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Sezer Karaoglu

Publications and source records attributed to Sezer Karaoglu.

At least 19 recordsLinked to original sources

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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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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Relighting as a Probe of Visual Priors via Augmented Latent Intrinsics

Image-to-image relighting requires representations that separate illumination from scene properties while preserving dense geometry, material, and photometric cues. We use this task as a probe of visual priors: unlike recognition tasks that reward invariance, relighting tests whether visual features retain the information needed for light transfer. Through a controlled generative relighting framework, we find that strong semantic encoders can degrade relighting quality, exposing a semantic--photometric trade-off between abstraction and physical fidelity. We introduce Augmented Latent Intrinsics (ALI), which balances this trade-off by fusing dense, pixel-aligned visual features into a latent-intrinsic relighting model and refining it with self-supervision on unlabeled real image pairs. ALI improves relighting quality, especially on glossy, metallic, and transparent materials, and demonstrates that generative relighting is an effective tool for quantifying what visual encoders encode about the physical world.

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Grab-3D: Detecting AI-Generated Videos from 3D Geometric Temporal Consistency

Recent advances in diffusion-based generation techniques enable AI models to produce highly realistic videos, heightening the need for reliable detection mechanisms. However, existing detection methods provide only limited exploration of the 3D geometric patterns present in generated videos. In this paper, we use vanishing points as an explicit representation of 3D geometry patterns, revealing fundamental discrepancies in geometric consistency between real and AI-generated videos. We introduce Grab-3D, a geometry-aware transformer framework for detecting AI-generated videos based on 3D geometric temporal consistency. To enable reliable evaluation, we construct an AI-generated video dataset of static scenes, allowing stable 3D geometric feature extraction. We propose a geometry-aware transformer equipped with geometric positional encoding, temporal-geometric attention, and an EMA-based geometric classifier head to explicitly inject 3D geometric awareness into temporal modeling. Experiments demonstrate that Grab-3D significantly outperforms state-of-the-art detectors, achieving robust cross-domain generalization to unseen generators.

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GaussianBlender: Instant Stylization of 3D Gaussians with Disentangled Latent Spaces

3D stylization is central to game development, virtual reality, and digital arts, where the demand for diverse assets calls for scalable methods that support fast, high-fidelity manipulation. Existing text-to-3D stylization methods typically distill from 2D image editors, requiring time-intensive per-asset optimization and exhibiting multi-view inconsistency due to the limitations of current text-to-image models, which makes them impractical for large-scale production. In this paper, we introduce GaussianBlender, a pioneering feed-forward framework for text-driven 3D stylization that performs edits instantly at inference. Our method learns structured, disentangled latent spaces with controlled information sharing for geometry and appearance from spatially-grouped 3D Gaussians. A latent diffusion model then applies text-conditioned edits on these learned representations. Comprehensive evaluations show that GaussianBlender not only delivers instant, high-fidelity, geometry-preserving, multi-view consistent stylization, but also surpasses methods that require per-instance test-time optimization - unlocking practical, democratized 3D stylization at scale.

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LumiNet: Latent Intrinsics Meets Diffusion Models for Indoor Scene Relighting

We introduce LumiNet, a novel architecture that leverages generative models and latent intrinsic representations for effective lighting transfer. Given a source image and a target lighting image, LumiNet synthesizes a relit version of the source scene that captures the target's lighting. Our approach makes two key contributions: a data curation strategy from the StyleGAN-based relighting model for our training, and a modified diffusion-based ControlNet that processes both latent intrinsic properties from the source image and latent extrinsic properties from the target image. We further improve lighting transfer through a learned adaptor (MLP) that injects the target's latent extrinsic properties via cross-attention and fine-tuning. Unlike traditional ControlNet, which generates images with conditional maps from a single scene, LumiNet processes latent representations from two different images - preserving geometry and albedo from the source while transferring lighting characteristics from the target. Experiments demonstrate that our method successfully transfers complex lighting phenomena including specular highlights and indirect illumination across scenes with varying spatial layouts and materials, outperforming existing approaches on challenging indoor scenes using only images as input.

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FewViewGS: Gaussian Splatting with Few View Matching and Multi-stage Training

The field of novel view synthesis from images has seen rapid advancements with the introduction of Neural Radiance Fields (NeRF) and more recently with 3D Gaussian Splatting. Gaussian Splatting became widely adopted due to its efficiency and ability to render novel views accurately. While Gaussian Splatting performs well when a sufficient amount of training images are available, its unstructured explicit representation tends to overfit in scenarios with sparse input images, resulting in poor rendering performance. To address this, we present a 3D Gaussian-based novel view synthesis method using sparse input images that can accurately render the scene from the viewpoints not covered by the training images. We propose a multi-stage training scheme with matching-based consistency constraints imposed on the novel views without relying on pre-trained depth estimation or diffusion models. This is achieved by using the matches of the available training images to supervise the generation of the novel views sampled between the training frames with color, geometry, and semantic losses. In addition, we introduce a locality preserving regularization for 3D Gaussians which removes rendering artifacts by preserving the local color structure of the scene. Evaluation on synthetic and real-world datasets demonstrates competitive or superior performance of our method in few-shot novel view synthesis compared to existing state-of-the-art methods.

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RealDiff: Real-world 3D Shape Completion using Self-Supervised Diffusion Models

Point cloud completion aims to recover the complete 3D shape of an object from partial observations. While approaches relying on synthetic shape priors achieved promising results in this domain, their applicability and generalizability to real-world data are still limited. To tackle this problem, we propose a self-supervised framework, namely RealDiff, that formulates point cloud completion as a conditional generation problem directly on real-world measurements. To better deal with noisy observations without resorting to training on synthetic data, we leverage additional geometric cues. Specifically, RealDiff simulates a diffusion process at the missing object parts while conditioning the generation on the partial input to address the multimodal nature of the task. We further regularize the training by matching object silhouettes and depth maps, predicted by our method, with the externally estimated ones. Experimental results show that our method consistently outperforms state-of-the-art methods in real-world point cloud completion.

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Ray-Distance Volume Rendering for Neural Scene Reconstruction

Existing methods in neural scene reconstruction utilize the Signed Distance Function (SDF) to model the density function. However, in indoor scenes, the density computed from the SDF for a sampled point may not consistently reflect its real importance in volume rendering, often due to the influence of neighboring objects. To tackle this issue, our work proposes a novel approach for indoor scene reconstruction, which instead parameterizes the density function with the Signed Ray Distance Function (SRDF). Firstly, the SRDF is predicted by the network and transformed to a ray-conditioned density function for volume rendering. We argue that the ray-specific SRDF only considers the surface along the camera ray, from which the derived density function is more consistent to the real occupancy than that from the SDF. Secondly, although SRDF and SDF represent different aspects of scene geometries, their values should share the same sign indicating the underlying spatial occupancy. Therefore, this work introduces a SRDF-SDF consistency loss to constrain the signs of the SRDF and SDF outputs. Thirdly, this work proposes a self-supervised visibility task, introducing the physical visibility geometry to the reconstruction task. The visibility task combines prior from predicted SRDF and SDF as pseudo labels, and contributes to generating more accurate 3D geometry. Our method implemented with different representations has been validated on indoor datasets, achieving improved performance in both reconstruction and view synthesis.

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Geometry-guided Feature Learning and Fusion for Indoor Scene Reconstruction

In addition to color and textural information, geometry provides important cues for 3D scene reconstruction. However, current reconstruction methods only include geometry at the feature level thus not fully exploiting the geometric information. In contrast, this paper proposes a novel geometry integration mechanism for 3D scene reconstruction. Our approach incorporates 3D geometry at three levels, i.e. feature learning, feature fusion, and network supervision. First, geometry-guided feature learning encodes geometric priors to contain view-dependent information. Second, a geometry-guided adaptive feature fusion is introduced which utilizes the geometric priors as a guidance to adaptively generate weights for multiple views. Third, at the supervision level, taking the consistency between 2D and 3D normals into account, a consistent 3D normal loss is designed to add local constraints. Large-scale experiments are conducted on the ScanNet dataset, showing that volumetric methods with our geometry integration mechanism outperform state-of-the-art methods quantitatively as well as qualitatively. Volumetric methods with ours also show good generalization on the 7-Scenes and TUM RGB-D datasets.

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SceneTeller: Language-to-3D Scene Generation

Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper, we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices. Our project page is available at https://sceneteller.github.io/.

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Retinex-Diffusion: On Controlling Illumination Conditions in Diffusion Models via Retinex Theory

This paper introduces a novel approach to illumination manipulation in diffusion models, addressing the gap in conditional image generation with a focus on lighting conditions. We conceptualize the diffusion model as a black-box image render and strategically decompose its energy function in alignment with the image formation model. Our method effectively separates and controls illumination-related properties during the generative process. It generates images with realistic illumination effects, including cast shadow, soft shadow, and inter-reflections. Remarkably, it achieves this without the necessity for learning intrinsic decomposition, finding directions in latent space, or undergoing additional training with new datasets.

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Relational Prior Knowledge Graphs for Detection and Instance Segmentation

Humans have a remarkable ability to perceive and reason about the world around them by understanding the relationships between objects. In this paper, we investigate the effectiveness of using such relationships for object detection and instance segmentation. To this end, we propose a Relational Prior-based Feature Enhancement Model (RP-FEM), a graph transformer that enhances object proposal features using relational priors. The proposed architecture operates on top of scene graphs obtained from initial proposals and aims to concurrently learn relational context modeling for object detection and instance segmentation. Experimental evaluations on COCO show that the utilization of scene graphs, augmented with relational priors, offer benefits for object detection and instance segmentation. RP-FEM demonstrates its capacity to suppress improbable class predictions within the image while also preventing the model from generating duplicate predictions, leading to improvements over the baseline model on which it is built.

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Intrinsic Image Decomposition Using Point Cloud Representation

The purpose of intrinsic decomposition is to separate an image into its albedo (reflective properties) and shading components (illumination properties). This is challenging because it's an ill-posed problem. Conventional approaches primarily concentrate on 2D imagery and fail to fully exploit the capabilities of 3D data representation. 3D point clouds offer a more comprehensive format for representing scenes, as they combine geometric and color information effectively. To this end, in this paper, we introduce Point Intrinsic Net (PoInt-Net), which leverages 3D point cloud data to concurrently estimate albedo and shading maps. The merits of PoInt-Net include the following aspects. First, the model is efficient, achieving consistent performance across point clouds of any size with training only required on small-scale point clouds. Second, it exhibits remarkable robustness; even when trained exclusively on datasets comprising individual objects, PoInt-Net demonstrates strong generalization to unseen objects and scenes. Third, it delivers superior accuracy over conventional 2D approaches, demonstrating enhanced performance across various metrics on different datasets. (Code Released)

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SIGNet: Intrinsic Image Decomposition by a Semantic and Invariant Gradient Driven Network for Indoor Scenes

Intrinsic image decomposition (IID) is an under-constrained problem. Therefore, traditional approaches use hand crafted priors to constrain the problem. However, these constraints are limited when coping with complex scenes. Deep learning-based approaches learn these constraints implicitly through the data, but they often suffer from dataset biases (due to not being able to include all possible imaging conditions). In this paper, a combination of the two is proposed. Component specific priors like semantics and invariant features are exploited to obtain semantically and physically plausible reflectance transitions. These transitions are used to steer a progressive CNN with implicit homogeneity constraints to decompose reflectance and shading maps. An ablation study is conducted showing that the use of the proposed priors and progressive CNN increase the IID performance. State of the art performance on both our proposed dataset and the standard real-world IIW dataset shows the effectiveness of the proposed method. Code is made available at https://github.com/Morpheus3000/SIGNet

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PIE-Net: Photometric Invariant Edge Guided Network for Intrinsic Image Decomposition

Intrinsic image decomposition is the process of recovering the image formation components (reflectance and shading) from an image. Previous methods employ either explicit priors to constrain the problem or implicit constraints as formulated by their losses (deep learning). These methods can be negatively influenced by strong illumination conditions causing shading-reflectance leakages. Therefore, in this paper, an end-to-end edge-driven hybrid CNN approach is proposed for intrinsic image decomposition. Edges correspond to illumination invariant gradients. To handle hard negative illumination transitions, a hierarchical approach is taken including global and local refinement layers. We make use of attention layers to further strengthen the learning process. An extensive ablation study and large scale experiments are conducted showing that it is beneficial for edge-driven hybrid IID networks to make use of illumination invariant descriptors and that separating global and local cues helps in improving the performance of the network. Finally, it is shown that the proposed method obtains state of the art performance and is able to generalise well to real world images. The project page with pretrained models, finetuned models and network code can be found at https://ivi.fnwi.uva.nl/cv/pienet/.

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Generative Models for Multi-Illumination Color Constancy

In this paper, the aim is multi-illumination color constancy. However, most of the existing color constancy methods are designed for single light sources. Furthermore, datasets for learning multiple illumination color constancy are largely missing. We propose a seed (physics driven) based multi-illumination color constancy method. GANs are exploited to model the illumination estimation problem as an image-to-image domain translation problem. Additionally, a novel multi-illumination data augmentation method is proposed. Experiments on single and multi-illumination datasets show that our methods outperform sota methods.

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EDEN: Multimodal Synthetic Dataset of Enclosed GarDEN Scenes

Multimodal large-scale datasets for outdoor scenes are mostly designed for urban driving problems. The scenes are highly structured and semantically different from scenarios seen in nature-centered scenes such as gardens or parks. To promote machine learning methods for nature-oriented applications, such as agriculture and gardening, we propose the multimodal synthetic dataset for Enclosed garDEN scenes (EDEN). The dataset features more than 300K images captured from more than 100 garden models. Each image is annotated with various low/high-level vision modalities, including semantic segmentation, depth, surface normals, intrinsic colors, and optical flow. Experimental results on the state-of-the-art methods for semantic segmentation and monocular depth prediction, two important tasks in computer vision, show positive impact of pre-training deep networks on our dataset for unstructured natural scenes. The dataset and related materials will be available at https://lhoangan.github.io/eden.

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