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Shenlong Wang

Publications and source records attributed to Shenlong Wang.

At least 37 records · Page 2Linked to original sources

Demeter: A Parametric Model of Crop Plant Morphology from the Real World

Learning 3D parametric shape models of objects has gained popularity in vision and graphics and has showed broad utility in 3D reconstruction, generation, understanding, and simulation. While powerful models exist for humans and animals, equally expressive approaches for modeling plants are lacking. In this work, we present Demeter, a data-driven parametric model that encodes key factors of a plant morphology, including topology, shape, articulation, and deformation into a compact learned representation. Unlike previous parametric models, Demeter handles varying shape topology across various species and models three sources of shape variation: articulation, subcomponent shape variation, and non-rigid deformation. To advance crop plant modeling, we collected a large-scale, ground-truthed dataset from a soybean farm as a testbed. Experiments show that Demeter effectively synthesizes shapes, reconstructs structures, and simulates biophysical processes. Code and data is available at https://tianhang-cheng.github.io/Demeter/.

cs.CV↗

HoloScene: Simulation-Ready Interactive 3D Worlds from a Single Video

Digitizing the physical world into accurate simulation-ready virtual environments offers significant opportunities in a variety of fields such as augmented and virtual reality, gaming, and robotics. However, current 3D reconstruction and scene-understanding methods commonly fall short in one or more critical aspects, such as geometry completeness, object interactivity, physical plausibility, photorealistic rendering, or realistic physical properties for reliable dynamic simulation. To address these limitations, we introduce HoloScene, a novel interactive 3D reconstruction framework that simultaneously achieves these requirements. HoloScene leverages a comprehensive interactive scene-graph representation, encoding object geometry, appearance, and physical properties alongside hierarchical and inter-object relationships. Reconstruction is formulated as an energy-based optimization problem, integrating observational data, physical constraints, and generative priors into a unified, coherent objective. Optimization is efficiently performed via a hybrid approach combining sampling-based exploration with gradient-based refinement. The resulting digital twins exhibit complete and precise geometry, physical stability, and realistic rendering from novel viewpoints. Evaluations conducted on multiple benchmark datasets demonstrate superior performance, while practical use-cases in interactive gaming and real-time digital-twin manipulation illustrate HoloScene's broad applicability and effectiveness. Project page: https://xiahongchi.github.io/HoloScene.

cs.CV↗

Human-like Navigation in a World Built for Humans

When navigating in a man-made environment they haven't visited before--like an office building--humans employ behaviors such as reading signs and asking others for directions. These behaviors help humans reach their destinations efficiently by reducing the need to search through large areas. Existing robot navigation systems lack the ability to execute such behaviors and are thus highly inefficient at navigating within large environments. We present ReasonNav, a modular navigation system which integrates these human-like navigation skills by leveraging the reasoning capabilities of a vision-language model (VLM). We design compact input and output abstractions based on navigation landmarks, allowing the VLM to focus on language understanding and reasoning. We evaluate ReasonNav on real and simulated navigation tasks and show that the agent successfully employs higher-order reasoning to navigate efficiently in large, complex buildings.

cs.RO↗

AD-GS: Object-Aware B-Spline Gaussian Splatting for Self-Supervised Autonomous Driving

Modeling and rendering dynamic urban driving scenes is crucial for self-driving simulation. Current high-quality methods typically rely on costly manual object tracklet annotations, while self-supervised approaches fail to capture dynamic object motions accurately and decompose scenes properly, resulting in rendering artifacts. We introduce AD-GS, a novel self-supervised framework for high-quality free-viewpoint rendering of driving scenes from a single log. At its core is a novel learnable motion model that integrates locality-aware B-spline curves with global-aware trigonometric functions, enabling flexible yet precise dynamic object modeling. Rather than requiring comprehensive semantic labeling, AD-GS automatically segments scenes into objects and background with the simplified pseudo 2D segmentation, representing objects using dynamic Gaussians and bidirectional temporal visibility masks. Further, our model incorporates visibility reasoning and physically rigid regularization to enhance robustness. Extensive evaluations demonstrate that our annotation-free model significantly outperforms current state-of-the-art annotation-free methods and is competitive with annotation-dependent approaches.

cs.CV↗

InvRGB+L: Inverse Rendering of Complex Scenes with Unified Color and LiDAR Reflectance Modeling

We present InvRGB+L, a novel inverse rendering model that reconstructs large, relightable, and dynamic scenes from a single RGB+LiDAR sequence. Conventional inverse graphics methods rely primarily on RGB observations and use LiDAR mainly for geometric information, often resulting in suboptimal material estimates due to visible light interference. We find that LiDAR's intensity values-captured with active illumination in a different spectral range-offer complementary cues for robust material estimation under variable lighting. Inspired by this, InvRGB+L leverages LiDAR intensity cues to overcome challenges inherent in RGB-centric inverse graphics through two key innovations: (1) a novel physics-based LiDAR shading model and (2) RGB-LiDAR material consistency losses. The model produces novel-view RGB and LiDAR renderings of urban and indoor scenes and supports relighting, night simulations, and dynamic object insertions, achieving results that surpass current state-of-the-art methods in both scene-level urban inverse rendering and LiDAR simulation.

cs.CV↗

Controllable Weather Synthesis and Removal with Video Diffusion Models

Generating realistic and controllable weather effects in videos is valuable for many applications. Physics-based weather simulation requires precise reconstructions that are hard to scale to in-the-wild videos, while current video editing often lacks realism and control. In this work, we introduce WeatherWeaver, a video diffusion model that synthesizes diverse weather effects -- including rain, snow, fog, and clouds -- directly into any input video without the need for 3D modeling. Our model provides precise control over weather effect intensity and supports blending various weather types, ensuring both realism and adaptability. To overcome the scarcity of paired training data, we propose a novel data strategy combining synthetic videos, generative image editing, and auto-labeled real-world videos. Extensive evaluations show that our method outperforms state-of-the-art methods in weather simulation and removal, providing high-quality, physically plausible, and scene-identity-preserving results over various real-world videos.

cs.GR↗

Map Space Belief Prediction for Manipulation-Enhanced Mapping

Searching for objects in cluttered environments requires selecting efficient viewpoints and manipulation actions to remove occlusions and reduce uncertainty in object locations, shapes, and categories. In this work, we address the problem of manipulation-enhanced semantic mapping, where a robot has to efficiently identify all objects in a cluttered shelf. Although Partially Observable Markov Decision Processes~(POMDPs) are standard for decision-making under uncertainty, representing unstructured interactive worlds remains challenging in this formalism. To tackle this, we define a POMDP whose belief is summarized by a metric-semantic grid map and propose a novel framework that uses neural networks to perform map-space belief updates to reason efficiently and simultaneously about object geometries, locations, categories, occlusions, and manipulation physics. Further, to enable accurate information gain analysis, the learned belief updates should maintain calibrated estimates of uncertainty. Therefore, we propose Calibrated Neural-Accelerated Belief Updates (CNABUs) to learn a belief propagation model that generalizes to novel scenarios and provides confidence-calibrated predictions for unknown areas. Our experiments show that our novel POMDP planner improves map completeness and accuracy over existing methods in challenging simulations and successfully transfers to real-world cluttered shelves in zero-shot fashion.

cs.RO↗

VoxelSplat: Dynamic Gaussian Splatting as an Effective Loss for Occupancy and Flow Prediction

Recent advancements in camera-based occupancy prediction have focused on the simultaneous prediction of 3D semantics and scene flow, a task that presents significant challenges due to specific difficulties, e.g., occlusions and unbalanced dynamic environments. In this paper, we analyze these challenges and their underlying causes. To address them, we propose a novel regularization framework called VoxelSplat. This framework leverages recent developments in 3D Gaussian Splatting to enhance model performance in two key ways: (i) Enhanced Semantics Supervision through 2D Projection: During training, our method decodes sparse semantic 3D Gaussians from 3D representations and projects them onto the 2D camera view. This provides additional supervision signals in the camera-visible space, allowing 2D labels to improve the learning of 3D semantics. (ii) Scene Flow Learning: Our framework uses the predicted scene flow to model the motion of Gaussians, and is thus able to learn the scene flow of moving objects in a self-supervised manner using the labels of adjacent frames. Our method can be seamlessly integrated into various existing occupancy models, enhancing performance without increasing inference time. Extensive experiments on benchmark datasets demonstrate the effectiveness of VoxelSplat in improving the accuracy of both semantic occupancy and scene flow estimation. The project page and codes are available at https://zzy816.github.io/VoxelSplat-Demo/.

cs.CV↗

DRAWER: Digital Reconstruction and Articulation With Environment Realism

Creating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications.

cs.CV↗

Task-Parameter Nexus: Task-Specific Parameter Learning for Model-Based Control

This paper presents the Task-Parameter Nexus (TPN), a learning-based approach for online determination of the (near-)optimal control parameters of model-based controllers (MBCs) for tracking tasks. In TPN, a deep neural network is introduced to predict the control parameters for any given tracking task at runtime, especially when optimal parameters for new tasks are not immediately available. To train this network, we constructed a trajectory bank with various speeds and curvatures that represent different motion characteristics. Then, for each trajectory in the bank, we auto-tune the optimal control parameters offline and use them as the corresponding ground truth. With this dataset, the TPN is trained by supervised learning. We evaluated the TPN on the quadrotor platform. In simulation experiments, it is shown that the TPN can predict near-optimal control parameters for a spectrum of tracking tasks, demonstrating its robust generalization capabilities to unseen tasks.

cs.RO↗

Uni4D: Unifying Visual Foundation Models for 4D Modeling from a Single Video

This paper presents a unified approach to understanding dynamic scenes from casual videos. Large pretrained vision foundation models, such as vision-language, video depth prediction, motion tracking, and segmentation models, offer promising capabilities. However, training a single model for comprehensive 4D understanding remains challenging. We introduce Uni4D, a multi-stage optimization framework that harnesses multiple pretrained models to advance dynamic 3D modeling, including static/dynamic reconstruction, camera pose estimation, and dense 3D motion tracking. Our results show state-of-the-art performance in dynamic 4D modeling with superior visual quality. Notably, Uni4D requires no retraining or fine-tuning, highlighting the effectiveness of repurposing visual foundation models for 4D understanding.

cs.CV↗

PhysGen3D: Crafting a Miniature Interactive World from a Single Image

Envisioning physically plausible outcomes from a single image requires a deep understanding of the world's dynamics. To address this, we introduce PhysGen3D, a novel framework that transforms a single image into an amodal, camera-centric, interactive 3D scene. By combining advanced image-based geometric and semantic understanding with physics-based simulation, PhysGen3D creates an interactive 3D world from a static image, enabling us to "imagine" and simulate future scenarios based on user input. At its core, PhysGen3D estimates 3D shapes, poses, physical and lighting properties of objects, thereby capturing essential physical attributes that drive realistic object interactions. This framework allows users to specify precise initial conditions, such as object speed or material properties, for enhanced control over generated video outcomes. We evaluate PhysGen3D's performance against closed-source state-of-the-art (SOTA) image-to-video models, including Pika, Kling, and Gen-3, showing PhysGen3D's capacity to generate videos with realistic physics while offering greater flexibility and fine-grained control. Our results show that PhysGen3D achieves a unique balance of photorealism, physical plausibility, and user-driven interactivity, opening new possibilities for generating dynamic, physics-grounded video from an image.

cs.CV↗

PhysTwin: Physics-Informed Reconstruction and Simulation of Deformable Objects from Videos

Creating a physical digital twin of a real-world object has immense potential in robotics, content creation, and XR. In this paper, we present PhysTwin, a novel framework that uses sparse videos of dynamic objects under interaction to produce a photo- and physically realistic, real-time interactive virtual replica. Our approach centers on two key components: (1) a physics-informed representation that combines spring-mass models for realistic physical simulation, generative shape models for geometry, and Gaussian splats for rendering; and (2) a novel multi-stage, optimization-based inverse modeling framework that reconstructs complete geometry, infers dense physical properties, and replicates realistic appearance from videos. Our method integrates an inverse physics framework with visual perception cues, enabling high-fidelity reconstruction even from partial, occluded, and limited viewpoints. PhysTwin supports modeling various deformable objects, including ropes, stuffed animals, cloth, and delivery packages. Experiments show that PhysTwin outperforms competing methods in reconstruction, rendering, future prediction, and simulation under novel interactions. We further demonstrate its applications in interactive real-time simulation and model-based robotic motion planning.

cs.CV↗

IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range Images

Inverse rendering seeks to recover 3D geometry, surface material, and lighting from captured images, enabling advanced applications such as novel-view synthesis, relighting, and virtual object insertion. However, most existing techniques rely on high dynamic range (HDR) images as input, limiting accessibility for general users. In response, we introduce IRIS, an inverse rendering framework that recovers the physically based material, spatially-varying HDR lighting, and camera response functions from multi-view, low-dynamic-range (LDR) images. By eliminating the dependence on HDR input, we make inverse rendering technology more accessible. We evaluate our approach on real-world and synthetic scenes and compare it with state-of-the-art methods. Our results show that IRIS effectively recovers HDR lighting, accurate material, and plausible camera response functions, supporting photorealistic relighting and object insertion.

cs.CV↗

LIFe-GoM: Generalizable Human Rendering with Learned Iterative Feedback Over Multi-Resolution Gaussians-on-Mesh

Generalizable rendering of an animatable human avatar from sparse inputs relies on data priors and inductive biases extracted from training on large data to avoid scene-specific optimization and to enable fast reconstruction. This raises two main challenges: First, unlike iterative gradient-based adjustment in scene-specific optimization, generalizable methods must reconstruct the human shape representation in a single pass at inference time. Second, rendering is preferably computationally efficient yet of high resolution. To address both challenges we augment the recently proposed dual shape representation, which combines the benefits of a mesh and Gaussian points, in two ways. To improve reconstruction, we propose an iterative feedback update framework, which successively improves the canonical human shape representation during reconstruction. To achieve computationally efficient yet high-resolution rendering, we study a coupled-multi-resolution Gaussians-on-Mesh representation. We evaluate the proposed approach on the challenging THuman2.0, XHuman and AIST++ data. Our approach reconstructs an animatable representation from sparse inputs in less than 1s, renders views with 95.1FPS at $1024 \times 1024$, and achieves PSNR/LPIPS*/FID of 24.65/110.82/51.27 on THuman2.0, outperforming the state-of-the-art in rendering quality.

cs.CV↗

UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video

We present UrbanIR (Urban Scene Inverse Rendering), a new inverse graphics model that enables realistic, free-viewpoint renderings of scenes under various lighting conditions with a single video. It accurately infers shape, albedo, visibility, and sun and sky illumination from wide-baseline videos, such as those from car-mounted cameras, differing from NeRF's dense view settings. In this context, standard methods often yield subpar geometry and material estimates, such as inaccurate roof representations and numerous 'floaters'. UrbanIR addresses these issues with novel losses that reduce errors in inverse graphics inference and rendering artifacts. Its techniques allow for precise shadow volume estimation in the original scene. The model's outputs support controllable editing, enabling photorealistic free-viewpoint renderings of night simulations, relit scenes, and inserted objects, marking a significant improvement over existing state-of-the-art methods.

cs.CV↗

AutoVFX: Physically Realistic Video Editing from Natural Language Instructions

Modern visual effects (VFX) software has made it possible for skilled artists to create imagery of virtually anything. However, the creation process remains laborious, complex, and largely inaccessible to everyday users. In this work, we present AutoVFX, a framework that automatically creates realistic and dynamic VFX videos from a single video and natural language instructions. By carefully integrating neural scene modeling, LLM-based code generation, and physical simulation, AutoVFX is able to provide physically-grounded, photorealistic editing effects that can be controlled directly using natural language instructions. We conduct extensive experiments to validate AutoVFX's efficacy across a diverse spectrum of videos and instructions. Quantitative and qualitative results suggest that AutoVFX outperforms all competing methods by a large margin in generative quality, instruction alignment, editing versatility, and physical plausibility.

cs.CV↗

RoboEXP: Action-Conditioned Scene Graph via Interactive Exploration for Robotic Manipulation

We introduce the novel task of interactive scene exploration, wherein robots autonomously explore environments and produce an action-conditioned scene graph (ACSG) that captures the structure of the underlying environment. The ACSG accounts for both low-level information (geometry and semantics) and high-level information (action-conditioned relationships between different entities) in the scene. To this end, we present the Robotic Exploration (RoboEXP) system, which incorporates the Large Multimodal Model (LMM) and an explicit memory design to enhance our system's capabilities. The robot reasons about what and how to explore an object, accumulating new information through the interaction process and incrementally constructing the ACSG. Leveraging the constructed ACSG, we illustrate the effectiveness and efficiency of our RoboEXP system in facilitating a wide range of real-world manipulation tasks involving rigid, articulated objects, nested objects, and deformable objects.

cs.RO↗