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Shalini De Mello

Publications and source records attributed to Shalini De Mello.

At least 19 recordsLinked to original sources

Grounded-Exo2Ego: Structured Semantic Grounding for Robust Exocentric-to-Egocentric Video Generation

Generating egocentric video from a single exocentric video is an emerging and important topic for AR/VR and physical AI. Compared with conventional novel view synthesis, exo-to-ego generation is a significantly harder task because the standard geometric conditioning becomes highly unreliable under extreme view changes and large unobservable regions. We present Grounded-Exo2Ego, a principled framework that addresses these challenges at both the architectural and data levels. Architecturally, Grounded-Exo2Ego is a dual-branch video diffusion model that couples a geometric anchoring branch, which conditions the generation on the rendering of a 3D reconstruction, with a novel semantic grounding branch, which goes beyond the prevailing geometry-based approach and improves quality by synthesizing challenging regions based on object-level context. Additionally, we found that the overlooked issue of camera-reconstruction misalignment severely undermines exo-to-ego learning. We thus introduce a camera re-localization algorithm that resolves this issue and substantially improves quality across all metrics. We further develop a fully automated synthetic data engine that generates and renders rigged 3D characters in procedurally generated environments. Evaluation on the challenging EgoExo4D dataset shows that our method outperforms recent state-of-the-art approaches by large margins across all metrics. Detailed ablations validate improvements from each of our contributions at both the data and architectural level.

cs.CV

VideoFDB: Evaluating Full-Duplex Vision-Speech Capabilities in Conversational Agents

Natural human conversation is full-duplex and audio-visual: people simultaneously speak and listen while continuously interpreting and producing nonverbal cues, such as nods, smiles, and gestures. To support successful human-agent interaction, agents must model full-duplex audiovisual conversation; however, existing full-duplex benchmarks evaluate only speech. In this work, we present VideoFDB, the first benchmark to evaluate full-duplex audio-visual-to-audio-visual (AV2AV) conversational agents. VideoFDB contributes (i) 237 dyadic clips spanning 11 nonverbal conversational dynamics from real-world video calls, (ii) a taxonomy separating perception from generation behaviors, and (iii) a rubric-based LM-as-judge evaluation framework with interpretable axes for assessing conversational quality with respect to nonverbal conversational dynamics. Across open- and closed-source vision-speech agents, we find systematic failure modes: captioning collapse and visual-stream ignorance, and we show that current systems exploit vision for explicit visual question answering but not for the streaming joint audiovisual grounding required in natural conversation. We further evaluate cascaded speech-to-avatar systems and find that their architecture fundamentally precludes the production of full-duplex nonverbal cues. As the first benchmark for full-duplex AV2AV interaction, VideoFDB establishes a foundation for systematic evaluation and, we hope, will accelerate the advancement and development of next-generation multimodal conversational agents.

cs.CV

World from Motion: Generative Dynamic Gaussian Reconstruction from Monocular Video

We present World from Motion, a method for generating freely renderable dynamic 3D Gaussian representations from monocular videos. Our approach conditions a video model on dense, pixel-aligned renderings that encode appearance, geometry, and 3D scene motion along both input and target camera trajectories to correct rendering artifacts and fill in missing regions from an initial reconstruction. To train this model, we construct a dataset of aligned multiview video pairs and dynamic 3DGS representations, with simulated artifacts characteristic of monocular reconstruction. At test time, we distill the model's generations, including newly observed regions and motions, back into a single consistent, high-quality dynamic 3DGS, improving both novel-view synthesis and the underlying 3D motion. Our method sets a new state of the art in 4D reconstruction and seamlessly generalizes to in-the-wild videos with large viewpoint changes and dynamic motions.

cs.CV

Instant Expressive Gaussian Head Avatars at Over 100 FPS

Portrait animation has witnessed tremendous quality improvements thanks to recent advances in video diffusion models. However, these 2D methods often compromise 3D consistency and speed, limiting their applicability in real-world scenarios, such as digital twins or telepresence. In contrast, 3D-aware feedforward facial animation methods -- built upon 3D representations, such as neural radiance fields or Gaussian splatting -- ensure 3D consistency and achieve faster inference speed, but come with inferior expression details. In this paper, we address this portrait animation trilemma (speed, 3D consistency, and expressiveness) and propose a pipeline that instantly converts an in-the-wild single image into a 3D-consistent, fast yet expressive animatable representation via a feed-forward encoder. Unlike previous computationally intensive global fusion mechanisms (e.g., multiple attention layers) for fusing 3D structural and animation information, our design employs an efficient lightweight local fusion strategy to achieve high animation expressivity. Furthermore, our animation representation is decoupled from the face's 3D representation and learns motion implicitly from data, eliminating the dependency on pre-defined parametric models that often constrain animation capabilities. Our method runs at 107.31 FPS for animation and pose control, representing a 3-4 order of magnitude speedup versus the state of the art while achieving comparable animation quality, thus surpassing alternative designs that trade speed for quality or vice versa.

cs.CV

Real-time 3D Visualization of Radiance Fields on Light Field Displays

Radiance fields, including their recent efficient forms such as 3D Gaussian Splatting and Sparse Voxels, have revolutionized photorealistic 3D scene visualization by enabling high-fidelity reconstruction of complex environments, making them a natural match for light field displays. However, integrating these technologies presents significant computational challenges, as light field displays require many high-resolution renderings from slightly shifted viewpoints, while radiance fields rely on computationally intensive volume rendering, which is intractable to achieve real-time speeds even with efficient scene representations. In this paper, we propose a unified and efficient framework for real-time radiance field rendering on light field displays. Rather than re-rendering each view independently, our method converts the input radiance field into shared intermediate sweeping planes that can be efficiently composited into dense light-field views in a single pass. Our method prioritizes shared, non-directional plane caching for real-time performance, trading fine view-dependent color effects for a modest increase in intermediate memory usage. Our framework generalizes across different scene representations without retraining and avoids repeated computation across views. We further demonstrate a real-time interactive application on a Looking Glass display, achieving 200+ FPS at 512p across 45 rendered views and enabling seamless, immersive 3D interactive viewing experiences. On standard benchmarks, our method achieves up to 22x speedup compared to independently rendering each view, while largely preserving image quality.

cs.GR

DyaPlex: Full-Duplex Speech-Motion Model for Dyadic Interaction

We present DyaPlex, a streaming, full-duplex speech-and-motion model designed for dyadic interaction. To capture the continuous and reciprocal nature of human communication, this full-duplex capability empowers the agent to simultaneously perceive and generate both speech and physical motion in a streaming fashion. At its core, our method leverages the strong priors of a foundational full-duplex speech model and integrates a novel motion pathway, thereby achieving fully synchronized multi-modal interaction. Specifically, we design a dual-tower Transformer architecture that preserves the zero-shot conversational reasoning of a frozen base speech model while constructing a deeply coupled, streaming motion pathway. By introducing a unified dyadic token interleaving mechanism and guiding cross-attention via a time-aligned speech-motion RoPE, our model effectively aligns autoregressive motions with rich latent speech features. Trained on the 4,000-hour Seamless Interaction dataset, our model effectively captures cross-speaker dependencies and establishes new state-of-the-art performance across both monadic and dyadic human interaction benchmarks.

cs.CV

COSY: Compositional 3DGS Synthesis for Disentangled Human Head Editing

Recent 3D Gaussian Splatting (3DGS) GANs for human heads synthesize and render photorealistic 3D models in real-time and offer a vast variety in identity and appearance. However, controlling specific semantic attributes such as hair color or glasses remains challenging, as edits in the entangled latent space often induce unintended changes in identity or appearance. Although there are several methods that aim to disentangle the latent space post training by estimating directions that only modify certain features, these methods cannot guarantee complete disentanglement and often require pre-trained classifiers. In our approach, we propose a new generator architecture that synthesizes components, such as hair, skin, glasses, and torso, completely independently. This allows for changing the latent vector for one region while keeping the remaining parts fixed. Further, we achieve this separation using only sparse information such as the hair or skin color, eliminating the requirement of segmentation masks or geometric priors, often seen in prior work. To ensure matching shape and lighting conditions during editing, we allow minimal shared information via context tokens between the independent generators. These tokens even allow us to control the shape and light, without any prior annotation. Compared to existing works on GAN-based generation and editing, our method shows better disentanglement, more precise editing control, and competitive visual quality.

cs.CV

Seeing What Matters: Generalizable AI-generated Video Detection with Forensic-Oriented Augmentation

Synthetic video generation is progressing very rapidly. The latest models can produce very realistic high-resolution videos that are virtually indistinguishable from real ones. Although several video forensic detectors have been recently proposed, they often exhibit poor generalization, which limits their applicability in a real-world scenario. Our key insight to overcome this issue is to guide the detector towards *seeing what really matters*. In fact, a well-designed forensic classifier should focus on identifying intrinsic low-level artifacts introduced by a generative architecture rather than relying on high-level semantic flaws that characterize a specific model. In this work, first, we study different generative architectures, searching and identifying discriminative features that are unbiased, robust to impairments, and shared across models. Then, we introduce a novel forensic-oriented data augmentation strategy based on the wavelet decomposition and replace specific frequency-related bands to drive the model to exploit more relevant forensic cues. Our novel training paradigm improves the generalizability of AI-generated video detectors, without the need for complex algorithms and large datasets that include multiple synthetic generators. To evaluate our approach, we train the detector using data from a single generative model and test it against videos produced by a wide range of other models. Despite its simplicity, our method achieves a significant accuracy improvement over state-of-the-art detectors and obtains excellent results even on very recent generative models, such as NOVA and FLUX.

cs.CV

Feature-based Graph Attention Networks Improve Online Continual Learning

Online continual learning for image classification is crucial for models to adapt to new data while retaining knowledge of previously learned tasks. This capability is essential to address real-world challenges involving dynamic environments and evolving data distributions. Traditional approaches predominantly employ Convolutional Neural Networks, which are limited to processing images as grids and primarily capture local patterns rather than relational information. Although the emergence of transformer architectures has improved the ability to capture relationships, these models often require significantly larger resources. In this paper, we present a novel online continual learning framework based on Graph Attention Networks (GATs), which effectively capture contextual relationships and dynamically update the task-specific representation via learned attention weights. Our approach utilizes a pre-trained feature extractor to convert images into graphs using hierarchical feature maps, representing information at varying levels of granularity. These graphs are then processed by a GAT and incorporate an enhanced global pooling strategy to improve classification performance for continual learning. In addition, we propose the rehearsal memory duplication technique that improves the representation of the previous tasks while maintaining the memory budget. Comprehensive evaluations on benchmark datasets, including SVHN, CIFAR10, CIFAR100, and MiniImageNet, demonstrate the superiority of our method compared to the state-of-the-art methods.

cs.CV

SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing

We introduce SimAvatar, a framework designed to generate simulation-ready clothed 3D human avatars from a text prompt. Current text-driven human avatar generation methods either model hair, clothing, and the human body using a unified geometry or produce hair and garments that are not easily adaptable for simulation within existing simulation pipelines. The primary challenge lies in representing the hair and garment geometry in a way that allows leveraging established prior knowledge from foundational image diffusion models (e.g., Stable Diffusion) while being simulation-ready using either physics or neural simulators. To address this task, we propose a two-stage framework that combines the flexibility of 3D Gaussians with simulation-ready hair strands and garment meshes. Specifically, we first employ three text-conditioned 3D generative models to generate garment mesh, body shape and hair strands from the given text prompt. To leverage prior knowledge from foundational diffusion models, we attach 3D Gaussians to the body mesh, garment mesh, as well as hair strands and learn the avatar appearance through optimization. To drive the avatar given a pose sequence, we first apply physics simulators onto the garment meshes and hair strands. We then transfer the motion onto 3D Gaussians through carefully designed mechanisms for each body part. As a result, our synthesized avatars have vivid texture and realistic dynamic motion. To the best of our knowledge, our method is the first to produce highly realistic, fully simulation-ready 3D avatars, surpassing the capabilities of current approaches.

cs.CV

BLADE: Single-view Body Mesh Learning through Accurate Depth Estimation

Single-image human mesh recovery is a challenging task due to the ill-posed nature of simultaneous body shape, pose, and camera estimation. Existing estimators work well on images taken from afar, but they break down as the person moves close to the camera. Moreover, current methods fail to achieve both accurate 3D pose and 2D alignment at the same time. Error is mainly introduced by inaccurate perspective projection heuristically derived from orthographic parameters. To resolve this long-standing challenge, we present our method BLADE which accurately recovers perspective parameters from a single image without heuristic assumptions. We start from the inverse relationship between perspective distortion and the person's Z-translation Tz, and we show that Tz can be reliably estimated from the image. We then discuss the important role of Tz for accurate human mesh recovery estimated from close-range images. Finally, we show that, once Tz and the 3D human mesh are estimated, one can accurately recover the focal length and full 3D translation. Extensive experiments on standard benchmarks and real-world close-range images show that our method is the first to accurately recover projection parameters from a single image, and consequently attain state-of-the-art accuracy on 3D pose estimation and 2D alignment for a wide range of images. https://research.nvidia.com/labs/amri/projects/blade/

cs.CV

Coherent3D: Coherent 3D Portrait Video Reconstruction via Triplane Fusion

Recent breakthroughs in single-image 3D portrait reconstruction have enabled telepresence systems to stream 3D portrait videos from a single camera in real-time, democratizing telepresence. However, per-frame 3D reconstruction exhibits temporal inconsistency and forgets the user's appearance. On the other hand, self-reenactment methods can render coherent 3D portraits by driving a 3D avatar built from a single reference image, but fail to faithfully preserve the user's per-frame appearance (e.g., instantaneous facial expression and lighting). As a result, none of these two frameworks is an ideal solution for democratized 3D telepresence. In this work, we address this dilemma and propose a novel solution that maintains both coherent identity and dynamic per-frame appearance to enable the best possible realism. To this end, we propose a new fusion-based method that takes the best of both worlds by fusing a canonical 3D prior from a reference view with dynamic appearance from per-frame input views, producing temporally stable 3D videos with faithful reconstruction of the user's per-frame appearance. Trained only using synthetic data produced by an expression-conditioned 3D GAN, our encoder-based method achieves both state-of-the-art 3D reconstruction and temporal consistency on in-studio and in-the-wild datasets. https://research.nvidia.com/labs/amri/projects/coherent3d

cs.CV

QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos

Online free-viewpoint video (FVV) streaming is a challenging problem, which is relatively under-explored. It requires incremental on-the-fly updates to a volumetric representation, fast training and rendering to satisfy real-time constraints and a small memory footprint for efficient transmission. If achieved, it can enhance user experience by enabling novel applications, e.g., 3D video conferencing and live volumetric video broadcast, among others. In this work, we propose a novel framework for QUantized and Efficient ENcoding (QUEEN) for streaming FVV using 3D Gaussian Splatting (3D-GS). QUEEN directly learns Gaussian attribute residuals between consecutive frames at each time-step without imposing any structural constraints on them, allowing for high quality reconstruction and generalizability. To efficiently store the residuals, we further propose a quantization-sparsity framework, which contains a learned latent-decoder for effectively quantizing attribute residuals other than Gaussian positions and a learned gating module to sparsify position residuals. We propose to use the Gaussian viewspace gradient difference vector as a signal to separate the static and dynamic content of the scene. It acts as a guide for effective sparsity learning and speeds up training. On diverse FVV benchmarks, QUEEN outperforms the state-of-the-art online FVV methods on all metrics. Notably, for several highly dynamic scenes, it reduces the model size to just 0.7 MB per frame while training in under 5 sec and rendering at 350 FPS. Project website is at https://research.nvidia.com/labs/amri/projects/queen

cs.CV

Avatar Fingerprinting for Authorized Use of Synthetic Talking-Head Videos

Modern avatar generators allow anyone to synthesize photorealistic real-time talking avatars, ushering in a new era of avatar-based human communication, such as with immersive AR/VR interactions or videoconferencing with limited bandwidths. Their safe adoption, however, requires a mechanism to verify if the rendered avatar is trustworthy: does it use the appearance of an individual without their consent? We term this task avatar fingerprinting. To tackle it, we first introduce a large-scale dataset of real and synthetic videos of people interacting on a video call, where the synthetic videos are generated using the facial appearance of one person and the expressions of another. We verify the identity driving the expressions in a synthetic video, by learning motion signatures that are independent of the facial appearance shown. Our solution, the first in this space, achieves an average AUC of 0.85. Critical to its practical use, it also generalizes to new generators never seen in training (average AUC of 0.83). The proposed dataset and other resources can be found at: https://research.nvidia.com/labs/nxp/avatar-fingerprinting/.

cs.CV

A Unified Approach for Text- and Image-guided 4D Scene Generation

Large-scale diffusion generative models are greatly simplifying image, video and 3D asset creation from user-provided text prompts and images. However, the challenging problem of text-to-4D dynamic 3D scene generation with diffusion guidance remains largely unexplored. We propose Dream-in-4D, which features a novel two-stage approach for text-to-4D synthesis, leveraging (1) 3D and 2D diffusion guidance to effectively learn a high-quality static 3D asset in the first stage; (2) a deformable neural radiance field that explicitly disentangles the learned static asset from its deformation, preserving quality during motion learning; and (3) a multi-resolution feature grid for the deformation field with a displacement total variation loss to effectively learn motion with video diffusion guidance in the second stage. Through a user preference study, we demonstrate that our approach significantly advances image and motion quality, 3D consistency and text fidelity for text-to-4D generation compared to baseline approaches. Thanks to its motion-disentangled representation, Dream-in-4D can also be easily adapted for controllable generation where appearance is defined by one or multiple images, without the need to modify the motion learning stage. Thus, our method offers, for the first time, a unified approach for text-to-4D, image-to-4D and personalized 4D generation tasks.

cs.CV

Coherent 3D Portrait Video Reconstruction via Triplane Fusion

Recent breakthroughs in single-image 3D portrait reconstruction have enabled telepresence systems to stream 3D portrait videos from a single camera in real-time, potentially democratizing telepresence. However, per-frame 3D reconstruction exhibits temporal inconsistency and forgets the user's appearance. On the other hand, self-reenactment methods can render coherent 3D portraits by driving a personalized 3D prior, but fail to faithfully reconstruct the user's per-frame appearance (e.g., facial expressions and lighting). In this work, we recognize the need to maintain both coherent identity and dynamic per-frame appearance to enable the best possible realism. To this end, we propose a new fusion-based method that fuses a personalized 3D subject prior with per-frame information, producing temporally stable 3D videos with faithful reconstruction of the user's per-frame appearances. Trained only using synthetic data produced by an expression-conditioned 3D GAN, our encoder-based method achieves both state-of-the-art 3D reconstruction accuracy and temporal consistency on in-studio and in-the-wild datasets.

cs.CV

GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning

Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

cs.CV

RegionGPT: Towards Region Understanding Vision Language Model

Vision language models (VLMs) have experienced rapid advancements through the integration of large language models (LLMs) with image-text pairs, yet they struggle with detailed regional visual understanding due to limited spatial awareness of the vision encoder, and the use of coarse-grained training data that lacks detailed, region-specific captions. To address this, we introduce RegionGPT (short as RGPT), a novel framework designed for complex region-level captioning and understanding. RGPT enhances the spatial awareness of regional representation with simple yet effective modifications to existing visual encoders in VLMs. We further improve performance on tasks requiring a specific output scope by integrating task-guided instruction prompts during both training and inference phases, while maintaining the model's versatility for general-purpose tasks. Additionally, we develop an automated region caption data generation pipeline, enriching the training set with detailed region-level captions. We demonstrate that a universal RGPT model can be effectively applied and significantly enhancing performance across a range of region-level tasks, including but not limited to complex region descriptions, reasoning, object classification, and referring expressions comprehension.

cs.CV