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Shengyu Huang

Publications and source records attributed to Shengyu Huang.

32 records · Page 2Linked to original sources

LoopSplat: Loop Closure by Registering 3D Gaussian Splats

Simultaneous Localization and Mapping (SLAM) based on 3D Gaussian Splats (3DGS) has recently shown promise towards more accurate, dense 3D scene maps. However, existing 3DGS-based methods fail to address the global consistency of the scene via loop closure and/or global bundle adjustment. To this end, we propose LoopSplat, which takes RGB-D images as input and performs dense mapping with 3DGS submaps and frame-to-model tracking. LoopSplat triggers loop closure online and computes relative loop edge constraints between submaps directly via 3DGS registration, leading to improvements in efficiency and accuracy over traditional global-to-local point cloud registration. It uses a robust pose graph optimization formulation and rigidly aligns the submaps to achieve global consistency. Evaluation on the synthetic Replica and real-world TUM-RGBD, ScanNet, and ScanNet++ datasets demonstrates competitive or superior tracking, mapping, and rendering compared to existing methods for dense RGB-D SLAM. Code is available at loopsplat.github.io.

cs.CV↗

DGInStyle: Domain-Generalizable Semantic Segmentation with Image Diffusion Models and Stylized Semantic Control

Large, pretrained latent diffusion models (LDMs) have demonstrated an extraordinary ability to generate creative content, specialize to user data through few-shot fine-tuning, and condition their output on other modalities, such as semantic maps. However, are they usable as large-scale data generators, e.g., to improve tasks in the perception stack, like semantic segmentation? We investigate this question in the context of autonomous driving, and answer it with a resounding "yes". We propose an efficient data generation pipeline termed DGInStyle. First, we examine the problem of specializing a pretrained LDM to semantically-controlled generation within a narrow domain. Second, we propose a Style Swap technique to endow the rich generative prior with the learned semantic control. Third, we design a Multi-resolution Latent Fusion technique to overcome the bias of LDMs towards dominant objects. Using DGInStyle, we generate a diverse dataset of street scenes, train a domain-agnostic semantic segmentation model on it, and evaluate the model on multiple popular autonomous driving datasets. Our approach consistently increases the performance of several domain generalization methods compared to the previous state-of-the-art methods. The source code and the generated dataset are available at https://dginstyle.github.io.

cs.CV↗

Repurposing Diffusion-Based Image Generators for Monocular Depth Estimation

Monocular depth estimation is a fundamental computer vision task. Recovering 3D depth from a single image is geometrically ill-posed and requires scene understanding, so it is not surprising that the rise of deep learning has led to a breakthrough. The impressive progress of monocular depth estimators has mirrored the growth in model capacity, from relatively modest CNNs to large Transformer architectures. Still, monocular depth estimators tend to struggle when presented with images with unfamiliar content and layout, since their knowledge of the visual world is restricted by the data seen during training, and challenged by zero-shot generalization to new domains. This motivates us to explore whether the extensive priors captured in recent generative diffusion models can enable better, more generalizable depth estimation. We introduce Marigold, a method for affine-invariant monocular depth estimation that is derived from Stable Diffusion and retains its rich prior knowledge. The estimator can be fine-tuned in a couple of days on a single GPU using only synthetic training data. It delivers state-of-the-art performance across a wide range of datasets, including over 20% performance gains in specific cases. Project page: https://marigoldmonodepth.github.io.

cs.CV↗

Dynamic LiDAR Re-simulation using Compositional Neural Fields

We introduce DyNFL, a novel neural field-based approach for high-fidelity re-simulation of LiDAR scans in dynamic driving scenes. DyNFL processes LiDAR measurements from dynamic environments, accompanied by bounding boxes of moving objects, to construct an editable neural field. This field, comprising separately reconstructed static background and dynamic objects, allows users to modify viewpoints, adjust object positions, and seamlessly add or remove objects in the re-simulated scene. A key innovation of our method is the neural field composition technique, which effectively integrates reconstructed neural assets from various scenes through a ray drop test, accounting for occlusions and transparent surfaces. Our evaluation with both synthetic and real-world environments demonstrates that DyNFL substantially improves dynamic scene LiDAR simulation, offering a combination of physical fidelity and flexible editing capabilities.

cs.CV↗

Living Scenes: Multi-object Relocalization and Reconstruction in Changing 3D Environments

Research into dynamic 3D scene understanding has primarily focused on short-term change tracking from dense observations, while little attention has been paid to long-term changes with sparse observations. We address this gap with MoRE, a novel approach for multi-object relocalization and reconstruction in evolving environments. We view these environments as "living scenes" and consider the problem of transforming scans taken at different points in time into a 3D reconstruction of the object instances, whose accuracy and completeness increase over time. At the core of our method lies an SE(3)-equivariant representation in a single encoder-decoder network, trained on synthetic data. This representation enables us to seamlessly tackle instance matching, registration, and reconstruction. We also introduce a joint optimization algorithm that facilitates the accumulation of point clouds originating from the same instance across multiple scans taken at different points in time. We validate our method on synthetic and real-world data and demonstrate state-of-the-art performance in both end-to-end performance and individual subtasks.

cs.CV↗

Neural LiDAR Fields for Novel View Synthesis

We present Neural Fields for LiDAR (NFL), a method to optimise a neural field scene representation from LiDAR measurements, with the goal of synthesizing realistic LiDAR scans from novel viewpoints. NFL combines the rendering power of neural fields with a detailed, physically motivated model of the LiDAR sensing process, thus enabling it to accurately reproduce key sensor behaviors like beam divergence, secondary returns, and ray dropping. We evaluate NFL on synthetic and real LiDAR scans and show that it outperforms explicit reconstruct-then-simulate methods as well as other NeRF-style methods on LiDAR novel view synthesis task. Moreover, we show that the improved realism of the synthesized views narrows the domain gap to real scans and translates to better registration and semantic segmentation performance.

cs.CV↗

Towards the Better Ranking Consistency: A Multi-task Learning Framework for Early Stage Ads Ranking

Dividing ads ranking system into retrieval, early, and final stages is a common practice in large scale ads recommendation to balance the efficiency and accuracy. The early stage ranking often uses efficient models to generate candidates out of a set of retrieved ads. The candidates are then fed into a more computationally intensive but accurate final stage ranking system to produce the final ads recommendation. As the early and final stage ranking use different features and model architectures because of system constraints, a serious ranking consistency issue arises where the early stage has a low ads recall, i.e., top ads in the final stage are ranked low in the early stage. In order to pass better ads from the early to the final stage ranking, we propose a multi-task learning framework for early stage ranking to capture multiple final stage ranking components (i.e. ads clicks and ads quality events) and their task relations. With our multi-task learning framework, we can not only achieve serving cost saving from the model consolidation, but also improve the ads recall and ranking consistency. In the online A/B testing, our framework achieves significantly higher click-through rate (CTR), conversion rate (CVR), total value and better ads-quality (e.g. reduced ads cross-out rate) in a large scale industrial ads ranking system.

cs.IR↗

Neural Fields meet Explicit Geometric Representation for Inverse Rendering of Urban Scenes

Reconstruction and intrinsic decomposition of scenes from captured imagery would enable many applications such as relighting and virtual object insertion. Recent NeRF based methods achieve impressive fidelity of 3D reconstruction, but bake the lighting and shadows into the radiance field, while mesh-based methods that facilitate intrinsic decomposition through differentiable rendering have not yet scaled to the complexity and scale of outdoor scenes. We present a novel inverse rendering framework for large urban scenes capable of jointly reconstructing the scene geometry, spatially-varying materials, and HDR lighting from a set of posed RGB images with optional depth. Specifically, we use a neural field to account for the primary rays, and use an explicit mesh (reconstructed from the underlying neural field) for modeling secondary rays that produce higher-order lighting effects such as cast shadows. By faithfully disentangling complex geometry and materials from lighting effects, our method enables photorealistic relighting with specular and shadow effects on several outdoor datasets. Moreover, it supports physics-based scene manipulations such as virtual object insertion with ray-traced shadow casting.

cs.CV↗

DEFLOW: Self-supervised 3D Motion Estimation of Debris Flow

Existing work on scene flow estimation focuses on autonomous driving and mobile robotics, while automated solutions are lacking for motion in nature, such as that exhibited by debris flows. We propose DEFLOW, a model for 3D motion estimation of debris flows, together with a newly captured dataset. We adopt a novel multi-level sensor fusion architecture and self-supervision to incorporate the inductive biases of the scene. We further adopt a multi-frame temporal processing module to enable flow speed estimation over time. Our model achieves state-of-the-art optical flow and depth estimation on our dataset, and fully automates the motion estimation for debris flows. The source code and dataset are available at project page.

cs.CV↗

Dynamic 3D Scene Analysis by Point Cloud Accumulation

Multi-beam LiDAR sensors, as used on autonomous vehicles and mobile robots, acquire sequences of 3D range scans ("frames"). Each frame covers the scene sparsely, due to limited angular scanning resolution and occlusion. The sparsity restricts the performance of downstream processes like semantic segmentation or surface reconstruction. Luckily, when the sensor moves, frames are captured from a sequence of different viewpoints. This provides complementary information and, when accumulated in a common scene coordinate frame, yields a denser sampling and a more complete coverage of the underlying 3D scene. However, often the scanned scenes contain moving objects. Points on those objects are not correctly aligned by just undoing the scanner's ego-motion. In the present paper, we explore multi-frame point cloud accumulation as a mid-level representation of 3D scan sequences, and develop a method that exploits inductive biases of outdoor street scenes, including their geometric layout and object-level rigidity. Compared to state-of-the-art scene flow estimators, our proposed approach aims to align all 3D points in a common reference frame correctly accumulating the points on the individual objects. Our approach greatly reduces the alignment errors on several benchmark datasets. Moreover, the accumulated point clouds benefit high-level tasks like surface reconstruction.

cs.CV↗

ImpliCity: City Modeling from Satellite Images with Deep Implicit Occupancy Fields

High-resolution optical satellite sensors, combined with dense stereo algorithms, have made it possible to reconstruct 3D city models from space. However, these models are, in practice, rather noisy and tend to miss small geometric features that are clearly visible in the images. We argue that one reason for the limited quality may be a too early, heuristic reduction of the triangulated 3D point cloud to an explicit height field or surface mesh. To make full use of the point cloud and the underlying images, we introduce ImpliCity, a neural representation of the 3D scene as an implicit, continuous occupancy field, driven by learned embeddings of the point cloud and a stereo pair of ortho-photos. We show that this representation enables the extraction of high-quality DSMs: with image resolution 0.5$\,$m, ImpliCity reaches a median height error of $\approx\,$0.7$\,$m and outperforms competing methods, especially w.r.t. building reconstruction, featuring intricate roof details, smooth surfaces, and straight, regular outlines.

cs.CV↗

Approximate Selection with Unreliable Comparisons in Optimal Expected Time

Given $n$ elements, an integer $k$ and a parameter $\varepsilon$, we study to select an element with rank in $(k-n\varepsilon,k+n\varepsilon]$ using unreliable comparisons where the outcome of each comparison is incorrect independently with a constant error probability, and multiple comparisons between the same pair of elements are independent. In this fault model, the fundamental problems of finding the minimum, selecting the $k$-th smallest element and sorting have been shown to require $Θ\big(n \log \frac{1}{Q}\big)$, $Θ\big(n\log \frac{\min\{k,n-k\}}{Q}\big)$ and $Θ\big(n\log \frac{n}{Q}\big)$ comparisons, respectively, to achieve success probability $1-Q$. Recently, Leucci and Liu proved that the approximate minimum selection problem ($k=0$) requires expected $Θ(\varepsilon^{-1}\log \frac{1}{Q})$ comparisons. We develop a randomized algorithm that performs expected $O(\frac{k}{n}\varepsilon^{-2} \log \frac{1}{Q})$ comparisons to achieve success probability at least $1-Q$. We also prove that any randomized algorithm with success probability at least $1-Q$ performs expected $Ω(\frac{k}{n}\varepsilon^{-2}\log \frac{1}{Q})$ comparisons. Our results indicate a clear distinction between approximating the minimum and approximating the $k$-th smallest element, which holds even for the high probability guarantee, e.g., if $k=\frac{n}{2}$ and $Q=\frac{1}{n}$, $Θ(\varepsilon^{-1}\log n)$ versus $Θ(\varepsilon^{-2}\log n)$. Moreover, if $\varepsilon=n^{-α}$ for $α\in (0,\frac{1}{2})$, the asymptotic difference is almost quadratic, i.e., $\tildeΘ(n^α)$ versus $\tildeΘ(n^{2α})$.

cs.DS↗

PREDATOR: Registration of 3D Point Clouds with Low Overlap

We introduce PREDATOR, a model for pairwise point-cloud registration with deep attention to the overlap region. Different from previous work, our model is specifically designed to handle (also) point-cloud pairs with low overlap. Its key novelty is an overlap-attention block for early information exchange between the latent encodings of the two point clouds. In this way the subsequent decoding of the latent representations into per-point features is conditioned on the respective other point cloud, and thus can predict which points are not only salient, but also lie in the overlap region between the two point clouds. The ability to focus on points that are relevant for matching greatly improves performance: PREDATOR raises the rate of successful registrations by more than 20% in the low-overlap scenario, and also sets a new state of the art for the 3DMatch benchmark with 89% registration recall.

cs.CV↗

Indoor Scene Recognition in 3D

Recognising in what type of environment one is located is an important perception task. For instance, for a robot operating in indoors it is helpful to be aware whether it is in a kitchen, a hallway or a bedroom. Existing approaches attempt to classify the scene based on 2D images or 2.5D range images. Here, we study scene recognition from 3D point cloud (or voxel) data, and show that it greatly outperforms methods based on 2D birds-eye views. Moreover, we advocate multi-task learning as a way of improving scene recognition, building on the fact that the scene type is highly correlated with the objects in the scene, and therefore with its semantic segmentation into different object classes. In a series of ablation studies, we show that successful scene recognition is not just the recognition of individual objects unique to some scene type (such as a bathtub), but depends on several different cues, including coarse 3D geometry, colour, and the (implicit) distribution of object categories. Moreover, we demonstrate that surprisingly sparse 3D data is sufficient to classify indoor scenes with good accuracy.

cs.CV↗