SearcharxivSearch

arXiv subjects

Philippe Weinzaepfel

Publications and source records attributed to Philippe Weinzaepfel.

At least 19 recordsLinked to original sources

Task Alignment: A Simple Proxy for Practical Model Merging Across Diverse Vision Tasks

Efficiently merging several models fine-tuned for different tasks, but stemming from the same pretrained base model, is of great practical interest. Despite extensive prior work, most evaluations of model merging in computer vision are restricted to image classification using CLIP, where different classification datasets define different tasks. In this work, our goal is to make model merging more practical and show its relevance on challenging scenarios beyond this specific setting. In most vision scenarios, different tasks rely on trainable and usually heterogeneous decoders. Differently from previous studies with frozen decoders, where merged models can be evaluated right away, the non-trivial cost of decoder training renders hyperparameter selection based on downstream performance impractical. To address this, we introduce the task alignment proxy, and show how it can be used to speed up hyperparameter selection by orders of magnitude while retaining performance. Equipped with the task alignment proxy, we extend the applicability of model merging to multi-task vision models beyond CLIP-based classification. Project page: https://europe.naverlabs.com/task-alignment

cs.CV

BLASt3R: Bundle Adjustment of Any Image Set with Multi-View Matching and Monocular Priors

Recent hybrid Structure-from-Motion (SfM) systems combine the robustness of feed-forward 3D reconstruction with the accuracy of traditional bundle adjustment (BA) with pixel matching. They are usually the best performing methods however their scalability and usability remains limited since estimating dense correspondences between views is prohibitively costly, especially considering time constraints inherent to online applications like Visual SLAM (VSLAM). In this paper, we introduce a regularized BA framework that leverages a fast multi-view matcher and monocular priors for initialization and regularization. In contrast to existing systems, our unified approach seamlessly supports both online VSLAM and offline reconstruction from unordered image collections within the same optimization framework and sharing common hyperparameters for all tasks. Extensive experiments across both domains demonstrate improved performance and speed tradeoffs over traditional, feed-forward, and hybrid baselines. Notably for VSLAM, our uncalibrated method outperforms all previous calibrated approaches.

cs.CV

Sparse auto-regressive modeling for scene generation from multi-view images

Generating complete 3D scenes from sparse, unconstrained views is a fundamental challenge in 3D vision which requires reasoning beyond observed content while remaining computationally tractable. Existing feed-forward reconstruction methods are inherently limited to content visible in the input images, while 3D generative modeling is hindered by the high computational cost of dense volumetric representations and the scarcity of large-scale 3D supervision. We introduce SPAR3S, a sparse voxel-aligned 3D latent generative model for conditional scene completion without requiring ground-truth 3D data for supervision. Our key insight is to formulate 3D scene generation in a structured, compact, voxel-aligned 3D latent space where only occupied voxels are represented. We learn this sparse latent space directly from multi-view images using photometric supervision via differentiable 3D Gaussian Splatting. Given a partial set of observed voxels encoded from sparse input views, scene completion reduces to predicting the missing latent tokens and their spatial support within the voxel grid. To this end, we train a masked autoregressive transformer that jointly models voxel occupancy and latent token values, enabling efficient and spatially consistent generation of unseen regions. We demonstrate the effectiveness of our method on synthetic indoor scenes, achieving higher novel-view quality than prior work. We further validate its generalization on RealEstate10k, highlighting its applicability to real-world data.

cs.CV

Human Mesh Modeling for Anny Body

Parametric body models provide the structural basis for many human-centric tasks, yet existing models often rely on costly 3D scans and learned shape spaces that are proprietary and demographically narrow. We introduce Anny, a simple, fully differentiable, and scan-free human body model grounded in anthropometric knowledge from the MakeHuman community. Anny defines a continuous, interpretable shape space, where phenotype parameters (e.g. gender, age, height, weight) control blendshapes spanning a wide range of human forms---across ages (from infants to elders), body types, and proportions. Calibrated using WHO population statistics, Anny provides realistic and demographically grounded human shape variation within a single unified model. We release the Anny body model and its code under the Apache 2.0 license. Thanks to its openness and semantic control, Anny serves as a versatile foundation for 3D human modeling---supporting millimeter-accurate scan fitting, controlled synthetic data generation, and Human Mesh Recovery (HMR). We further introduce Anny-One, a collection of 780k photorealistic images generated with Anny, showing that despite its simplicity, HMR models trained with Anny can match the performance of those trained with scan-based body models.

cs.CV

Compressing Observation History into Agent Memory: Distilling Transformers into Recurrent Transformers

Transformers are AI's workhorse with strong performance in modeling sequential data, but their computational cost becomes prohibitive when processing long sequences. We target long-horizon streaming vision and robotics applications like map-free pose estimation, where it is particularly impractical to store and maintain a history of observations. Recurrent Transformers address this limitation by maintaining fixed-size memory but their performance lags behind that of transformers operating over the full observation history. We argue that this gap does not stem from architectural limitations, but from differences in how these models learn to compress past information. Without access to an observation history, recurrent models must explicitly decide what to retain in memory at each step, a significantly harder learning problem. In this work, we propose a distillation approach that transfers the compression strategy of a classical full-history transformer to a recurrent variant. We enable this by designing a teacher model that explicitly compresses its observation history into a fixed-size bottleneck representation. By directly supervising the student's memory with this bottleneck representation, we align the two compression mechanisms. We show that this approach allows to train a recurrent latent robotic memory with linear-time complexity while substantially narrowing the performance gap to full-history transformers.

cs.CV

Multi-HMR 2: Multi-Person Camera-Centric Human Detection, Mesh Recovery and Tracking

Most advances in human mesh recovery (HMR) have focused on pelvis-centered recovery, overlooking metric 3D localization and detection accuracy in the camera coordinate system - two key factors for real-world applications such as human-robot interaction and social scene understanding. Current evaluation protocols often ignore these aspects, emphasizing per-person, root-centered recovery rather than camera-space perception. As a result, existing approaches rely on fixed camera assumptions or handcrafted post-processing, limiting their robustness and practical deployment. We introduce Multi-HMR 2, a simple yet robust DETR-based framework for Multi-person Camera-centric Human detection, mesh Recovery, and tracking. Multi-HMR 2 predicts a scene-consistent camera together with human meshes, enabling metric 3D localization without ground-truth intrinsics. Moreover, by distilling image-based memory features from SAM2, Multi-HMR 2 extends to tracking, achieving consistent identity association without video supervision. Despite its conceptual simplicity - no handcrafted components, no video input, and no ground-truth cameras - Multi-HMR 2 achieves state-of-the-art pelvis-centered performance while substantially improving detection accuracy and metric 3D localization.

cs.CV

What does really matter in image goal navigation?

Image goal navigation requires two different skills: firstly, core navigation skills, including the detection of free space and obstacles, and taking decisions based on an internal representation; and secondly, computing directional information by comparing visual observations to the goal image. Current state-of-the-art methods either rely on dedicated image-matching, or pre-training of computer vision modules on relative pose estimation. In this paper, we study whether this task can be efficiently solved with end-to-end training of full agents with RL, as has been claimed by recent work. A positive answer would have impact beyond Embodied AI and allow training of relative pose estimation from reward for navigation alone. In this large experimental study we investigate the effect of architectural choices like late fusion, channel stacking, space-to-depth projections and cross-attention, and their role in the emergence of relative pose estimators from navigation training. We show that the success of recent methods is influenced up to a certain extent by simulator settings, leading to shortcuts in simulation. However, we also show that these capabilities can be transferred to more realistic setting, up to some extent. We also find evidence for correlations between navigation performance and probed (emerging) relative pose estimation performance, an important sub skill.

cs.CV

Kinaema: a recurrent sequence model for memory and pose in motion

One key aspect of spatially aware robots is the ability to "find their bearings", ie. to correctly situate themselves in previously seen spaces. In this work, we focus on this particular scenario of continuous robotics operations, where information observed before an actual episode start is exploited to optimize efficiency. We introduce a new model, Kinaema, and agent, capable of integrating a stream of visual observations while moving in a potentially large scene, and upon request, processing a query image and predicting the relative position of the shown space with respect to its current position. Our model does not explicitly store an observation history, therefore does not have hard constraints on context length. It maintains an implicit latent memory, which is updated by a transformer in a recurrent way, compressing the history of sensor readings into a compact representation. We evaluate the impact of this model in a new downstream task we call "Mem-Nav". We show that our large-capacity recurrent model maintains a useful representation of the scene, navigates to goals observed before the actual episode start, and is computationally efficient, in particular compared to classical transformers with attention over an observation history.

cs.RO

HOSt3R: Keypoint-free Hand-Object 3D Reconstruction from RGB images

Hand-object 3D reconstruction has become increasingly important for applications in human-robot interaction and immersive AR/VR experiences. A common approach for object-agnostic hand-object reconstruction from RGB sequences involves a two-stage pipeline: hand-object 3D tracking followed by multi-view 3D reconstruction. However, existing methods rely on keypoint detection techniques, such as Structure from Motion (SfM) and hand-keypoint optimization, which struggle with diverse object geometries, weak textures, and mutual hand-object occlusions, limiting scalability and generalization. As a key enabler to generic and seamless, non-intrusive applicability, we propose in this work a robust, keypoint detector-free approach to estimating hand-object 3D transformations from monocular motion video/images. We further integrate this with a multi-view reconstruction pipeline to accurately recover hand-object 3D shape. Our method, named HOSt3R, is unconstrained, does not rely on pre-scanned object templates or camera intrinsics, and reaches state-of-the-art performance for the tasks of object-agnostic hand-object 3D transformation and shape estimation on the SHOWMe benchmark. We also experiment on sequences from the HO3D dataset, demonstrating generalization to unseen object categories.

cs.CV

HAMSt3R: Human-Aware Multi-view Stereo 3D Reconstruction

Recovering the 3D geometry of a scene from a sparse set of uncalibrated images is a long-standing problem in computer vision. While recent learning-based approaches such as DUSt3R and MASt3R have demonstrated impressive results by directly predicting dense scene geometry, they are primarily trained on outdoor scenes with static environments and struggle to handle human-centric scenarios. In this work, we introduce HAMSt3R, an extension of MASt3R for joint human and scene 3D reconstruction from sparse, uncalibrated multi-view images. First, we exploit DUNE, a strong image encoder obtained by distilling, among others, the encoders from MASt3R and from a state-of-the-art Human Mesh Recovery (HMR) model, multi-HMR, for a better understanding of scene geometry and human bodies. Our method then incorporates additional network heads to segment people, estimate dense correspondences via DensePose, and predict depth in human-centric environments, enabling a more comprehensive 3D reconstruction. By leveraging the outputs of our different heads, HAMSt3R produces a dense point map enriched with human semantic information in 3D. Unlike existing methods that rely on complex optimization pipelines, our approach is fully feed-forward and efficient, making it suitable for real-world applications. We evaluate our model on EgoHumans and EgoExo4D, two challenging benchmarks con taining diverse human-centric scenarios. Additionally, we validate its generalization to traditional multi-view stereo and multi-view pose regression tasks. Our results demonstrate that our method can reconstruct humans effectively while preserving strong performance in general 3D reconstruction tasks, bridging the gap between human and scene understanding in 3D vision.

cs.CV

DUNE: Distilling a Universal Encoder from Heterogeneous 2D and 3D Teachers

Recent multi-teacher distillation methods have unified the encoders of multiple foundation models into a single encoder, achieving competitive performance on core vision tasks like classification, segmentation, and depth estimation. This led us to ask: Could similar success be achieved when the pool of teachers also includes vision models specialized in diverse tasks across both 2D and 3D perception? In this paper, we define and investigate the problem of heterogeneous teacher distillation, or co-distillation, a challenging multi-teacher distillation scenario where teacher models vary significantly in both (a) their design objectives and (b) the data they were trained on. We explore data-sharing strategies and teacher-specific encoding, and introduce DUNE, a single encoder excelling in 2D vision, 3D understanding, and 3D human perception. Our model achieves performance comparable to that of its larger teachers, sometimes even outperforming them, on their respective tasks. Notably, DUNE surpasses MASt3R in Map-free Visual Relocalization with a much smaller encoder.

cs.CV

Pow3R: Empowering Unconstrained 3D Reconstruction with Camera and Scene Priors

We present Pow3r, a novel large 3D vision regression model that is highly versatile in the input modalities it accepts. Unlike previous feed-forward models that lack any mechanism to exploit known camera or scene priors at test time, Pow3r incorporates any combination of auxiliary information such as intrinsics, relative pose, dense or sparse depth, alongside input images, within a single network. Building upon the recent DUSt3R paradigm, a transformer-based architecture that leverages powerful pre-training, our lightweight and versatile conditioning acts as additional guidance for the network to predict more accurate estimates when auxiliary information is available. During training we feed the model with random subsets of modalities at each iteration, which enables the model to operate under different levels of known priors at test time. This in turn opens up new capabilities, such as performing inference in native image resolution, or point-cloud completion. Our experiments on 3D reconstruction, depth completion, multi-view depth prediction, multi-view stereo, and multi-view pose estimation tasks yield state-of-the-art results and confirm the effectiveness of Pow3r at exploiting all available information. The project webpage is https://europe.naverlabs.com/pow3r.

cs.CV

MASt3R-SfM: a Fully-Integrated Solution for Unconstrained Structure-from-Motion

Structure-from-Motion (SfM), a task aiming at jointly recovering camera poses and 3D geometry of a scene given a set of images, remains a hard problem with still many open challenges despite decades of significant progress. The traditional solution for SfM consists of a complex pipeline of minimal solvers which tends to propagate errors and fails when images do not sufficiently overlap, have too little motion, etc. Recent methods have attempted to revisit this paradigm, but we empirically show that they fall short of fixing these core issues. In this paper, we propose instead to build upon a recently released foundation model for 3D vision that can robustly produce local 3D reconstructions and accurate matches. We introduce a low-memory approach to accurately align these local reconstructions in a global coordinate system. We further show that such foundation models can serve as efficient image retrievers without any overhead, reducing the overall complexity from quadratic to linear. Overall, our novel SfM pipeline is simple, scalable, fast and truly unconstrained, i.e. it can handle any collection of images, ordered or not. Extensive experiments on multiple benchmarks show that our method provides steady performance across diverse settings, especially outperforming existing methods in small- and medium-scale settings.

cs.CV

PoseEmbroider: Towards a 3D, Visual, Semantic-aware Human Pose Representation

Aligning multiple modalities in a latent space, such as images and texts, has shown to produce powerful semantic visual representations, fueling tasks like image captioning, text-to-image generation, or image grounding. In the context of human-centric vision, albeit CLIP-like representations encode most standard human poses relatively well (such as standing or sitting), they lack sufficient acuteness to discern detailed or uncommon ones. Actually, while 3D human poses have been often associated with images (e.g. to perform pose estimation or pose-conditioned image generation), or more recently with text (e.g. for text-to-pose generation), they have seldom been paired with both. In this work, we combine 3D poses, person's pictures and textual pose descriptions to produce an enhanced 3D-, visual- and semantic-aware human pose representation. We introduce a new transformer-based model, trained in a retrieval fashion, which can take as input any combination of the aforementioned modalities. When composing modalities, it outperforms a standard multi-modal alignment retrieval model, making it possible to sort out partial information (e.g. image with the lower body occluded). We showcase the potential of such an embroidered pose representation for (1) SMPL regression from image with optional text cue; and (2) on the task of fine-grained instruction generation, which consists in generating a text that describes how to move from one 3D pose to another (as a fitness coach). Unlike prior works, our model can take any kind of input (image and/or pose) without retraining.

cs.CV

PoseScript: Linking 3D Human Poses and Natural Language

Natural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field.

cs.CV

UNIC: Universal Classification Models via Multi-teacher Distillation

Pretrained models have become a commodity and offer strong results on a broad range of tasks. In this work, we focus on classification and seek to learn a unique encoder able to take from several complementary pretrained models. We aim at even stronger generalization across a variety of classification tasks. We propose to learn such an encoder via multi-teacher distillation. We first thoroughly analyse standard distillation when driven by multiple strong teachers with complementary strengths. Guided by this analysis, we gradually propose improvements to the basic distillation setup. Among those, we enrich the architecture of the encoder with a ladder of expendable projectors, which increases the impact of intermediate features during distillation, and we introduce teacher dropping, a regularization mechanism that better balances the teachers' influence. Our final distillation strategy leads to student models of the same capacity as any of the teachers, while retaining or improving upon the performance of the best teacher for each task. Project page and code: https://europe.naverlabs.com/unic

cs.CV

Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot

We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on $448{\times}448$ images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.

cs.CV

Purposer: Putting Human Motion Generation in Context

We present a novel method to generate human motion to populate 3D indoor scenes. It can be controlled with various combinations of conditioning signals such as a path in a scene, target poses, past motions, and scenes represented as 3D point clouds. State-of-the-art methods are either models specialized to one single setting, require vast amounts of high-quality and diverse training data, or are unconditional models that do not integrate scene or other contextual information. As a consequence, they have limited applicability and rely on costly training data. To address these limitations, we propose a new method ,dubbed Purposer, based on neural discrete representation learning. Our model is capable of exploiting, in a flexible manner, different types of information already present in open access large-scale datasets such as AMASS. First, we encode unconditional human motion into a discrete latent space. Second, an autoregressive generative model, conditioned with key contextual information, either with prompting or additive tokens, and trained for next-step prediction in this space, synthesizes sequences of latent indices. We further design a novel conditioning block to handle future conditioning information in such a causal model by using a network with two branches to compute separate stacks of features. In this manner, Purposer can generate realistic motion sequences in diverse test scenes. Through exhaustive evaluation, we demonstrate that our multi-contextual solution outperforms existing specialized approaches for specific contextual information, both in terms of quality and diversity. Our model is trained with short sequences, but a byproduct of being able to use various conditioning signals is that at test time different combinations can be used to chain short sequences together and generate long motions within a context scene.

cs.CV