value function divergence. Overinflated Q-values are found not only on out-of-distribution but also in-distribution data and can be linked to overestimation on unseen action prediction propelled by optimizer momentum. We employ a simple unit-ball normalization that enables learning under large update ratios, show its efficacy on the widely used dm_control suite, and obtain strong performance on the challenging dog tasks, competitive with model-based approaches. Our results question, in parts, the prior explanation for sub-optimal learning due to overfitting early data.

cs.LG↗

Accelerating Online Mapping and Behavior Prediction via Direct BEV Feature Attention

Understanding road geometry is a critical component of the autonomous vehicle (AV) stack. While high-definition (HD) maps can readily provide such information, they suffer from high labeling and maintenance costs. Accordingly, many recent works have proposed methods for estimating HD maps online from sensor data. The vast majority of recent approaches encode multi-camera observations into an intermediate representation, e.g., a bird's eye view (BEV) grid, and produce vector map elements via a decoder. While this architecture is performant, it decimates much of the information encoded in the intermediate representation, preventing downstream tasks (e.g., behavior prediction) from leveraging them. In this work, we propose exposing the rich internal features of online map estimation methods and show how they enable more tightly integrating online mapping with trajectory forecasting. In doing so, we find that directly accessing internal BEV features yields up to 73% faster inference speeds and up to 29% more accurate predictions on the real-world nuScenes dataset.

cs.RO↗

When does Self-Prediction help? Understanding Auxiliary Tasks in Reinforcement Learning

We investigate the impact of auxiliary learning tasks such as observation reconstruction and latent self-prediction on the representation learning problem in reinforcement learning. We also study how they interact with distractions and observation functions in the MDP. We provide a theoretical analysis of the learning dynamics of observation reconstruction, latent self-prediction, and TD learning in the presence of distractions and observation functions under linear model assumptions. With this formalization, we are able to explain why latent-self prediction is a helpful \emph{auxiliary task}, while observation reconstruction can provide more useful features when used in isolation. Our empirical analysis shows that the insights obtained from our learning dynamics framework predicts the behavior of these loss functions beyond the linear model assumption in non-linear neural networks. This reinforces the usefulness of the linear model framework not only for theoretical analysis, but also practical benefit for applied problems.

cs.LG↗

RefFusion: Reference Adapted Diffusion Models for 3D Scene Inpainting

Neural reconstruction approaches are rapidly emerging as the preferred representation for 3D scenes, but their limited editability is still posing a challenge. In this work, we propose an approach for 3D scene inpainting -- the task of coherently replacing parts of the reconstructed scene with desired content. Scene inpainting is an inherently ill-posed task as there exist many solutions that plausibly replace the missing content. A good inpainting method should therefore not only enable high-quality synthesis but also a high degree of control. Based on this observation, we focus on enabling explicit control over the inpainted content and leverage a reference image as an efficient means to achieve this goal. Specifically, we introduce RefFusion, a novel 3D inpainting method based on a multi-scale personalization of an image inpainting diffusion model to the given reference view. The personalization effectively adapts the prior distribution to the target scene, resulting in a lower variance of score distillation objective and hence significantly sharper details. Our framework achieves state-of-the-art results for object removal while maintaining high controllability. We further demonstrate the generality of our formulation on other downstream tasks such as object insertion, scene outpainting, and sparse view reconstruction.

cs.CV↗