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John S. Zelek

Publications and source records attributed to John S. Zelek.

At least 19 recordsLinked to original sources

Agentic Building-Aware Satellite Gaussian Splatting for Auditable Urban DSM Reconstruction

Urban-scale 3D reconstruction from satellite imagery supports disaster response, city monitoring, and geospatial digital twins, yet neural rendering methods typically optimize average visual fidelity rather than the structures that analysts inspect first: buildings. We present an agentic building-aware satellite Gaussian Splatting workflow that uses Segment Anything-derived building masks as semantic priors and an Agentic Reconstruction Controller to select, verify, and record DSM reconstruction policies. On the DFC2019 JAX\_004 scene, building-aware weighting reduces building-region DSM MAE from 0.844 m to 0.806 m, showing that semantic priors can shift reconstruction capacity toward analyst-critical regions. A staged schedule provides a balanced operating point, improving full-scene MAE from 1.362 m to 1.349 m while retaining a building gain. Across four JAX scenes, the Agent selects validated policies for both general DSM and building-focused DSM objectives, and produces building-inventory metadata and per-scene decision records. The system combines semantic priors, policy selection, region-specific DSM metrics, and DSM-derived GIS surface products for auditable urban 3D analysis.

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ZVeC: A Zero-Shot Framework for Instance-Level Vehicle Extraction and Generative Point Cloud Completion

LiDAR point clouds acquired in underground environments exhibit severe geometric incompleteness due to occlusions and limited sensor viewpoints, making reliable point cloud completion challenging without large supervised datasets. We propose ZVeC, a zero-shot, instance-driven framework that reformulates scene-level completion as compositional object-level reconstruction. By decomposing a scene into semantic object instances, ZVeC reduces reconstruction ambiguity in cluttered environments while eliminating the need for scenario-specific training. Each segmented vehicle is completed independently using a depth- and 3D Gaussian-conditioned diffusion model that exploits generalized geometric priors before the reconstructed instances are recomposed into the original scene. To evaluate our approach, we construct a real-world dense LiDAR benchmark of underground parking environments. Experimental results demonstrate consistent improvements over representative scene-level baselines in both quantitative metrics and visual quality. The completed point cloud differs substantially from the measured input (average KL divergence ~ 2.1), yet reducing the input to only 1% of the original LiDAR measurements changes the completed reconstruction only marginally (KL divergence < 0.50). This demonstrates that ZVeC produces geometrically consistent completions even under extreme input sparsity.

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When Wider Views Fail: Stress-Testing Feed-Forward 3D Reconstruction

Feed-forward 3D reconstruction models enable efficient geometry estimation from sparse images, but their pretrained nature can make them vulnerable to distribution shifts beyond their training data. Identifying these failure modes is important for understanding when such models can be reliably deployed in unconstrained imaging settings. We investigate viewpoint variation as a controlled distribution shift by varying the angular span of sparse image inputs while keeping the input budget fixed. Across multiple feed-forward reconstruction models, we observe substantial degradation as viewpoint span increases, with wide spans producing both incomplete surface coverage and geometry unsupported by the observed imagery. These results reveal that viewpoint variation can induce failure modes beyond conventional reconstruction incompleteness, highlighting the need to evaluate pretrained feed-forward models under distribution shifts that challenge their learned geometric priors.

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PointGauss: Point Cloud-Guided Multi-Object Segmentation for Gaussian Splatting

While 3D Gaussian Splatting (3DGS) has established new standards for high-fidelity 3D scene modeling, interpreting massive, unstructured Gaussian primitives into meaningful geospatial entities remains a critical challenge for remote sensing and urban applications. Existing 2D-to-3D distillation methods suffer from projection ambiguities, geometric inconsistencies, and computational bottlenecks when applied to complex, large-scale topographies. Furthermore, current benchmarks lack natively aligned 2D-3D ground truth tailored for splatting-based representations. To address these limitations, we propose \textit{PointGauss}, a unified 3D-native framework for robust semantic parsing and instance segmentation. By treating Gaussian primitives as unstructured point sets, PointGauss leverages Point Transformer V3 (PTv3) to extract scale-invariant geometric features directly from Gaussian attributes, effectively resolving projection ambiguities. To ensure scalability in building-scale scenes, we introduce an adaptive region-of-interest cropping strategy and an instance-aware distance-constrained rasterization pipeline for pixel-level, view-consistent projection. Additionally, we present \textbf{SplatSeg-360}, the first rigorous cross-scale benchmark tailored for 3DGS, comprising 32 complex scenes with full 360$^\circ$ coverage and over 6,300 natively aligned 2D-3D masks. Extensive experiments demonstrate that PointGauss operates in real-time and achieves state-of-the-art performance. Notably, it attains approximately 90\% 3D-mIoU in large-scale building scenarios and roughly 80\% 2D-mIoU in view-consistent 2D instance segmentation, outperforming baseline methods by 16\%. (\href{https://github.com/hbycswt/pointgauss#}{Code})

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Lift, Associate, and Fuse: A Decision-Centric Framework for 2D-to-3D Foundation Model Transfer

Methods that transfer predictions from two-dimensional foundation models into three-dimensional segmentation are commonly grouped by task or representation. Those groupings obscure the decisions that determine whether a system remains coherent across views: where image evidence is grounded, when observations become one identity, how semantic and granularity conflicts are handled, which information is fused, and what state survives for later queries. We introduce \textbf{Lift, Associate, and Fuse (LAF)}, a decision-centric framework that represents a transfer system as five operators: \textbf{Generate, Associate, Reconcile, Fuse, and Persist/Query}. LAF defines an explicit contract for the persistent carrier---its spatial support, semantic state, identity state, uncertainty, provenance, and supported operations---and identifies the first stage at which discarded evidence becomes unrecoverable. We operationalize the framework as a structured audit protocol and apply it to 161 systems available through 7 August 2026, spanning point-, field-, Gaussian-, object-, graph-, and memory-based carriers. Representation, temporal, relational, and feed-forward stress tests required no additional analytical stage after the final confirmation pass. The resulting decision traces expose four recurring properties: association does not establish identity; carrier design fixes both the query interface and correction boundary; rendered-view, native-3D, and proposal-level evaluations are not interchangeable; and qualifiers such as \emph{training-free}, \emph{real-time}, \emph{open-vocabulary}, and \emph{generalizable} are meaningful only when attached to a stage and a complete cost ledger. LAF therefore supplies a representation-neutral method for comparing existing systems, diagnosing irreversible failures, and specifying revisable 3D perception for future agents.

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CDSeg: A Renderable Gaussian Carrier for Image-to-3D Label Transfer

Modern image models provide strong cues about \emph{what} should be segmented in each view, but their masks do not by themselves determine \emph{where} those labels should persist in 3D. We present Cross-Domain Segmentation via Gaussian Splatting (CDSeg), a label-transfer interface that requires no task-specific 3D segmentation training and uses Gaussian primitives as a renderable label carrier. An external mask source supplies the labels, while renderer-derived visibility determines which 3D primitives receive them. The carrier is instantiated either by completing each input point into one Gaussian, preserving its index, or by reusing the native primitives of an optimized Gaussian scene. CDSeg records pixel--primitive associations during rendering and fuses multi-view masks through voting and a local filter. The resulting labels can be returned to the original points, retained on the native Gaussian scene, or rendered into other views. CDSeg covers promptable, automatic instance, semantic, and LiDAR settings and processes scenes with millions of primitives in seconds. It obtains 92.35\% mIoU on DesktopObjects-360, 95.89\% on NeRDS-360, and 65.77\% on the full ScanNet-v2 validation split using the provided 2D semantic annotations. CDSeg thereby provides one interface for reusing 2D masks across point clouds, Gaussian scenes, and image views without a task-specific 3D segmentation network.

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Latent Space Reinforcement Learning for Inverse Material Estimation in Food Fracture Simulation

Realistic visual simulation of food manipulation requires accurate material parameters, yet these are difficult to measure directly and vary across the heterogeneous regions of a single food item. We address the inverse problem of estimating material parameters from a target description of fracture behavior in a non-differentiable continuum damage mechanics simulator. Using orange peeling as a test case, we train a neural surrogate on 2,000 forward simulations and compare Covariance Matrix Adaptation Evolution Strategy (CMA-ES, a gradient-free evolutionary optimizer) with Proximal Policy Optimization (PPO, a reinforcement learning algorithm) across the original 9-dimensional parameter space and two learned 4-dimensional latent representations. Since different oranges have different material properties, a practical inverse system must handle arbitrary targets without retraining. We train a goal-conditioned PPO policy that learns a general inverse mapping: given any target description of peeling behavior, the policy produces a material parameter estimate in a single forward pass (8 surrogate evaluations, approximately 10ms). Operating in a normalizing flow latent space with a shared surrogate evaluator, the goal-conditioned policy achieves 0.642 actual recovery when validated through the simulator, outperforming the original parameter space by 23%. A warm-start extension that initializes CMA-ES refinement from the policy's output further improves recovery to 0.828 with 540 evaluations. These findings provide a practical framework for inverse food physics and lay groundwork for vision-driven material identification from video observations of food manipulation.

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PersistGS: Differentiable Physics for Object Permanence in 4D Gaussian Splatting

Dynamic 3D Gaussian Splatting (3DGS) methods reconstruct time-varying scenes from synchronized multi-camera video using photometric supervision. When a moving object becomes fully occluded from all training cameras, this supervision vanishes: the Gaussians representing it receive no gradient signal and degrade. Existing approaches to incomplete observations in neural reconstruction rely on learned generative priors that prioritize visual plausibility over physical correctness. We propose $\textbf{PersistGS}$, a method that restores object permanence during occlusion by coupling differentiable rigid body simulation with 3D Gaussian Splatting. Our approach decomposes the scene into per-object Gaussians and collision meshes, estimates friction and velocity from the observed pre-occlusion trajectory via differentiable simulation, and uses the resulting SE(3) trajectory to position object Gaussians throughout the occlusion period. Because the predicted trajectory satisfies the governing equations of rigid body dynamics, it faithfully captures contact events (bounces, friction-based deceleration, direction changes) that kinematic extrapolation cannot model. We introduce a centroid silhouette loss that isolates positional gradients from appearance noise, yielding 40% lower trajectory error than photometric supervision. We evaluate using cameras withheld from training that observe the object during its occlusion. Experiments on synthetic scenes show that PersistGS outperforms constant velocity extrapolation by +2.46dB PSNR and comes within 0.19dB of a ground-truth trajectory upper bound.

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Real-Time Physics Simulation with Dynamic Mesh-Gaussian Reconstructions

Integrating dynamic 3D reconstructions into physics simulation requires fixed mesh topology for efficient collision detection, but state-of-the-art methods like DG-Mesh produce varying topology optimized for geometric quality. We investigate whether topology conversion can enable physics integration while preserving reconstruction fidelity. We propose a dual-representation framework combining fixed-topology meshes for physics with Gaussian splatting for rendering, achieving 4.65$\times$ speedup over varying-topology baselines through runtime vertex buffer updates. We evaluate two conversion strategies, temporal correspondence tracking and template-based projection, against native fixed-topology methods (MaGS) on the DG-Mesh dataset. Our evaluation reveals that both conversion approaches incur 65-80% geometric degradation, producing results inferior to MaGS despite DG-Mesh's superior initial quality. This demonstrates that high-quality reconstruction and physics-compatible topology represent fundamentally distinct objectives that cannot be reconciled through post-processing. Our findings inform future development of physics-aware reconstruction methods and our framework enables real-time simulation with any fixed-topology approach.

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Optimizing 3D Gaussian Splatting via Point Cloud Upsampling

3D Gaussian Splatting (3DGS) is a technique for creating and rendering 3D scenes, however its performance depends heavily on the quality of initial seed points. To improve 3DGS initialization, this study presents and evaluates several point cloud upsampling approaches: linear interpolation, triangular interpolation, spline-based surface reconstruction, moving least squares surface fitting, and Voronoi-based point generation. Additionally, this research introduces a depth-guided point lifting method that leverages depth maps to maintain geometric consistency with Structure-from-Motion (SfM) reconstructions. Through extensive experiments on the Mip-NeRF360 and Replica datasets, the proposed methods demonstrate improvements in reconstruction quality across diverse scene types. Results indicate that different upsampling strategies excel in different scenarios: surface reconstruction methods perform better with organic, detailed scenes, while simpler interpolation approaches are more suited for scenes dominated by piecewise-smooth geometries. In comparison, the depth-guided approach shows promise for adding geometry-aware points across the entire scene, importantly in texture-less regions. These findings, which provide preliminary practical guidelines for selecting appropriate upsampling methods based on scene characteristics and computational constraints, advances the understanding of how point cloud initialization affects 3DGS quality.

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Beyond Static Gaussians: An Empirical Investigation of Architectural Paradigms for Dynamic 3D Scene Reconstruction

Dynamic scene reconstruction via 3D Gaussian Splatting (3DGS) has emerged as a compelling approach for representing evolving environments, yet understanding trade-offs between methodologies remains crucial. This paper presents a comprehensive analysis of dynamic 3DGS methods, categorizing them into two paradigms: structure-guided methods employing auxiliary representations (deformation fields, canonical spaces, grids) to model temporal changes, and gaussian-centric methods encoding dynamics directly into primitives via continuous functions or 4D representations. We evaluate representative methods from both paradigms on the D-NeRF benchmark. Our findings reveal that structure-guided methods achieve superior reconstruction fidelity and compact model sizes, while gaussian-centric approaches demonstrate significantly higher rendering speeds enabling real-time performance, though with greater quality variability and potentially substantial storage overhead. This analysis highlights a fundamental trade-off between reconstruction quality/compactness versus rendering speed, providing insights to guide future research and application development in dynamic scene reconstruction.

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SAGOnline: Segment Any Gaussians Online

3D Gaussian Splatting has emerged as a powerful paradigm for explicit 3D scene representation, yet achieving efficient and consistent 3D segmentation remains challenging. Existing segmentation approaches typically rely on high-dimensional feature lifting, which causes costly optimization, implicit semantics, and task-specific constraints. We present \textbf{Segment Any Gaussians Online (SAGOnline)}, a unified, zero-shot framework that achieves real-time, cross-view consistent segmentation without scene-specific training. SAGOnline decouples the monolithic segmentation problem into lightweight sub-tasks. By integrating video foundation models (e.g., SAM 2), we first generate temporally consistent 2D masks across rendered views. Crucially, instead of learning continuous feature fields, we introduce a \textbf{Rasterization-aware Geometric Consensus} mechanism that leverages the traceability of the Gaussian rasterization pipeline. This allows us to deterministically map 2D predictions to explicit, discrete 3D primitive labels in real-time. This discrete representation eliminates the memory and computational burden of feature distillation, enabling instant inference. Extensive evaluations on NVOS and SPIn-NeRF benchmarks demonstrate that SAGOnline achieves state-of-the-art accuracy (92.7\% and 95.2\% mIoU) while operating at the fastest speed at 27 ms per frame. By providing a flexible interface for diverse foundation models, our framework supports instant prompt, instance, and semantic segmentation, paving the way for interactive 3D understanding in AR/VR and robotics.

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DreamPose3D: Hallucinative Diffusion with Prompt Learning for 3D Human Pose Estimation

Accurate 3D human pose estimation remains a critical yet unresolved challenge, requiring both temporal coherence across frames and fine-grained modeling of joint relationships. However, most existing methods rely solely on geometric cues and predict each 3D pose independently, which limits their ability to resolve ambiguous motions and generalize to real-world scenarios. Inspired by how humans understand and anticipate motion, we introduce DreamPose3D, a diffusion-based framework that combines action-aware reasoning with temporal imagination for 3D pose estimation. DreamPose3D dynamically conditions the denoising process using task-relevant action prompts extracted from 2D pose sequences, capturing high-level intent. To model the structural relationships between joints effectively, we introduce a representation encoder that incorporates kinematic joint affinity into the attention mechanism. Finally, a hallucinative pose decoder predicts temporally coherent 3D pose sequences during training, simulating how humans mentally reconstruct motion trajectories to resolve ambiguity in perception. Extensive experiments on benchmarked Human3.6M and MPI-3DHP datasets demonstrate state-of-the-art performance across all metrics. To further validate DreamPose3D's robustness, we tested it on a broadcast baseball dataset, where it demonstrated strong performance despite ambiguous and noisy 2D inputs, effectively handling temporal consistency and intent-driven motion variations.

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MGSO: Monocular Real-time Photometric SLAM with Efficient 3D Gaussian Splatting

Real-time SLAM with dense 3D mapping is computationally challenging, especially on resource-limited devices. The recent development of 3D Gaussian Splatting (3DGS) offers a promising approach for real-time dense 3D reconstruction. However, existing 3DGS-based SLAM systems struggle to balance hardware simplicity, speed, and map quality. Most systems excel in one or two of the aforementioned aspects but rarely achieve all. A key issue is the difficulty of initializing 3D Gaussians while concurrently conducting SLAM. To address these challenges, we present Monocular GSO (MGSO), a novel real-time SLAM system that integrates photometric SLAM with 3DGS. Photometric SLAM provides dense structured point clouds for 3DGS initialization, accelerating optimization and producing more efficient maps with fewer Gaussians. As a result, experiments show that our system generates reconstructions with a balance of quality, memory efficiency, and speed that outperforms the state-of-the-art. Furthermore, our system achieves all results using RGB inputs. We evaluate the Replica, TUM-RGBD, and EuRoC datasets against current live dense reconstruction systems. Not only do we surpass contemporary systems, but experiments also show that we maintain our performance on laptop hardware, making it a practical solution for robotics, A/R, and other real-time applications.

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SportMamba: Adaptive Non-Linear Multi-Object Tracking with State Space Models for Team Sports

Multi-object tracking (MOT) in team sports is particularly challenging due to the fast-paced motion and frequent occlusions resulting in motion blur and identity switches, respectively. Predicting player positions in such scenarios is particularly difficult due to the observed highly non-linear motion patterns. Current methods are heavily reliant on object detection and appearance-based tracking, which struggle to perform in complex team sports scenarios, where appearance cues are ambiguous and motion patterns do not necessarily follow a linear pattern. To address these challenges, we introduce SportMamba, an adaptive hybrid MOT technique specifically designed for tracking in dynamic team sports. The technical contribution of SportMamba is twofold. First, we introduce a mamba-attention mechanism that models non-linear motion by implicitly focusing on relevant embedding dependencies. Second, we propose a height-adaptive spatial association metric to reduce ID switches caused by partial occlusions by accounting for scale variations due to depth changes. Additionally, we extend the detection search space with adaptive buffers to improve associations in fast-motion scenarios. Our proposed technique, SportMamba, demonstrates state-of-the-art performance on various metrics in the SportsMOT dataset, which is characterized by complex motion and severe occlusion. Furthermore, we demonstrate its generalization capability through zero-shot transfer to VIP-HTD, an ice hockey dataset.

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Complete Autonomous Robotic Nasopharyngeal Swab System with Evaluation on a Stochastically Moving Phantom Head

The application of autonomous robotics to close-contact healthcare tasks has a clear role for the future due to its potential to reduce infection risks to staff and improve clinical efficiency. Nasopharyngeal (NP) swab sample collection for diagnosing upper-respiratory illnesses is one type of close contact task that is interesting for robotics due to the dexterity requirements and the unobservability of the nasal cavity. We propose a control system that performs the test using a collaborative manipulator arm with an instrumented end-effector to take visual and force measurements, under the scenario that the patient is unrestrained and the tools are general enough to be applied to other close contact tasks. The system employs a visual servo controller to align the swab with the nostrils. A compliant joint velocity controller inserts the swab along a trajectory optimized through a simulation environment, that also reacts to measured forces applied to the swab. Additional subsystems include a fuzzy logic system for detecting when the swab reaches the nasopharynx and a method for detaching the swab and aborting the procedure if safety criteria is violated. The system is evaluated using a second robotic arm that holds a nasal cavity phantom and simulates the natural head motions that could occur during the procedure. Through extensive experiments, we identify controller configurations capable of effectively performing the NP swab test even with significant head motion, which demonstrates the safety and reliability of the system.

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Robotic Eye-in-hand Visual Servo Axially Aligning Nasopharyngeal Swabs with the Nasal Cavity

The nasopharyngeal (NP) swab test is a method for collecting cultures to diagnose for different types of respiratory illnesses, including COVID-19. Delegating this task to robots would be beneficial in terms of reducing infection risks and bolstering the healthcare system, but a critical component of the NP swab test is having the swab aligned properly with the nasal cavity so that it does not cause excessive discomfort or injury by traveling down the wrong passage. Existing research towards robotic NP swabbing typically assumes the patient's head is held within a fixture. This simplifies the alignment problem, but is also dissimilar to clinical scenarios where patients are typically free-standing. Consequently, our work creates a vision-guided pipeline to allow an instrumented robot arm to properly position and orient NP swabs with respect to the nostrils of free-standing patients. The first component of the pipeline is a precomputed joint lookup table to allow the arm to meet the patient's arbitrary position in the designated workspace, while avoiding joint limits. Our pipeline leverages semantic face models from computer vision to estimate the Euclidean pose of the face with respect to a monocular RGB-D camera placed on the end-effector. These estimates are passed into an unscented Kalman filter on manifolds state estimator and a pose based visual servo control loop to move the swab to the designated pose in front of the nostril. Our pipeline was validated with human trials, featuring a cohort of 25 participants. The system is effective, reaching the nostril for 84% of participants, and our statistical analysis did not find significant demographic biases within the cohort.

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Collaborative Robot Arm Inserting Nasopharyngeal Swabs with Admittance Control

The nasopharyngeal (NP) swab sample test, commonly used to detect COVID-19 and other respiratory illnesses, involves moving a swab through the nasal cavity to collect samples from the nasopharynx. While typically this is done by human healthcare workers, there is a significant societal interest to enable robots to do this test to reduce exposure to patients and to free up human resources. The task is challenging from the robotics perspective because of the dexterity and safety requirements. While other works have implemented specific hardware solutions, our research differentiates itself by using a ubiquitous rigid robotic arm. This work presents a case study where we investigate the strengths and challenges using compliant control system to accomplish NP swab tests with such a robotic configuration. To accomplish this, we designed a force sensing end-effector that integrates with the proposed torque controlled compliant control loop. We then conducted experiments where the robot inserted NP swabs into a 3D printed nasal cavity phantom. Ultimately, we found that the compliant control system outperformed a basic position controller and shows promise for human use. However, further efforts are needed to ensure the initial alignment with the nostril and to address head motion.

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