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Martin R. Oswald

Publications and source records attributed to Martin R. Oswald.

At least 19 recordsLinked to original sources

Monocular Visual Odometry without Calibration or Test-time Optimization

The most accurate monocular visual odometry systems require known camera intrinsics, refine their estimates with test-time optimization, and recover trajectories only up to an unknown factor. Systems built on large 3D models need no intrinsics, but they remain considerably less accurate and slower for odometry. Direct pose regression avoids all these requirements, yet it has not matched either approach's accuracy. We revisit this formulation with a transformer that predicts relative camera poses together with separate rotation and translation confidences over overlapping image windows, supervised by camera poses alone. A confidence-weighted module then aggregates the overlapping predictions into a single trajectory. The resulting method, CalfVO, needs no intrinsics, no bundle adjustment, and no loop closure, and it recovers scale from learned priors, accurately enough that it is evaluated without any alignment to the ground truth. Across five benchmarks, it is the most accurate calibration-free method on every metric we report, and it runs at 53 FPS, faster than every baseline.

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IAE-VTG: Interaction-Aligned Action-Entity Video Temporal Grounding

Video Temporal Grounding (VTG) localizes the video segment that matches a natural-language query. Many queries describe an action performed by a particular entity. Existing methods often encode the query as a whole or use general video-text interactions, without explicitly checking whether the action and entity occur together. They may therefore select a segment that contains both concepts but not the event described by the query. We propose Interaction Aligned Action-Entity Video Temporal Grounding (IAE-VTG), which models this rela?tionship at both the representation and training assignment levels. First, the Fine-grained Disentangled Interaction Module (FDIM) separates action and entity related query information and aligns it with complementary motion and appearance features. It then combines token-level interactions to build representations that capture the relationship between the action and entity. Second, Interaction-Sensitive Assignment (ISA) adds this interaction evidence to bipartite matching, so training targets are selected using both temporal overlap and semantic compatibility. This reduces supervision from temporally plausible but semantically incorrect proposals. Experiments on QVHighlights, Charades?STA, and TACoS show that IAE-VTG consistently improves strong baselines and achieves competitive or state-of-the-art performance on standard grounding metrics. Additional analyses show that the method is especially effective when similar actions or entities appear at multiple times and produces more reliable assignments for complex events.

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MCGS-SLAM: A Multi-Camera SLAM Framework Using Gaussian Splatting for High-Fidelity Mapping

Recent progress in dense SLAM has primarily targeted monocular setups, often at the expense of robustness and geometric coverage. We present MCGS-SLAM, the first purely RGB-based multi-camera SLAM system built on 3D Gaussian Splatting (3DGS). Unlike prior methods relying on sparse maps or inertial data, MCGS-SLAM fuses dense RGB inputs from multiple viewpoints into a unified, continuously optimized Gaussian map. A multi-camera bundle adjustment (MCBA) jointly refines poses and depths via dense photometric and geometric residuals, while a scale consistency module enforces metric alignment across views using low-rank priors. The system supports RGB input and maintains real-time performance at large scale. Experiments on synthetic and real-world datasets show that MCGS-SLAM consistently yields accurate trajectories and photorealistic reconstructions, usually outperforming monocular baselines. Notably, the wide field of view from multi-camera input enables reconstruction of side-view regions that monocular setups miss, critical for safe autonomous operation. These results highlight the promise of multi-camera Gaussian Splatting SLAM for high-fidelity mapping in robotics and autonomous driving.

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Generation of Uncertainty-Aware High-Level Spatial Concepts in Factorized 3D Scene Graphs via Graph Neural Networks

Enabling robots to autonomously discover high-level spatial concepts (e.g., rooms and walls) from primitive geometric observations (e.g., planar surfaces) within 3D Scene Graphs is essential for robust indoor navigation and mapping. These graphs provide a hierarchical metric-semantic representation in which such concepts are organized. To further enhance graph-SLAM performance, Factorized 3D Scene Graphs incorporate these concepts as optimization factors that constrain relative geometry and enforce global consistency. However, both stages of this process remain largely manual: concepts are typically derived using hand-crafted, concept-specific heuristics, while factors and their covariances are likewise manually designed. This reliance on manual specification limits generalization across diverse environments and scalability to new concept classes. This paper presents a novel learning-based method that infers spatial concepts online from observed vertical planes and introduces them as optimizable factors within a SLAM backend, eliminating the need to handcraft concept generation, factor design, and covariance specification. We evaluate our approach in simulated environments with complex layouts, improving room detection by 20.7% and trajectory estimation by 19.2%. Validated on real construction sites, room detection improves by 5.3% and map matching accuracy by 3.8%.

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Joint Instance Segmentation and Geometric Attribute Regression for Roof Structures in Aerial Imagery

We present a method for jointly predicting instance-level roof segment masks together with three continuous geometric attributes -- building height, roof slope, and roof azimuth -- from a single aerial orthophoto. Our approach extends Mask R-CNN with a dedicated attribute regression branch and introduces two key innovations: a conditional azimuth loss that suppresses supervision for flat roof segments where azimuth labels are inherently noisy, and a log-normalized height representation that addresses the heavily skewed distribution of building heights. We train and evaluate on a large-scale dataset of Dutch aerial images paired with automatically derived ground truth from 3DBAG, a nationwide LiDAR-based 3D building dataset. Using a DINOv3 ConvNeXt-Base backbone, our method achieves a mean absolute error of approximately 4 degrees for roof slope, 7 degrees for azimuth, and 1 meter for building height, with an instance segmentation AP$_{50}$ of 0.566. The predicted per-segment masks and attributes are sufficient to reconstruct simplified 3D building models (LoD2) from a single overhead image, requiring expensive 3D reference data only for training.

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Multi-Modal Building Inspection via Perceiver IO Fusion of Satellite and Street-Level Imagery

We present a multi-modal classification framework that fuses satellite and street-level imagery through a Perceiver IO architecture operating on spatial patch tokens from a shared DINOv2 backbone. The design naturally handles a variable number of street-level views per building without padding or fixed-size pooling, and jointly predicts multi-label roof element and roof material classes. We construct a large-scale dataset of 32,135 buildings (61,672 segments) spanning ten countries, pairing satellite images with up to eight street-level views per segment and evaluating four masking strategies for isolating the target building. We propose an RGB-M masking strategy that appends the building footprint mask as a fourth input channel, providing a soft spatial prior that outperforms hard cropping across both modalities. The Perceiver IO fusion model improves over all other fusion strategies and yields substantial per-class gains for attributes visible from street level (e.g., +11.3 AP for slate, +1.3 AP for dormers), though the satellite-only baseline retains a slight advantage in macro-averaged mAP for classes that are predominantly visible from above. These results establish a scalable, flexible architecture for multi-modal building inspection that can accommodate heterogeneous inputs and multiple output tasks.

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Chorus: Multi-Teacher Pretraining for Holistic 3D Gaussian Scene Encoding

While 3DGS has emerged as a high-fidelity scene representation, encoding rich, general-purpose features directly from its primitives remains under-explored. We address this gap by introducing Chorus, a multi-teacher pretraining framework that learns a holistic feed-forward 3D Gaussian Splatting (3DGS) scene encoder by distilling complementary signals from 2D foundation models. Chorus employs a shared 3D encoder and teacher-specific projectors to learn from language-aligned, generalist, and object-aware teachers, encouraging a shared embedding space that captures signals from high-level semantics to fine-grained structure. We evaluate Chorus on a wide range of tasks: open-vocabulary semantic and instance segmentation, linear and decoder probing, data-efficient supervision, as well as LLM-based Q&A. Besides 3DGS, we also test Chorus on several benchmarks that only support point clouds by pretraining a variant using only Gaussian centers, colors, and estimated normals. Surprisingly, this encoder shows strong transfer and outperforms the point-cloud baseline while using 39.9 times fewer training scenes. Finally, we propose a render-and-distill adaptation that facilitates out-of-domain finetuning.

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Cross-Attentive Multiview Fusion of Vision-Language Embeddings

Vision-language models have been key to the development of open-vocabulary 2D semantic segmentation. Lifting these models from 2D images to 3D scenes, however, remains a challenging problem. Existing approaches typically back-project and average 2D descriptors across views, or heuristically select a single representative one, often resulting in suboptimal 3D representations. In this work, we introduce a novel multiview transformer architecture that cross-attends across vision-language descriptors from multiple viewpoints and fuses them into a unified per-3D-instance embedding. As a second contribution, we leverage multiview consistency as a self-supervision signal for this fusion, which significantly improves performance when added to a standard supervised target-class loss. Our Cross-Attentive Multiview Fusion, which we denote with its acronym CAMFusion, not only consistently outperforms naive averaging or single-view descriptor selection, but also achieves state-of-the-art results on 3D semantic and instance classification benchmarks, including zero-shot evaluations on out-of-domain datasets.

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Gaussian Mapping for Evolving Scenes

Mapping systems with novel view synthesis (NVS) capabilities, most notably 3D Gaussian Splatting (3DGS), are widely used in computer vision, as well as in various applications, including augmented reality, robotics, and autonomous driving. However, many current approaches are limited to static scenes. While recent works have begun addressing short-term dynamics (motion within the camera's view), long-term dynamics (the scene evolving through changes out of view) remain less explored. To overcome this limitation, we introduce a dynamic scene adaptation mechanism to continuously update 3DGS to reflect the latest changes. Since maintaining consistency remains challenging due to stale observations disrupting the reconstruction process, we further propose a novel keyframe management mechanism that discards outdated observations while preserving as much information as possible. We thoroughly evaluate Gaussian Mapping for Evolving Scenes (GaME) on both synthetic and real-world datasets, achieving a 29.7% improvement in PSNR and a 3 times improvement in L1 depth error over the most competitive baseline.

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Unblur-SLAM: Dense Neural SLAM for Blurry Inputs

We propose Unblur-SLAM, a novel RGB SLAM pipeline for sharp 3D reconstruction from blurred image inputs. In contrast to previous work, our approach is able to handle different types of blur and demonstrates state-of-the-art performance in the presence of both motion blur and defocus blur. Moreover, we adjust the computation effort with the amount of blur in the input image. As a first stage, our method uses a feed-forward image deblurring model for which we propose a suitable training scheme that can improve both tracking and mapping modules. Frames that are successfully deblurred by the feed-forward network obtain refined poses and depth through local-global multi-view optimization and loop closure. Frames that fail the first stage deblurring are directly modeled through the global 3DGS representation and an additional blur network to model multiple blurred sub-frames and simulate the blur formation process in 3D space, thereby learning sharp details and refined sub-frame poses. Experiments on several real-world datasets demonstrate consistent improvements in both pose estimation and sharp reconstruction results of geometry and texture.

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IDSplat: Instance-Decomposed 3D Gaussian Splatting for Driving Scenes

Reconstructing dynamic driving scenes is essential for developing autonomous systems through sensor-realistic simulation. Although recent methods achieve high-fidelity reconstructions, they either rely on costly human annotations for object trajectories or use time-varying representations without explicit object-level decomposition, leading to intertwined static and dynamic elements that hinder scene separation. We present IDSplat, a self-supervised 3D Gaussian Splatting framework that reconstructs dynamic scenes with explicit instance decomposition and learnable motion trajectories, without requiring human annotations. Our key insight is to model dynamic objects as coherent instances undergoing rigid transformations, rather than unstructured time-varying primitives. For instance decomposition, we employ zero-shot, language-grounded video tracking anchored to 3D using lidar, and estimate consistent poses via feature correspondences. We introduce a coordinated-turn smoothing scheme to obtain temporally and physically consistent motion trajectories, mitigating pose misalignments and tracking failures, followed by joint optimization of object poses and Gaussian parameters. Experiments on the Waymo Open Dataset demonstrate that our method achieves competitive reconstruction quality while maintaining instance-level decomposition and generalizes across diverse sequences and view densities without retraining, making it practical for large-scale autonomous driving applications. Code will be released.

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Benchmarking Efficient & Effective Camera Pose Estimation Strategies for Novel View Synthesis

Novel view synthesis (NVS) approaches such as NeRFs or 3DGS can produce photo-realistic 3D scene representation from a set of images with known extrinsic and intrinsic parameters. The necessary camera poses and calibrations are typically obtained from the images via Structure-from-Motion (SfM). Classical SfM approaches rely on local feature matches between the images to estimate both the poses and a sparse 3D model of the scene, using bundle adjustment to refine initial pose, intrinsics, and geometry estimates. In order to increase run-time efficiency, recent SfM systems forgo optimization via bundle adjustment. Instead, they train feed-forward (transformer-based) neural networks to directly regress camera parameters and the 3D structure. While orders of magnitude more efficient, such recent works produce significantly less accurate estimates. To stimulate research on developing SfM approaches that are both efficient \emph{and} effective, this paper develops a benchmark focused on SfM for novel view synthesis. Using existing datasets and two simple strategies for making the reconstruction process more efficient, we show that: (1) simply using fewer features already significantly accelerates classical SfM methods while maintaining high pose accuracy. (2) using feed-forward networks to obtain initial estimates and refining them using classical SfM techniques leads to the best efficiency-effectiveness trade-off. We will make our benchmark and code publicly available.

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SceneSplat++: A Large Dataset and Comprehensive Benchmark for Language Gaussian Splatting

3D Gaussian Splatting (3DGS) serves as a highly performant and efficient encoding of scene geometry, appearance, and semantics. Moreover, grounding language in 3D scenes has proven to be an effective strategy for 3D scene understanding. Current Language Gaussian Splatting line of work fall into three main groups: (i) per-scene optimization-based, (ii) per-scene optimization-free, and (iii) generalizable approach. However, most of them are evaluated only on rendered 2D views of a handful of scenes and viewpoints close to the training views, limiting ability and insight into holistic 3D understanding. To address this gap, we propose the first large-scale benchmark that systematically assesses these three groups of methods directly in 3D space, evaluating on 1060 scenes across three indoor datasets and one outdoor dataset. Benchmark results demonstrate a clear advantage of the generalizable paradigm, particularly in relaxing the scene-specific limitation, enabling fast feed-forward inference on novel scenes, and achieving superior segmentation performance. We further introduce GaussianWorld-49K a carefully curated 3DGS dataset comprising around 49K diverse indoor and outdoor scenes obtained from multiple sources, with which we demonstrate the generalizable approach could harness strong data priors. Our codes, benchmark, and datasets are released at https://scenesplatpp.gaussianworld.ai/.

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From Rays to Projections: Better Inputs for Feed-Forward View Synthesis

Feed-forward view synthesis models predict a novel view in a single pass with minimal 3D inductive bias. Existing works encode cameras as Plücker ray maps, which tie predictions to the arbitrary world coordinate gauge and make them sensitive to small camera transformations, thereby undermining geometric consistency. In this paper, we ask what inputs best condition a model for robust and consistent view synthesis. We propose projective conditioning, which replaces raw camera parameters with a target-view projective cue that provides a stable 2D input. This reframes the task from a brittle geometric regression problem in ray space to a well-conditioned target-view image-to-image translation problem. Additionally, we introduce a masked autoencoding pretraining strategy tailored to this cue, enabling the use of large-scale uncalibrated data for pretraining. Our method shows improved fidelity and stronger cross-view consistency compared to ray-conditioned baselines on our view-consistency benchmark. It also achieves state-of-the-art quality on standard novel view synthesis benchmarks.

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Edge-Centric Relational Reasoning for 3D Scene Graph Prediction

3D scene graph prediction aims to abstract complex 3D environments into structured graphs consisting of objects and their pairwise relationships. Existing approaches typically adopt object-centric graph neural networks, where relation edge features are iteratively updated by aggregating messages from connected object nodes. However, this design inherently restricts relation representations to pairwise object context, making it difficult to capture high-order relational dependencies that are essential for accurate relation prediction. To address this limitation, we propose a Link-guided Edge-centric relational reasoning framework with Object-aware fusion, namely LEO, which enables progressive reasoning from relation-level context to object-level understanding. Specifically, LEO first predicts potential links between object pairs to suppress irrelevant edges, and then transforms the original scene graph into a line graph where each relation is treated as a node. A line graph neural network is applied to perform edge-centric relational reasoning to capture inter-relation context. The enriched relation features are subsequently integrated into the original object-centric graph to enhance object-level reasoning and improve relation prediction. Our framework is model-agnostic and can be integrated with any existing object-centric method. Experiments on the 3DSSG dataset with two competitive baselines show consistent improvements, highlighting the effectiveness of our edge-to-object reasoning paradigm.

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Open-Vocabulary Online Semantic Mapping for SLAM

This paper presents an Open-Vocabulary Online 3D semantic mapping pipeline, that we denote by its acronym OVO. Given a sequence of posed RGB-D frames, we detect and track 3D segments, which we describe using CLIP vectors. These are computed from the viewpoints where they are observed by a novel CLIP merging method. Notably, our OVO has a significantly lower computational and memory footprint than offline baselines, while also showing better segmentation metrics than offline and online ones. Along with superior segmentation performance, we also show experimental results of our mapping contributions integrated with two different full SLAM backbones (Gaussian-SLAM and ORB-SLAM2), being the first ones using a neural network to merge CLIP descriptors and demonstrating end-to-end open-vocabulary online 3D mapping with loop closure.

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ProDyG: Progressive Dynamic Scene Reconstruction via Gaussian Splatting from Monocular Videos

Achieving truly practical dynamic 3D reconstruction requires online operation, global pose and map consistency, detailed appearance modeling, and the flexibility to handle both RGB and RGB-D inputs. However, existing SLAM methods typically merely remove the dynamic parts or require RGB-D input, while offline methods are not scalable to long video sequences, and current transformer-based feedforward methods lack global consistency and appearance details. To this end, we achieve online dynamic scene reconstruction by disentangling the static and dynamic parts within a SLAM system. The poses are tracked robustly with a novel motion masking strategy, and dynamic parts are reconstructed leveraging a progressive adaptation of a Motion Scaffolds graph. Our method yields novel view renderings competitive to offline methods and achieves on-par tracking with state-of-the-art dynamic SLAM methods.

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SceneSplat: Gaussian Splatting-based Scene Understanding with Vision-Language Pretraining

Recognizing arbitrary or previously unseen categories is essential for comprehensive real-world 3D scene understanding. Currently, all existing methods rely on 2D or textual modalities during training or together at inference. This highlights the clear absence of a model capable of processing 3D data alone for learning semantics end-to-end, along with the necessary data to train such a model. Meanwhile, 3D Gaussian Splatting (3DGS) has emerged as the de facto standard for 3D scene representation across various vision tasks. However, effectively integrating semantic reasoning into 3DGS in a generalizable manner remains an open challenge. To address these limitations, we introduce SceneSplat, to our knowledge the first large-scale 3D indoor scene understanding approach that operates natively on 3DGS. Furthermore, we propose a self-supervised learning scheme that unlocks rich 3D feature learning from unlabeled scenes. To power the proposed methods, we introduce SceneSplat-7K, the first large-scale 3DGS dataset for indoor scenes, comprising 7916 scenes derived from seven established datasets, such as ScanNet and Matterport3D. Generating SceneSplat-7K required computational resources equivalent to 150 GPU days on an L4 GPU, enabling standardized benchmarking for 3DGS-based reasoning for indoor scenes. Our exhaustive experiments on SceneSplat-7K demonstrate the significant benefit of the proposed method over the established baselines.

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