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Lue Fan

Publications and source records attributed to Lue Fan.

At least 37 records · Page 2Linked to original sources

Multimodal Fusion and Vision-Language Models: A Survey for Robot Vision

Robot vision has greatly benefited from advancements in multimodal fusion techniques and vision-language models (VLMs). We adopt a task-oriented perspective to systematically review the applications and advancements of multimodal fusion methods and VLMs in the field of robot vision. For semantic scene understanding tasks, we categorize fusion approaches into encoder-decoder frameworks, attention-based architectures, and graph neural networks. Meanwhile, we also analyze the architectural characteristics and practical implementations of these fusion strategies in key tasks such as simultaneous localization and mapping (SLAM), 3D object detection, navigation, and manipulation. We compare the evolutionary paths and applicability of VLMs based on large language models (LLMs) with traditional multimodal fusion methods.Additionally, we conduct an in-depth analysis of commonly used datasets, evaluating their applicability and challenges in real-world robotic scenarios. Building on this analysis, we identify key challenges in current research, including cross-modal alignment, efficient fusion, real-time deployment, and domain adaptation. We propose future directions such as self-supervised learning for robust multimodal representations, structured spatial memory and environment modeling to enhance spatial intelligence, and the integration of adversarial robustness and human feedback mechanisms to enable ethically aligned system deployment. Through a comprehensive review, comparative analysis, and forward-looking discussion, we provide a valuable reference for advancing multimodal perception and interaction in robotic vision. A comprehensive list of studies in this survey is available at https://github.com/Xiaofeng-Han-Res/MF-RV.

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UI-Genie: A Self-Improving Approach for Iteratively Boosting MLLM-based Mobile GUI Agents

In this paper, we introduce UI-Genie, a self-improving framework addressing two key challenges in GUI agents: verification of trajectory outcome is challenging and high-quality training data are not scalable. These challenges are addressed by a reward model and a self-improving pipeline, respectively. The reward model, UI-Genie-RM, features an image-text interleaved architecture that efficiently pro- cesses historical context and unifies action-level and task-level rewards. To sup- port the training of UI-Genie-RM, we develop deliberately-designed data genera- tion strategies including rule-based verification, controlled trajectory corruption, and hard negative mining. To address the second challenge, a self-improvement pipeline progressively expands solvable complex GUI tasks by enhancing both the agent and reward models through reward-guided exploration and outcome verification in dynamic environments. For training the model, we generate UI- Genie-RM-517k and UI-Genie-Agent-16k, establishing the first reward-specific dataset for GUI agents while demonstrating high-quality synthetic trajectory gen- eration without manual annotation. Experimental results show that UI-Genie achieves state-of-the-art performance across multiple GUI agent benchmarks with three generations of data-model self-improvement. We open-source our complete framework implementation and generated datasets to facilitate further research in https://github.com/Euphoria16/UI-Genie.

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End-to-End Driving with Online Trajectory Evaluation via BEV World Model

End-to-end autonomous driving has achieved remarkable progress by integrating perception, prediction, and planning into a fully differentiable framework. Yet, to fully realize its potential, an effective online trajectory evaluation is indispensable to ensure safety. By forecasting the future outcomes of a given trajectory, trajectory evaluation becomes much more effective. This goal can be achieved by employing a world model to capture environmental dynamics and predict future states. Therefore, we propose an end-to-end driving framework WoTE, which leverages a BEV World model to predict future BEV states for Trajectory Evaluation. The proposed BEV world model is latency-efficient compared to image-level world models and can be seamlessly supervised using off-the-shelf BEV-space traffic simulators. We validate our framework on both the NAVSIM benchmark and the closed-loop Bench2Drive benchmark based on the CARLA simulator, achieving state-of-the-art performance. Code is released at https://github.com/liyingyanUCAS/WoTE.

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LayerAnimate: Layer-level Control for Animation

Traditional animation production decomposes visual elements into discrete layers to enable independent processing for sketching, refining, coloring, and in-betweening. Existing anime generation video methods typically treat animation as a distinct data domain different from real-world videos, lacking fine-grained control at the layer level. To bridge this gap, we introduce LayerAnimate, a novel video diffusion framework with layer-aware architecture that empowers the manipulation of layers through layer-level controls. The development of a layer-aware framework faces a significant data scarcity challenge due to the commercial sensitivity of professional animation assets. To address the limitation, we propose a data curation pipeline featuring Automated Element Segmentation and Motion-based Hierarchical Merging. Through quantitative and qualitative comparisons, and user study, we demonstrate that LayerAnimate outperforms current methods in terms of animation quality, control precision, and usability, making it an effective tool for both professional animators and amateur enthusiasts. This framework opens up new possibilities for layer-level animation applications and creative flexibility. Our code is available at https://layeranimate.github.io.

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FlexDrive: Toward Trajectory Flexibility in Driving Scene Reconstruction and Rendering

Driving scene reconstruction and rendering have advanced significantly using the 3D Gaussian Splatting. However, most prior research has focused on the rendering quality along a pre-recorded vehicle path and struggles to generalize to out-of-path viewpoints, which is caused by the lack of high-quality supervision in those out-of-path views. To address this issue, we introduce an Inverse View Warping technique to create compact and high-quality images as supervision for the reconstruction of the out-of-path views, enabling high-quality rendering results for those views. For accurate and robust inverse view warping, a depth bootstrap strategy is proposed to obtain on-the-fly dense depth maps during the optimization process, overcoming the sparsity and incompleteness of LiDAR depth data. Our method achieves superior in-path and out-of-path reconstruction and rendering performance on the widely used Waymo Open dataset. In addition, a simulator-based benchmark is proposed to obtain the out-of-path ground truth and quantitatively evaluate the performance of out-of-path rendering, where our method outperforms previous methods by a significant margin.

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Enhancing End-to-End Autonomous Driving with Latent World Model

In autonomous driving, end-to-end planners directly utilize raw sensor data, enabling them to extract richer scene features and reduce information loss compared to traditional planners. This raises a crucial research question: how can we develop better scene feature representations to fully leverage sensor data in end-to-end driving? Self-supervised learning methods show great success in learning rich feature representations in NLP and computer vision. Inspired by this, we propose a novel self-supervised learning approach using the LAtent World model (LAW) for end-to-end driving. LAW predicts future scene features based on current features and ego trajectories. This self-supervised task can be seamlessly integrated into perception-free and perception-based frameworks, improving scene feature learning and optimizing trajectory prediction. LAW achieves state-of-the-art performance across multiple benchmarks, including real-world open-loop benchmark nuScenes, NAVSIM, and simulator-based closed-loop benchmark CARLA. The code is released at https://github.com/BraveGroup/LAW.

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SAGD: Boundary-Enhanced Segment Anything in 3D Gaussian via Gaussian Decomposition

3D Gaussian Splatting has emerged as an alternative 3D representation for novel view synthesis, benefiting from its high-quality rendering results and real-time rendering speed. However, the 3D Gaussians learned by 3D-GS have ambiguous structures without any geometry constraints. This inherent issue in 3D-GS leads to a rough boundary when segmenting individual objects. To remedy these problems, we propose SAGD, a conceptually simple yet effective boundary-enhanced segmentation pipeline for 3D-GS to improve segmentation accuracy while preserving segmentation speed. Specifically, we introduce a Gaussian Decomposition scheme, which ingeniously utilizes the special structure of 3D Gaussian, finds out, and then decomposes the boundary Gaussians. Moreover, to achieve fast interactive 3D segmentation, we introduce a novel training-free pipeline by lifting a 2D foundation model to 3D-GS. Extensive experiments demonstrate that our approach achieves high-quality 3D segmentation without rough boundary issues, which can be easily applied to other scene editing tasks.

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GaussianPainter: Painting Point Cloud into 3D Gaussians with Normal Guidance

In this paper, we present GaussianPainter, the first method to paint a point cloud into 3D Gaussians given a reference image. GaussianPainter introduces an innovative feed-forward approach to overcome the limitations of time-consuming test-time optimization in 3D Gaussian splatting. Our method addresses a critical challenge in the field: the non-uniqueness problem inherent in the large parameter space of 3D Gaussian splatting. This space, encompassing rotation, anisotropic scales, and spherical harmonic coefficients, introduces the challenge of rendering similar images from substantially different Gaussian fields. As a result, feed-forward networks face instability when attempting to directly predict high-quality Gaussian fields, struggling to converge on consistent parameters for a given output. To address this issue, we propose to estimate a surface normal for each point to determine its Gaussian rotation. This strategy enables the network to effectively predict the remaining Gaussian parameters in the constrained space. We further enhance our approach with an appearance injection module, incorporating reference image appearance into Gaussian fields via a multiscale triplane representation. Our method successfully balances efficiency and fidelity in 3D Gaussian generation, achieving high-quality, diverse, and robust 3D content creation from point clouds in a single forward pass.

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FreeSim: Toward Free-viewpoint Camera Simulation in Driving Scenes

We propose FreeSim, a camera simulation method for autonomous driving. FreeSim emphasizes high-quality rendering from viewpoints beyond the recorded ego trajectories. In such viewpoints, previous methods have unacceptable degradation because the training data of these viewpoints is unavailable. To address such data scarcity, we first propose a generative enhancement model with a matched data construction strategy. The resulting model can generate high-quality images in a viewpoint slightly deviated from the recorded trajectories, conditioned on the degraded rendering of this viewpoint. We then propose a progressive reconstruction strategy, which progressively adds generated images of unrecorded views into the reconstruction process, starting from slightly off-trajectory viewpoints and moving progressively farther away. With this progressive generation-reconstruction pipeline, FreeSim supports high-quality off-trajectory view synthesis under large deviations of more than 3 meters.

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OpenSatMap: A Fine-grained High-resolution Satellite Dataset for Large-scale Map Construction

In this paper, we propose OpenSatMap, a fine-grained, high-resolution satellite dataset for large-scale map construction. Map construction is one of the foundations of the transportation industry, such as navigation and autonomous driving. Extracting road structures from satellite images is an efficient way to construct large-scale maps. However, existing satellite datasets provide only coarse semantic-level labels with a relatively low resolution (up to level 19), impeding the advancement of this field. In contrast, the proposed OpenSatMap (1) has fine-grained instance-level annotations; (2) consists of high-resolution images (level 20); (3) is currently the largest one of its kind; (4) collects data with high diversity. Moreover, OpenSatMap covers and aligns with the popular nuScenes dataset and Argoverse 2 dataset to potentially advance autonomous driving technologies. By publishing and maintaining the dataset, we provide a high-quality benchmark for satellite-based map construction and downstream tasks like autonomous driving.

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FreeVS: Generative View Synthesis on Free Driving Trajectory

Existing reconstruction-based novel view synthesis methods for driving scenes focus on synthesizing camera views along the recorded trajectory of the ego vehicle. Their image rendering performance will severely degrade on viewpoints falling out of the recorded trajectory, where camera rays are untrained. We propose FreeVS, a novel fully generative approach that can synthesize camera views on free new trajectories in real driving scenes. To control the generation results to be 3D consistent with the real scenes and accurate in viewpoint pose, we propose the pseudo-image representation of view priors to control the generation process. Viewpoint transformation simulation is applied on pseudo-images to simulate camera movement in each direction. Once trained, FreeVS can be applied to any validation sequences without reconstruction process and synthesis views on novel trajectories. Moreover, we propose two new challenging benchmarks tailored to driving scenes, which are novel camera synthesis and novel trajectory synthesis, emphasizing the freedom of viewpoints. Given that no ground truth images are available on novel trajectories, we also propose to evaluate the consistency of images synthesized on novel trajectories with 3D perception models. Experiments on the Waymo Open Dataset show that FreeVS has a strong image synthesis performance on both the recorded trajectories and novel trajectories. Project Page: https://freevs24.github.io/

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CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians

The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales. Our project page is available at https://dekuliutesla.github.io/citygs/.

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Voxel Mamba: Group-Free State Space Models for Point Cloud based 3D Object Detection

Serialization-based methods, which serialize the 3D voxels and group them into multiple sequences before inputting to Transformers, have demonstrated their effectiveness in 3D object detection. However, serializing 3D voxels into 1D sequences will inevitably sacrifice the voxel spatial proximity. Such an issue is hard to be addressed by enlarging the group size with existing serialization-based methods due to the quadratic complexity of Transformers with feature sizes. Inspired by the recent advances of state space models (SSMs), we present a Voxel SSM, termed as Voxel Mamba, which employs a group-free strategy to serialize the whole space of voxels into a single sequence. The linear complexity of SSMs encourages our group-free design, alleviating the loss of spatial proximity of voxels. To further enhance the spatial proximity, we propose a Dual-scale SSM Block to establish a hierarchical structure, enabling a larger receptive field in the 1D serialization curve, as well as more complete local regions in 3D space. Moreover, we implicitly apply window partition under the group-free framework by positional encoding, which further enhances spatial proximity by encoding voxel positional information. Our experiments on Waymo Open Dataset and nuScenes dataset show that Voxel Mamba not only achieves higher accuracy than state-of-the-art methods, but also demonstrates significant advantages in computational efficiency.

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Trim 3D Gaussian Splatting for Accurate Geometry Representation

In this paper, we introduce Trim 3D Gaussian Splatting (TrimGS) to reconstruct accurate 3D geometry from images. Previous arts for geometry reconstruction from 3D Gaussians mainly focus on exploring strong geometry regularization. Instead, from a fresh perspective, we propose to obtain accurate 3D geometry of a scene by Gaussian trimming, which selectively removes the inaccurate geometry while preserving accurate structures. To achieve this, we analyze the contributions of individual 3D Gaussians and propose a contribution-based trimming strategy to remove the redundant or inaccurate Gaussians. Furthermore, our experimental and theoretical analyses reveal that a relatively small Gaussian scale is a non-negligible factor in representing and optimizing the intricate details. Therefore the proposed TrimGS maintains relatively small Gaussian scales. In addition, TrimGS is also compatible with the effective geometry regularization strategies in previous arts. When combined with the original 3DGS and the state-of-the-art 2DGS, TrimGS consistently yields more accurate geometry and higher perceptual quality. Our project page is https://trimgs.github.io

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Fully Sparse Fusion for 3D Object Detection

Currently prevalent multimodal 3D detection methods are built upon LiDAR-based detectors that usually use dense Bird's-Eye-View (BEV) feature maps. However, the cost of such BEV feature maps is quadratic to the detection range, making it not suitable for long-range detection. Fully sparse architecture is gaining attention as they are highly efficient in long-range perception. In this paper, we study how to effectively leverage image modality in the emerging fully sparse architecture. Particularly, utilizing instance queries, our framework integrates the well-studied 2D instance segmentation into the LiDAR side, which is parallel to the 3D instance segmentation part in the fully sparse detector. This design achieves a uniform query-based fusion framework in both the 2D and 3D sides while maintaining the fully sparse characteristic. Extensive experiments showcase state-of-the-art results on the widely used nuScenes dataset and the long-range Argoverse 2 dataset. Notably, the inference speed of the proposed method under the long-range LiDAR perception setting is 2.7 $\times$ faster than that of other state-of-the-art multimodal 3D detection methods. Code will be released at \url{https://github.com/BraveGroup/FullySparseFusion}.

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MixSup: Mixed-grained Supervision for Label-efficient LiDAR-based 3D Object Detection

Label-efficient LiDAR-based 3D object detection is currently dominated by weakly/semi-supervised methods. Instead of exclusively following one of them, we propose MixSup, a more practical paradigm simultaneously utilizing massive cheap coarse labels and a limited number of accurate labels for Mixed-grained Supervision. We start by observing that point clouds are usually textureless, making it hard to learn semantics. However, point clouds are geometrically rich and scale-invariant to the distances from sensors, making it relatively easy to learn the geometry of objects, such as poses and shapes. Thus, MixSup leverages massive coarse cluster-level labels to learn semantics and a few expensive box-level labels to learn accurate poses and shapes. We redesign the label assignment in mainstream detectors, which allows them seamlessly integrated into MixSup, enabling practicality and universality. We validate its effectiveness in nuScenes, Waymo Open Dataset, and KITTI, employing various detectors. MixSup achieves up to 97.31% of fully supervised performance, using cheap cluster annotations and only 10% box annotations. Furthermore, we propose PointSAM based on the Segment Anything Model for automated coarse labeling, further reducing the annotation burden. The code is available at https://github.com/BraveGroup/PointSAM-for-MixSup.

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Driving into the Future: Multiview Visual Forecasting and Planning with World Model for Autonomous Driving

In autonomous driving, predicting future events in advance and evaluating the foreseeable risks empowers autonomous vehicles to better plan their actions, enhancing safety and efficiency on the road. To this end, we propose Drive-WM, the first driving world model compatible with existing end-to-end planning models. Through a joint spatial-temporal modeling facilitated by view factorization, our model generates high-fidelity multiview videos in driving scenes. Building on its powerful generation ability, we showcase the potential of applying the world model for safe driving planning for the first time. Particularly, our Drive-WM enables driving into multiple futures based on distinct driving maneuvers, and determines the optimal trajectory according to the image-based rewards. Evaluation on real-world driving datasets verifies that our method could generate high-quality, consistent, and controllable multiview videos, opening up possibilities for real-world simulations and safe planning.

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FSD V2: Improving Fully Sparse 3D Object Detection with Virtual Voxels

LiDAR-based fully sparse architecture has garnered increasing attention. FSDv1 stands out as a representative work, achieving impressive efficacy and efficiency, albeit with intricate structures and handcrafted designs. In this paper, we present FSDv2, an evolution that aims to simplify the previous FSDv1 while eliminating the inductive bias introduced by its handcrafted instance-level representation, thus promoting better general applicability. To this end, we introduce the concept of \textbf{virtual voxels}, which takes over the clustering-based instance segmentation in FSDv1. Virtual voxels not only address the notorious issue of the Center Feature Missing problem in fully sparse detectors but also endow the framework with a more elegant and streamlined approach. Consequently, we develop a suite of components to complement the virtual voxel concept, including a virtual voxel encoder, a virtual voxel mixer, and a virtual voxel assignment strategy. Through empirical validation, we demonstrate that the virtual voxel mechanism is functionally similar to the handcrafted clustering in FSDv1 while being more general. We conduct experiments on three large-scale datasets: Waymo Open Dataset, Argoverse 2 dataset, and nuScenes dataset. Our results showcase state-of-the-art performance on all three datasets, highlighting the superiority of FSDv2 in long-range scenarios and its general applicability to achieve competitive performance across diverse scenarios. Moreover, we provide comprehensive experimental analysis to elucidate the workings of FSDv2. To foster reproducibility and further research, we have open-sourced FSDv2 at https://github.com/tusen-ai/SST.

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