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Jana Kosecka

Publications and source records attributed to Jana Kosecka.

At least 19 recordsLinked to original sources

PointSplat: Efficient Geometry-Driven Pruning and Transformer Refinement for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently unlocked real-time, high-fidelity novel view synthesis by representing scenes using explicit 3D primitives. However, traditional methods often require millions of Gaussians to capture complex scenes, leading to significant memory and storage demands. Recent approaches have addressed this issue through pruning and per-scene fine-tuning of Gaussian parameters, thereby reducing the model size while maintaining visual quality. These strategies typically rely on 2D images to compute important scores followed by scene-specific optimization. In this work, we introduce PointSplat, 3D geometry-driven prune-and-refine framework that bridges previously disjoint directions of gaussian pruning and transformer refinement. Our method includes two key components: (1) an efficient geometry-driven strategy that ranks Gaussians based solely on their 3D attributes, removing reliance on 2D images during pruning stage, and (2) a dual-branch encoder that separates, re-weights geometric and appearance to avoid feature imbalance. Extensive experiments on ScanNet++ and Replica across varying sparsity levels demonstrate that PointSplat consistently achieves competitive rendering quality and superior efficiency without additional per-scene optimization.

cs.CV

Gesture-Aware Pretraining and Token Fusion for 3D Hand Pose Estimation

Estimating 3D hand pose from monocular RGB images is fundamental for applications in AR/VR, human-computer interaction, and sign language understanding. In this work we focus on a scenario where a discrete set of gesture labels is available and show that gesture semantics can serve as a powerful inductive bias for 3D pose estimation. We present a two-stage framework: gesture-aware pretraining that learns an informative embedding space using coarse and fine gesture labels from InterHand2.6M, followed by a per-joint token Transformer guided by gesture embeddings as intermediate representations for final regression of MANO hand parameters. Training is driven by a layered objective over parameters, joints, and structural constraints. Experiments on InterHand2.6M demonstrate that gesture-aware pretraining consistently improves single-hand accuracy over the state-of-the-art EANet baseline, and that the benefit transfers across architectures without any modification.

cs.CV

Toward Phonology-Guided Sign Language Motion Generation: A Diffusion Baseline and Conditioning Analysis

Generating natural, correct, and visually smooth 3D avatar sign language motion conditioned on the text inputs continues to be very challenging. In this work, we train a generative model of 3D body motion and explore the role of phonological attribute conditioning for sign language motion generation, using ASL-LEX 2.0 annotations such as hand shape, hand location and movement. We first establish a strong diffusion baseline using an Human Motion MDM-style diffusion model with SMPL-X representation, which outperforms SignAvatar, a state-of-the-art CVAE method, on gloss discriminability metrics. We then systematically study the role of text conditioning using different text encoders (CLIP vs. T5), conditioning modes (gloss-only vs. gloss+phonological attributes), and attribute notation format (symbolic vs. natural language). Our analysis reveals that translating symbolic ASL-LEX notations to natural language is a necessary condition for effective CLIP-based attribute conditioning, while T5 is largely unaffected by this translation. Furthermore, our best-performing variant (CLIP with mapped attributes) outperforms SignAvatar across all metrics. These findings highlight input representation as a critical factor for text-encoder-based attribute conditioning, and motivate structured conditioning approaches where gloss and phonological attributes are encoded through independent pathways.

cs.CV

VarSplat: Uncertainty-aware 3D Gaussian Splatting for Robust RGB-D SLAM

Simultaneous Localization and Mapping (SLAM) with 3D Gaussian Splatting (3DGS) enables fast, differentiable rendering and high-fidelity reconstruction across diverse real-world scenes. However, existing 3DGS-SLAM approaches handle measurement reliability implicitly, making pose estimation and global alignment susceptible to drift in low-texture regions, transparent surfaces, or areas with complex reflectance properties. To this end, we introduce VarSplat, an uncertainty-aware 3DGS-SLAM system that explicitly learns per-splat appearance variance. By using the law of total variance with alpha compositing, we then render differentiable per-pixel uncertainty map via efficient, single-pass rasterization. This map guides tracking, submap registration, and loop detection toward focusing on reliable regions and contributes to more stable optimization. Experimental results on Replica (synthetic) and TUM-RGBD, ScanNet, and ScanNet++ (real-world) show that VarSplat improves robustness and achieves competitive or superior tracking, mapping, and novel view synthesis rendering compared to existing studies for dense RGB-D SLAM.

cs.CV

Multi-temporal Adaptive Red-Green-Blue and Long-Wave Infrared Fusion for You Only Look Once-Based Landmine Detection from Unmanned Aerial Systems

Landmines remain a persistent humanitarian threat, with 110 million actively deployed mines across 60 countries, claiming 26,000 casualties annually. This research evaluates adaptive Red-Green-Blue (RGB) and Long-Wave Infrared (LWIR) fusion for Unmanned Aerial Systems (UAS)-based detection of surface-laid landmines, leveraging the thermal contrast between the ordnance and the surrounding soil to enhance feature extraction. Using You Only Look Once (YOLO) architectures (v8, v10, v11) across 114 test images, generating 35,640 model-condition evaluations, YOLOv11 achieved optimal performance (86.8% mAP), with 10 to 30% thermal fusion at 5 to 10m altitude identified as the optimal detection parameters. A complementary architectural comparison revealed that while RF-DETR achieved the highest accuracy (69.2% mAP), followed by Faster R-CNN (67.6%), YOLOv11 (64.2%), and RetinaNet (50.2%), YOLOv11 trained 17.7 times faster than the transformer-based RF-DETR (41 minutes versus 12 hours), presenting a critical accuracy-efficiency tradeoff for operational deployment. Aggregated multi-temporal training datasets outperformed season-specific approaches by 1.8 to 9.6%, suggesting that models benefit from exposure to diverse thermal conditions. Anti-Tank (AT) mines achieved 61.9% detection accuracy, compared with 19.2% for Anti-Personnel (AP) mines, reflecting both the size differential and thermal-mass differences between these ordnance classes. As this research examined surface-laid mines where thermal contrast is maximized, future research should quantify thermal contrast effects for mines buried at varying depths across heterogeneous soil types.

cs.CV

TRAVEL: Training-Free Retrieval and Alignment for Vision-and-Language Navigation

In this work, we propose a modular approach for the Vision-Language Navigation (VLN) task by decomposing the problem into four sub-modules that use state-of-the-art Large Language Models (LLMs) and Vision-Language Models (VLMs) in a zero-shot setting. Given navigation instruction in natural language, we first prompt LLM to extract the landmarks and the order in which they are visited. Assuming the known model of the environment, we retrieve the top-k locations of the last landmark and generate $k$ path hypotheses from the starting location to the last landmark using the shortest path algorithm on the topological map of the environment. Each path hypothesis is represented by a sequence of panoramas. We then use dynamic programming to compute the alignment score between the sequence of panoramas and the sequence of landmark names, which match scores obtained from VLM. Finally, we compute the nDTW metric between the hypothesis that yields the highest alignment score to evaluate the path fidelity. We demonstrate superior performance compared to other approaches that use joint semantic maps like VLMaps on the complex R2R-Habitat instruction dataset and quantify in detail the effect of visual grounding on navigation performance.

cs.CV

SemNav: A Model-Based Planner for Zero-Shot Object Goal Navigation Using Vision-Foundation Models

Object goal navigation is a fundamental task in embodied AI, where an agent is instructed to locate a target object in an unexplored environment. Traditional learning-based methods rely heavily on large-scale annotated data or require extensive interaction with the environment in a reinforcement learning setting, often failing to generalize to novel environments and limiting scalability. To overcome these challenges, we explore a zero-shot setting where the agent operates without task-specific training, enabling more scalable and adaptable solution. Recent advances in Vision Foundation Models (VFMs) offer powerful capabilities for visual understanding and reasoning, making them ideal for agents to comprehend scenes, identify relevant regions, and infer the likely locations of objects. In this work, we present a zero-shot object goal navigation framework that integrates the perceptual strength of VFMs with a model-based planner that is capable of long-horizon decision making through frontier exploration. We evaluate our approach on the HM3D dataset using the Habitat simulator and demonstrate that our method achieves state-of-the-art performance in terms of success weighted by path length for zero-shot object goal navigation.

cs.RO

A Hybrid Approach to Indoor Social Navigation: Integrating Reactive Local Planning and Proactive Global Planning

We consider the problem of indoor building-scale social navigation, where the robot must reach a point goal as quickly as possible without colliding with humans who are freely moving around. Factors such as varying crowd densities, unpredictable human behavior, and the constraints of indoor spaces add significant complexity to the navigation task, necessitating a more advanced approach. We propose a modular navigation framework that leverages the strengths of both classical methods and deep reinforcement learning (DRL). Our approach employs a global planner to generate waypoints, assigning soft costs around anticipated pedestrian locations, encouraging caution around potential future positions of humans. Simultaneously, the local planner, powered by DRL, follows these waypoints while avoiding collisions. The combination of these planners enables the agent to perform complex maneuvers and effectively navigate crowded and constrained environments while improving reliability. Many existing studies on social navigation are conducted in simplistic or open environments, limiting the ability of trained models to perform well in complex, real-world settings. To advance research in this area, we introduce a new 2D benchmark designed to facilitate development and testing of social navigation strategies in indoor environments. We benchmark our method against traditional and RL-based navigation strategies, demonstrating that our approach outperforms both.

cs.RO

GSR-BENCH: A Benchmark for Grounded Spatial Reasoning Evaluation via Multimodal LLMs

The ability to understand and reason about spatial relationships between objects in images is an important component of visual reasoning. This skill rests on the ability to recognize and localize objects of interest and determine their spatial relation. Early vision and language models (VLMs) have been shown to struggle to recognize spatial relations. We extend the previously released What'sUp dataset and propose a novel comprehensive evaluation for spatial relationship understanding that highlights the strengths and weaknesses of 27 different models. In addition to the VLMs evaluated in What'sUp, our extensive evaluation encompasses 3 classes of Multimodal LLMs (MLLMs) that vary in their parameter sizes (ranging from 7B to 110B), training/instruction-tuning methods, and visual resolution to benchmark their performances and scrutinize the scaling laws in this task.

cs.CL

Structured Spatial Reasoning with Open Vocabulary Object Detectors

Reasoning about spatial relationships between objects is essential for many real-world robotic tasks, such as fetch-and-delivery, object rearrangement, and object search. The ability to detect and disambiguate different objects and identify their location is key to successful completion of these tasks. Several recent works have used powerful Vision and Language Models (VLMs) to unlock this capability in robotic agents. In this paper we introduce a structured probabilistic approach that integrates rich 3D geometric features with state-of-the-art open-vocabulary object detectors to enhance spatial reasoning for robotic perception. The approach is evaluated and compared against zero-shot performance of the state-of-the-art Vision and Language Models (VLMs) on spatial reasoning tasks. To enable this comparison, we annotate spatial clauses in real-world RGB-D Active Vision Dataset [1] and conduct experiments on this and the synthetic Semantic Abstraction [2] dataset. Results demonstrate the effectiveness of the proposed method, showing superior performance of grounding spatial relations over state of the art open-source VLMs by more than 20%.

cs.CV

Q-GroundCAM: Quantifying Grounding in Vision Language Models via GradCAM

Vision and Language Models (VLMs) continue to demonstrate remarkable zero-shot (ZS) performance across various tasks. However, many probing studies have revealed that even the best-performing VLMs struggle to capture aspects of compositional scene understanding, lacking the ability to properly ground and localize linguistic phrases in images. Recent VLM advancements include scaling up both model and dataset sizes, additional training objectives and levels of supervision, and variations in the model architectures. To characterize the grounding ability of VLMs, such as phrase grounding, referring expressions comprehension, and relationship understanding, Pointing Game has been used as an evaluation metric for datasets with bounding box annotations. In this paper, we introduce a novel suite of quantitative metrics that utilize GradCAM activations to rigorously evaluate the grounding capabilities of pre-trained VLMs like CLIP, BLIP, and ALBEF. These metrics offer an explainable and quantifiable approach for a more detailed comparison of the zero-shot capabilities of VLMs and enable measuring models' grounding uncertainty. This characterization reveals interesting tradeoffs between the size of the model, the dataset size, and their performance.

cs.CV

Towards Grounded Visual Spatial Reasoning in Multi-Modal Vision Language Models

Large vision-and-language models (VLMs) trained to match images with text on large-scale datasets of image-text pairs have shown impressive generalization ability on several vision and language tasks. Several recent works, however, showed that these models lack fine-grained understanding, such as the ability to count and recognize verbs, attributes, or relationships. The focus of this work is to study the understanding of spatial relations. This has been tackled previously using image-text matching (e.g., Visual Spatial Reasoning benchmark) or visual question answering (e.g., GQA or VQAv2), both showing poor performance and a large gap compared to human performance. In this work, we show qualitatively (using explainability tools) and quantitatively (using object detectors) that the poor object localization "grounding" ability of the models is a contributing factor to the poor image-text matching performance. We propose an alternative fine-grained, compositional approach for recognizing and ranking spatial clauses that combines the evidence from grounding noun phrases corresponding to objects and their locations to compute the final rank of the spatial clause. We demonstrate the approach on representative VLMs (such as LXMERT, GPV, and MDETR) and compare and highlight their abilities to reason about spatial relationships.

cs.CV

Fingerspelling PoseNet: Enhancing Fingerspelling Translation with Pose-Based Transformer Models

We address the task of American Sign Language fingerspelling translation using videos in the wild. We exploit advances in more accurate hand pose estimation and propose a novel architecture that leverages the transformer based encoder-decoder model enabling seamless contextual word translation. The translation model is augmented by a novel loss term that accurately predicts the length of the finger-spelled word, benefiting both training and inference. We also propose a novel two-stage inference approach that re-ranks the hypotheses using the language model capabilities of the decoder. Through extensive experiments, we demonstrate that our proposed method outperforms the state-of-the-art models on ChicagoFSWild and ChicagoFSWild+ achieving more than 10% relative improvement in performance. Our findings highlight the effectiveness of our approach and its potential to advance fingerspelling recognition in sign language translation. Code is also available at https://github.com/pooyafayyaz/Fingerspelling-PoseNet.

cs.CV

Labeling Indoor Scenes with Fusion of Out-of-the-Box Perception Models

The image annotation stage is a critical and often the most time-consuming part required for training and evaluating object detection and semantic segmentation models. Deployment of the existing models in novel environments often requires detecting novel semantic classes not present in the training data. Furthermore, indoor scenes contain significant viewpoint variations, which need to be handled properly by trained perception models. We propose to leverage the recent advancements in state-of-the-art models for bottom-up segmentation (SAM), object detection (Detic), and semantic segmentation (MaskFormer), all trained on large-scale datasets. We aim to develop a cost-effective labeling approach to obtain pseudo-labels for semantic segmentation and object instance detection in indoor environments, with the ultimate goal of facilitating the training of lightweight models for various downstream tasks. We also propose a multi-view labeling fusion stage, which considers the setting where multiple views of the scenes are available and can be used to identify and rectify single-view inconsistencies. We demonstrate the effectiveness of the proposed approach on the Active Vision dataset and the ADE20K dataset. We evaluate the quality of our labeling process by comparing it with human annotations. Also, we demonstrate the effectiveness of the obtained labels in downstream tasks such as object goal navigation and part discovery. In the context of object goal navigation, we depict enhanced performance using this fusion approach compared to a zero-shot baseline that utilizes large monolithic vision-language pre-trained models.

cs.CV

Learning-Augmented Model-Based Planning for Visual Exploration

We consider the problem of time-limited robotic exploration in previously unseen environments where exploration is limited by a predefined amount of time. We propose a novel exploration approach using learning-augmented model-based planning. We generate a set of subgoals associated with frontiers on the current map and derive a Bellman Equation for exploration with these subgoals. Visual sensing and advances in semantic mapping of indoor scenes are exploited for training a deep convolutional neural network to estimate properties associated with each frontier: the expected unobserved area beyond the frontier and the expected timesteps (discretized actions) required to explore it. The proposed model-based planner is guaranteed to explore the whole scene if time permits. We thoroughly evaluate our approach on a large-scale pseudo-realistic indoor dataset (Matterport3D) with the Habitat simulator. We compare our approach with classical and more recent RL-based exploration methods. Our approach surpasses the greedy strategies by 2.1% and the RL-based exploration methods by 8.4% in terms of coverage.

cs.RO

Graph-CoVis: GNN-based Multi-view Panorama Global Pose Estimation

In this paper, we address the problem of wide-baseline camera pose estimation from a group of 360$^\circ$ panoramas under upright-camera assumption. Recent work has demonstrated the merit of deep-learning for end-to-end direct relative pose regression in 360$^\circ$ panorama pairs [11]. To exploit the benefits of multi-view logic in a learning-based framework, we introduce Graph-CoVis, which non-trivially extends CoVisPose [11] from relative two-view to global multi-view spherical camera pose estimation. Graph-CoVis is a novel Graph Neural Network based architecture that jointly learns the co-visible structure and global motion in an end-to-end and fully-supervised approach. Using the ZInD [4] dataset, which features real homes presenting wide-baselines, occlusion, and limited visual overlap, we show that our model performs competitively to state-of-the-art approaches.

cs.CV

U2RLE: Uncertainty-Guided 2-Stage Room Layout Estimation

While the existing deep learning-based room layout estimation techniques demonstrate good overall accuracy, they are less effective for distant floor-wall boundary. To tackle this problem, we propose a novel uncertainty-guided approach for layout boundary estimation introducing new two-stage CNN architecture termed U2RLE. The initial stage predicts both floor-wall boundary and its uncertainty and is followed by the refinement of boundaries with high positional uncertainty using a different, distance-aware loss. Finally, outputs from the two stages are merged to produce the room layout. Experiments using ZInD and Structure3D datasets show that U2RLE improves over current state-of-the-art, being able to handle both near and far walls better. In particular, U2RLE outperforms current state-of-the-art techniques for the most distant walls.

cs.CV

Comparison of Model-Free and Model-Based Learning-Informed Planning for PointGoal Navigation

In recent years several learning approaches to point goal navigation in previously unseen environments have been proposed. They vary in the representations of the environments, problem decomposition, and experimental evaluation. In this work, we compare the state-of-the-art Deep Reinforcement Learning based approaches with Partially Observable Markov Decision Process (POMDP) formulation of the point goal navigation problem. We adapt the (POMDP) sub-goal framework proposed by [1] and modify the component that estimates frontier properties by using partial semantic maps of indoor scenes built from images' semantic segmentation. In addition to the well-known completeness of the model-based approach, we demonstrate that it is robust and efficient in that it leverages informative, learned properties of the frontiers compared to an optimistic frontier-based planner. We also demonstrate its data efficiency compared to the end-to-end deep reinforcement learning approaches. We compare our results against an optimistic planner, ANS and DD-PPO on Matterport3D dataset using the Habitat Simulator. We show comparable, though slightly worse performance than the SOTA DD-PPO approach, yet with far fewer data.

cs.RO