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Luca Ballan

Publications and source records attributed to Luca Ballan.

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Unlocking Diffusion Hierarchies: Adaptive Timestep Selection for Zero-Shot Segmentation

Zero-shot segmentation has recently shown notable improvement by leveraging the rich visual priors in large-scale text-to-image diffusion models, such as Stable Diffusion. However, current diffusion-based methods often face limitations due to the trade-off between spatial resolution and contextual information, as well as their reliance on a single static timestep for feature extraction. To overcome these challenges, our work introduces two key advancements. First, our Contextual Similarity Maps fuse high-resolution attention maps with rich U-Net encoder features, providing both fine-grained and robust per-pixel representations. Second, we identify an emergent hierarchical semantic progression within the denoising process of various diffusion models: representations transition from part-level abstractions at earlier timesteps to object-level abstractions at later stages. Leveraging this insight, we introduce a mechanism to adaptively select the optimal timestep for each pixel. Extensive experiments demonstrate that our method consistently outperforms existing zero-shot segmentation baselines, validating the efficacy of combining contextual features with dynamic, hierarchical timestep selection.

cs.CV

Mem3R: Streaming 3D Reconstruction with Hybrid Memory via Test-Time Training

Streaming 3D perception is well suited to robotics and augmented reality, where long visual streams must be processed efficiently and consistently. Recent recurrent models offer a promising solution by maintaining fixed-size states and enabling linear-time inference, but they often suffer from drift accumulation and temporal forgetting over long sequences due to the limited capacity of compressed latent memories. We propose Mem3R, a streaming 3D reconstruction model with a hybrid memory design that decouples camera tracking from geometric mapping to improve temporal consistency over long sequences. For camera tracking, Mem3R employs an implicit fast-weight memory implemented as a lightweight Multi-Layer Perceptron updated via Test-Time Training. For geometric mapping, Mem3R maintains an explicit token-based fixed-size state. Compared with CUT3R, this design not only significantly improves long-sequence performance but also reduces the model size from 793M to 644M parameters. Mem3R supports existing improved plug-and-play state update strategies developed for CUT3R. Specifically, integrating it with TTT3R decreases Absolute Trajectory Error by up to 39% over the base implementation on 500 to 1000 frame sequences. The resulting improvements also extend to other downstream tasks, including video depth estimation and 3D reconstruction, while preserving constant GPU memory usage and comparable inference throughput. Project page: https://lck666666.github.io/Mem3R/

cs.CV

Navig-AI-tion: Navigation by Contextual AI and Spatial Audio

Audio-only walking navigation can leave users disoriented, relying on vague cardinal directions and lacking real-time environmental context, leading to frequent errors. To address this, we present a novel system that integrates a Vision Language Model (VLM) with a spatial audio cue. Our system extracts environmental landmarks to anchor navigation instructions and, crucially, provides a directional spatial audio signal when the user faces the wrong direction, indicating the precise turn direction. In a user study (n=12), the spatial audio cue with VLM reduced route deviations compared to both VLM-only and Google Maps (audio-only) baseline systems. Users reported that the spatial audio cue effectively supported orientation and that landmark-anchored instructions provided a better navigation experience over audio-only Google Maps. This work serves as an initial look at the utility of future audio-only navigation systems for incorporating directional cues, especially real-time corrective spatial audio.

cs.HC

Improving Object Detector Training on Synthetic Data by Starting With a Strong Baseline Methodology

Collecting and annotating real-world data for the development of object detection models is a time-consuming and expensive process. In the military domain in particular, data collection can also be dangerous or infeasible. Training models on synthetic data may provide a solution for cases where access to real-world training data is restricted. However, bridging the reality gap between synthetic and real data remains a challenge. Existing methods usually build on top of baseline Convolutional Neural Network (CNN) models that have been shown to perform well when trained on real data, but have limited ability to perform well when trained on synthetic data. For example, some architectures allow for fine-tuning with the expectation of large quantities of training data and are prone to overfitting on synthetic data. Related work usually ignores various best practices from object detection on real data, e.g. by training on synthetic data from a single environment with relatively little variation. In this paper we propose a methodology for improving the performance of a pre-trained object detector when training on synthetic data. Our approach focuses on extracting the salient information from synthetic data without forgetting useful features learned from pre-training on real images. Based on the state of the art, we incorporate data augmentation methods and a Transformer backbone. Besides reaching relatively strong performance without any specialized synthetic data transfer methods, we show that our methods improve the state of the art on synthetic data trained object detection for the RarePlanes and DGTA-VisDrone datasets, and reach near-perfect performance on an in-house vehicle detection dataset.

cs.CV

Capturing Hands in Action using Discriminative Salient Points and Physics Simulation

Hand motion capture is a popular research field, recently gaining more attention due to the ubiquity of RGB-D sensors. However, even most recent approaches focus on the case of a single isolated hand. In this work, we focus on hands that interact with other hands or objects and present a framework that successfully captures motion in such interaction scenarios for both rigid and articulated objects. Our framework combines a generative model with discriminatively trained salient points to achieve a low tracking error and with collision detection and physics simulation to achieve physically plausible estimates even in case of occlusions and missing visual data. Since all components are unified in a single objective function which is almost everywhere differentiable, it can be optimized with standard optimization techniques. Our approach works for monocular RGB-D sequences as well as setups with multiple synchronized RGB cameras. For a qualitative and quantitative evaluation, we captured 29 sequences with a large variety of interactions and up to 150 degrees of freedom.

cs.CV