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Jordi Sanchez-Riera

Publications and source records attributed to Jordi Sanchez-Riera.

9 recordsLinked to original sources

Spotter: Efficient Urban Visual Localization via Geo-Referenced Facade Landmarks in GPS-Degraded Environments

Accurate visual localization on robotic and wearable platforms remains challenging in dense urban environments. Existing methodologies typically rely on GPS for absolute positioning, yet GPS signals frequently degrade in urban canyons due to multipath propagation. Consequently, standard solutions like visual odometry suffer from unmitigated drift over time, while map-matching techniques struggle to acquire the reliable GPS priors they need, on top of being too computationally heavy for real-time edge execution. To address these limitations, we propose Spotter, a robuts and real-time visual localization framework that uses building facades as a reliable source of global geo-reference, while retaining the capability to integrate GPS signals when available. In an offline stage, Spotter processes Google Street View panoramas by semantically segmenting facades and pairing multi-view stereo depth with cartographic data to build a compact metric database. At runtime, query images are matched via a cascaded retrieval and geometric verification pipeline to recover fine-grained global camera localization. We benchmark Spotter on a newly collected dataset of pedestrian sequences acquired with wearable smart glasses across several districts of Barcelona. Experimental results show that Spotter outperforms odometry-based baselines and achieves localization accuracy comparable to state-of-the-art map-based methods while operating at significantly higher frame rates.

cs.CV

OptiSight: Bridging Semantic Reasoning and Geometric Control for Embodied Navigation

Autonomous indoor navigation requires both semantic understanding and precise geometric control. We propose OptiSight, a hybrid framework that combines Vision-Language Model reasoning with deterministic visual servoing through a finite-state Chain-of-Thought architecture. Grounded-SAM localizes open-vocabulary targets, while camera projection geometry converts visual observations into navigation commands without requiring dense mapping. The VLM is queried only at key decision points, reducing computational overhead while geometric control handles continuous navigation. Experiments in AI Habitat demonstrate reliable zero-shot navigation across diverse indoor scenarios, including obstacle avoidance and semantic ambiguity, while operating within an 8~GB VRAM budget. The source code is available at https://github.com/avanalperen/OptiSight-Python-Multimodal-CoT-for-Visual-Reasoning.

cs.RO

VisionAssist: An Open-Source Smartphone Assistant for AI-Based Visual Accessibility

People with low vision often face challenges in performing everyday tasks that require interpreting visual information. We present \textbf{VisionAssist}, an open-source mobile application designed to improve independence by providing AI-powered visual assistance through a smartphone. The application integrates three complementary functionalities within a single interface. First, it enables users to locate specific objects by analyzing the live camera feed. Second, it generates spoken descriptions of captured images, allowing users to identify visual content such as food labels, documents, and everyday objects. Third, it integrates with the smartphone's contacts and calendar to facilitate emergency calls and provide voice-based reminders. The application supports hands-free interaction through voice commands and delivers all feedback using text-to-speech synthesis, making it fully accessible to users with visual impairments. By combining multiple assistive services into a unified platform and releasing the project as open-source software, the proposed solution aims to encourage community contributions and accelerate the development of accessible technologies. The source code is publicly available at: https://github.com/AOzlemC/LowVisionProject.git

cs.CV

Urban Risk-Aware Navigation via VQA-Based Event Maps for People with Low Vision

Visual impairment affects hundreds of millions of people worldwide, severely limiting their ability to navigate urban environments safely and independently. While wearable assistive devices offer a promising platform for real-time hazard detection, existing approaches rely on task-specific vision pipelines that lack flexibility and generalizability. In this work, we propose an event map framework based on visual question answering that leverages Vision-Language Models (VLMs) for pedestrian scene description and hazard identification across diverse real-world environments, using a three-level hierarchical query structure to enable fine-grained scene understanding without task-specific retraining. Model responses are aggregated into a weighted risk scoring system that maps street segments into four discrete safety categories, producing navigable risk-aware event maps for route planning. To support evaluation and future research, we introduce a geographically diverse dataset spanning 20 cities across six continents, comprising over 800 annotated images and 18,000 answered questions. We benchmark four VQA architectures -ViLT, LLaVA, InstructBLIP, and Qwen-VL- and find that generative Multimodal Large Language Models (MLLMs) substantially outperform classification-based approaches, with Qwen-VL achieving the best overall balance of precision and recall. These results demonstrate the viability of MLLMs as a flexible and generalizable foundation for assistive navigation systems for visually impaired people.

cs.CV

BEA-GS: BEyond RAdiance Supervision in 3DGS for Precise Object Extraction

Most Gaussian Splatting techniques that provide a 3D semantic representation of the scene do not optimize the underlying 3D geometry, making object-level editing or asset extraction challenging. Recent methods, such as COBGS, Trace3D, ObjectGS, acknowledge this limitation and propose approaches that modify the scene's geometry to represent the underlying semantics. We advance this concept further by proposing a novel solution that provides near perfect boundaries in object extraction. We do so by introducing two new losses in the optimization that take care of: 1) a loss that modifies the geometry of visible Gaussians to respect semantic boundaries, and 2) a loss that adjusts the geometry of non-visible Gaussians that appear once the object is extracted. Our first loss propagates gradients directly through the rasterization, allowing for seamless integration within the optimization of the Gaussian parameters. The second loss also propagates gradients to Gaussian parameters but does so without passing through the rasterization, enabling modification of the scene's geometry even when little transmittance reaches a Gaussian (partial or non-visible). Exhaustive comparisons with 12 state of the art methods across 4 datasets, using six metrics, demonstrate that our approach produces overall the best boundary segmentation to date.

cs.CV

MultiPhys: Multi-Person Physics-aware 3D Motion Estimation

We introduce MultiPhys, a method designed for recovering multi-person motion from monocular videos. Our focus lies in capturing coherent spatial placement between pairs of individuals across varying degrees of engagement. MultiPhys, being physically aware, exhibits robustness to jittering and occlusions, and effectively eliminates penetration issues between the two individuals. We devise a pipeline in which the motion estimated by a kinematic-based method is fed into a physics simulator in an autoregressive manner. We introduce distinct components that enable our model to harness the simulator's properties without compromising the accuracy of the kinematic estimates. This results in final motion estimates that are both kinematically coherent and physically compliant. Extensive evaluations on three challenging datasets characterized by substantial inter-person interaction show that our method significantly reduces errors associated with penetration and foot skating, while performing competitively with the state-of-the-art on motion accuracy and smoothness. Results and code can be found on our project page (http://www.iri.upc.edu/people/nugrinovic/multiphys/).

cs.CV

PhysXNet: A Customizable Approach for LearningCloth Dynamics on Dressed People

We introduce PhysXNet, a learning-based approach to predict the dynamics of deformable clothes given 3D skeleton motion sequences of humans wearing these clothes. The proposed model is adaptable to a large variety of garments and changing topologies, without need of being retrained. Such simulations are typically carried out by physics engines that require manual human expertise and are subjectto computationally intensive computations. PhysXNet, by contrast, is a fully differentiable deep network that at inference is able to estimate the geometry of dense cloth meshes in a matter of milliseconds, and thus, can be readily deployed as a layer of a larger deep learning architecture. This efficiency is achieved thanks to the specific parameterization of the clothes we consider, based on 3D UV maps encoding spatial garment displacements. The problem is then formulated as a mapping between the human kinematics space (represented also by 3D UV maps of the undressed body mesh) into the clothes displacement UV maps, which we learn using a conditional GAN with a discriminator that enforces feasible deformations. We train simultaneously our model for three garment templates, tops, bottoms and dresses for which we simulate deformations under 50 different human actions. Nevertheless, the UV map representation we consider allows encapsulating many different cloth topologies, and at test we can simulate garments even if we did not specifically train for them. A thorough evaluation demonstrates that PhysXNet delivers cloth deformations very close to those computed with the physical engine, opening the door to be effectively integrated within deeplearning pipelines.

cs.CV

Grasp-Oriented Fine-grained Cloth Segmentation without Real Supervision

Automatically detecting graspable regions from a single depth image is a key ingredient in cloth manipulation. The large variability of cloth deformations has motivated most of the current approaches to focus on identifying specific grasping points rather than semantic parts, as the appearance and depth variations of local regions are smaller and easier to model than the larger ones. However, tasks like cloth folding or assisted dressing require recognising larger segments, such as semantic edges that carry more information than points. The first goal of this paper is therefore to tackle the problem of fine-grained region detection in deformed clothes using only a depth image. As a proof of concept, we implement an approach for T-shirts, and define up to 6 semantic regions of varying extent, including edges on the neckline, sleeve cuffs, and hem, plus top and bottom grasping points. We introduce a U-net based network to segment and label these parts. The second contribution of our work is concerned with the level of supervision that we require to train the proposed network. While most approaches learn to detect grasping points by combining real and synthetic annotations, in this work we defy the limitations of the synthetic data, and propose a multilayered domain adaptation (DA) strategy that does not use real annotations at all. We thoroughly evaluate our approach on real depth images of a T-shirt annotated with fine-grained labels. We show that training our network solely with synthetic data and the proposed DA yields results competitive with models trained on real data.

cs.CV

AVATAR: Blender add-on for fast creation of 3D human models

Create an articulated and realistic human 3D model is a complicated task, not only get a model with the right body proportions but also to the whole process of rigging the model with correct articulation points and vertices weights. Having a tool that can create such a model with just a few clicks will be very advantageous for amateurs developers to use in their projects, researchers to easily generate datasets to train neural networks and industry for game development. We present a software that is integrated in Blender in form of add-on that allows us to design and animate a dressed 3D human models based on Makehuman with just a few clicks. Moreover, as it is already integrated in Blender, python scripts can be created to animate, render and further customize the current available options.

cs.GR