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Torsten Sattler

Publications and source records attributed to Torsten Sattler.

At least 37 records · Page 2Linked to original sources

Is there anything left? Measuring semantic residuals of objects removed from 3D Gaussian Splatting

Searching in and editing 3D scenes has become extremely intuitive with trainable scene representations that allow linking human concepts to elements in the scene. These operations are often evaluated on the basis of how accurately the searched element is segmented or extracted from the scene. In this paper, we address the inverse problem, that is, how much of the searched element remains in the scene after it is removed. This question is particularly important in the context of privacy-preserving mapping when a user reconstructs a 3D scene and wants to remove private elements before sharing the map. To the best of our knowledge, this is the first work to address this question. To answer this, we propose a quantitative evaluation that measures whether a removal operation leaves object residuals that can be reasoned over. The scene is not private when such residuals are present. Experiments on state-of-the-art scene representations show that the proposed metrics are meaningful and consistent with the user study that we also present. We also propose a method to refine the removal based on spatial and semantic consistency.

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Obfuscation Based Privacy Preserving Representations are Recoverable Using Neighborhood Information

Rapid growth in the popularity of AR/VR/MR applications and cloud-based visual localization systems has given rise to an increased focus on the privacy of user content in the localization process. This privacy concern has been further escalated by the ability of deep neural networks to recover detailed images of a scene from a sparse set of 3D or 2D points and their descriptors - the so-called inversion attacks. Research on privacy-preserving localization has therefore focused on preventing these inversion attacks on both the query image keypoints and the 3D points of the scene map. To this end, several geometry obfuscation techniques that lift points to higher-dimensional spaces, i.e., lines or planes, or that swap coordinates between points % have been proposed. In this paper, we point to a common weakness of these obfuscations that allows to recover approximations of the original point positions under the assumption of known neighborhoods. We further show that these neighborhoods can be computed by learning to identify descriptors that co-occur in neighborhoods. Extensive experiments show that our approach for point recovery is practically applicable to all existing geometric obfuscation schemes. Our results show that these schemes should not be considered privacy-preserving, even though they are claimed to be privacy-preserving. Code will be available at https://github.com/kunalchelani/RecoverPointsNeighborhood.

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EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting

With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.

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WildGaussians: 3D Gaussian Splatting in the Wild

While the field of 3D scene reconstruction is dominated by NeRFs due to their photorealistic quality, 3D Gaussian Splatting (3DGS) has recently emerged, offering similar quality with real-time rendering speeds. However, both methods primarily excel with well-controlled 3D scenes, while in-the-wild data - characterized by occlusions, dynamic objects, and varying illumination - remains challenging. NeRFs can adapt to such conditions easily through per-image embedding vectors, but 3DGS struggles due to its explicit representation and lack of shared parameters. To address this, we introduce WildGaussians, a novel approach to handle occlusions and appearance changes with 3DGS. By leveraging robust DINO features and integrating an appearance modeling module within 3DGS, our method achieves state-of-the-art results. We demonstrate that WildGaussians matches the real-time rendering speed of 3DGS while surpassing both 3DGS and NeRF baselines in handling in-the-wild data, all within a simple architectural framework.

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Combining Absolute and Semi-Generalized Relative Poses for Visual Localization

Visual localization is the problem of estimating the camera pose of a given query image within a known scene. Most state-of-the-art localization approaches follow the structure-based paradigm and use 2D-3D matches between pixels in a query image and 3D points in the scene for pose estimation. These approaches assume an accurate 3D model of the scene, which might not always be available, especially if only a few images are available to compute the scene representation. In contrast, structure-less methods rely on 2D-2D matches and do not require any 3D scene model. However, they are also less accurate than structure-based methods. Although one prior work proposed to combine structure-based and structure-less pose estimation strategies, its practical relevance has not been shown. We analyze combining structure-based and structure-less strategies while exploring how to select between poses obtained from 2D-2D and 2D-3D matches, respectively. We show that combining both strategies improves localization performance in multiple practically relevant scenarios.

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Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes

Recently, 3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis results, while allowing the rendering of high-resolution images in real-time. However, leveraging 3D Gaussians for surface reconstruction poses significant challenges due to the explicit and disconnected nature of 3D Gaussians. In this work, we present Gaussian Opacity Fields (GOF), a novel approach for efficient, high-quality, and adaptive surface reconstruction in unbounded scenes. Our GOF is derived from ray-tracing-based volume rendering of 3D Gaussians, enabling direct geometry extraction from 3D Gaussians by identifying its levelset, without resorting to Poisson reconstruction or TSDF fusion as in previous work. We approximate the surface normal of Gaussians as the normal of the ray-Gaussian intersection plane, enabling the application of regularization that significantly enhances geometry. Furthermore, we develop an efficient geometry extraction method utilizing Marching Tetrahedra, where the tetrahedral grids are induced from 3D Gaussians and thus adapt to the scene's complexity. Our evaluations reveal that GOF surpasses existing 3DGS-based methods in surface reconstruction and novel view synthesis. Further, it compares favorably to or even outperforms, neural implicit methods in both quality and speed.

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P1AC: Revisiting Absolute Pose From a Single Affine Correspondence

Affine correspondences have traditionally been used to improve feature matching over wide baselines. While recent work has successfully used affine correspondences to solve various relative camera pose estimation problems, less attention has been given to their use in absolute pose estimation. We introduce the first general solution to the problem of estimating the pose of a calibrated camera given a single observation of an oriented point and an affine correspondence. The advantage of our approach (P1AC) is that it requires only a single correspondence, in comparison to the traditional point-based approach (P3P), significantly reducing the combinatorics in robust estimation. P1AC provides a general solution that removes restrictive assumptions made in prior work and is applicable to large-scale image-based localization. We propose a minimal solution to the P1AC problem and evaluate our novel solver on synthetic data, showing its numerical stability and performance under various types of noise. On standard image-based localization benchmarks we show that P1AC achieves more accurate results than the widely used P3P algorithm. Code for our method is available at https://github.com/jonathanventura/P1AC/ .

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Self-supervised Learning of Neural Implicit Feature Fields for Camera Pose Refinement

Visual localization techniques rely upon some underlying scene representation to localize against. These representations can be explicit such as 3D SFM map or implicit, such as a neural network that learns to encode the scene. The former requires sparse feature extractors and matchers to build the scene representation. The latter might lack geometric grounding not capturing the 3D structure of the scene well enough. This paper proposes to jointly learn the scene representation along with a 3D dense feature field and a 2D feature extractor whose outputs are embedded in the same metric space. Through a contrastive framework we align this volumetric field with the image-based extractor and regularize the latter with a ranking loss from learned surface information. We learn the underlying geometry of the scene with an implicit field through volumetric rendering and design our feature field to leverage intermediate geometric information encoded in the implicit field. The resulting features are discriminative and robust to viewpoint change while maintaining rich encoded information. Visual localization is then achieved by aligning the image-based features and the rendered volumetric features. We show the effectiveness of our approach on real-world scenes, demonstrating that our approach outperforms prior and concurrent work on leveraging implicit scene representations for localization.

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The Unreasonable Effectiveness of Pre-Trained Features for Camera Pose Refinement

Pose refinement is an interesting and practically relevant research direction. Pose refinement can be used to (1) obtain a more accurate pose estimate from an initial prior (e.g., from retrieval), (2) as pre-processing, i.e., to provide a better starting point to a more expensive pose estimator, (3) as post-processing of a more accurate localizer. Existing approaches focus on learning features / scene representations for the pose refinement task. This involves training an implicit scene representation or learning features while optimizing a camera pose-based loss. A natural question is whether training specific features / representations is truly necessary or whether similar results can be already achieved with more generic features. In this work, we present a simple approach that combines pre-trained features with a particle filter and a renderable representation of the scene. Despite its simplicity, it achieves state-of-the-art results, demonstrating that one can easily build a pose refiner without the need for specific training. The code is at https://github.com/ga1i13o/mcloc_poseref

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Interaction Replica: Tracking Human-Object Interaction and Scene Changes From Human Motion

Our world is not static and humans naturally cause changes in their environments through interactions, e.g., opening doors or moving furniture. Modeling changes caused by humans is essential for building digital twins, e.g., in the context of shared physical-virtual spaces (metaverses) and robotics. In order for widespread adoption of such emerging applications, the sensor setup used to capture the interactions needs to be inexpensive and easy-to-use for non-expert users. I.e., interactions should be captured and modeled by simple ego-centric sensors such as a combination of cameras and IMU sensors, not relying on any external cameras or object trackers. Yet, to the best of our knowledge, no work tackling the challenging problem of modeling human-scene interactions via such an ego-centric sensor setup exists. This paper closes this gap in the literature by developing a novel approach that combines visual localization of humans in the scene with contact-based reasoning about human-scene interactions from IMU data. Interestingly, we can show that even without visual observations of the interactions, human-scene contacts and interactions can be realistically predicted from human pose sequences. Our method, iReplica (Interaction Replica), is an essential first step towards the egocentric capture of human interactions and modeling of dynamic scenes, which is required for future AR/VR applications in immersive virtual universes and for training machines to behave like humans. Our code, data and model are available on our project page at http://virtualhumans.mpi-inf.mpg.de/ireplica/

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Has Anything Changed? 3D Change Detection by 2D Segmentation Masks

As capturing devices become common, 3D scans of interior spaces are acquired on a daily basis. Through scene comparison over time, information about objects in the scene and their changes is inferred. This information is important for robots and AR and VR devices, in order to operate in an immersive virtual experience. We thus propose an unsupervised object discovery method that identifies added, moved, or removed objects without any prior knowledge of what objects exist in the scene. We model this problem as a combination of a 3D change detection and a 2D segmentation task. Our algorithm leverages generic 2D segmentation masks to refine an initial but incomplete set of 3D change detections. The initial changes, acquired through render-and-compare likely correspond to movable objects. The incomplete detections are refined through graph optimization, distilling the information of the 2D segmentation masks in the 3D space. Experiments on the 3Rscan dataset prove that our method outperforms competitive baselines, with SoTA results.

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Mip-Splatting: Alias-free 3D Gaussian Splatting

Recently, 3D Gaussian Splatting has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, \eg, by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter which constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views, eliminating high-frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our evaluation, including scenarios such a training on single-scale images and testing on multiple scales, validates the effectiveness of our approach.

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Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra

Neural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to point-based representations, our approach achieves better performance. The source code is publicly available at: https://jkulhanek.com/tetra-nerf.

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Deep Visual Geo-localization Benchmark

In this paper, we propose a new open-source benchmarking framework for Visual Geo-localization (VG) that allows to build, train, and test a wide range of commonly used architectures, with the flexibility to change individual components of a geo-localization pipeline. The purpose of this framework is twofold: i) gaining insights into how different components and design choices in a VG pipeline impact the final results, both in terms of performance (recall@N metric) and system requirements (such as execution time and memory consumption); ii) establish a systematic evaluation protocol for comparing different methods. Using the proposed framework, we perform a large suite of experiments which provide criteria for choosing backbone, aggregation and negative mining depending on the use-case and requirements. We also assess the impact of engineering techniques like pre/post-processing, data augmentation and image resizing, showing that better performance can be obtained through somewhat simple procedures: for example, downscaling the images' resolution to 80% can lead to similar results with a 36% savings in extraction time and dataset storage requirement. Code and trained models are available at https://deep-vg-bench.herokuapp.com/.

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Privacy-Preserving Representations are not Enough -- Recovering Scene Content from Camera Poses

Visual localization is the task of estimating the camera pose from which a given image was taken and is central to several 3D computer vision applications. With the rapid growth in the popularity of AR/VR/MR devices and cloud-based applications, privacy issues are becoming a very important aspect of the localization process. Existing work on privacy-preserving localization aims to defend against an attacker who has access to a cloud-based service. In this paper, we show that an attacker can learn about details of a scene without any access by simply querying a localization service. The attack is based on the observation that modern visual localization algorithms are robust to variations in appearance and geometry. While this is in general a desired property, it also leads to algorithms localizing objects that are similar enough to those present in a scene. An attacker can thus query a server with a large enough set of images of objects, \eg, obtained from the Internet, and some of them will be localized. The attacker can thus learn about object placements from the camera poses returned by the service (which is the minimal information returned by such a service). In this paper, we develop a proof-of-concept version of this attack and demonstrate its practical feasibility. The attack does not place any requirements on the localization algorithm used, and thus also applies to privacy-preserving representations. Current work on privacy-preserving representations alone is thus insufficient.

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Visual Localization using Imperfect 3D Models from the Internet

Visual localization is a core component in many applications, including augmented reality (AR). Localization algorithms compute the camera pose of a query image w.r.t. a scene representation, which is typically built from images. This often requires capturing and storing large amounts of data, followed by running Structure-from-Motion (SfM) algorithms. An interesting, and underexplored, source of data for building scene representations are 3D models that are readily available on the Internet, e.g., hand-drawn CAD models, 3D models generated from building footprints, or from aerial images. These models allow to perform visual localization right away without the time-consuming scene capturing and model building steps. Yet, it also comes with challenges as the available 3D models are often imperfect reflections of reality. E.g., the models might only have generic or no textures at all, might only provide a simple approximation of the scene geometry, or might be stretched. This paper studies how the imperfections of these models affect localization accuracy. We create a new benchmark for this task and provide a detailed experimental evaluation based on multiple 3D models per scene. We show that 3D models from the Internet show promise as an easy-to-obtain scene representation. At the same time, there is significant room for improvement for visual localization pipelines. To foster research on this interesting and challenging task, we release our benchmark at v-pnk.github.io/cadloc.

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MonoSDF: Exploring Monocular Geometric Cues for Neural Implicit Surface Reconstruction

In recent years, neural implicit surface reconstruction methods have become popular for multi-view 3D reconstruction. In contrast to traditional multi-view stereo methods, these approaches tend to produce smoother and more complete reconstructions due to the inductive smoothness bias of neural networks. State-of-the-art neural implicit methods allow for high-quality reconstructions of simple scenes from many input views. Yet, their performance drops significantly for larger and more complex scenes and scenes captured from sparse viewpoints. This is caused primarily by the inherent ambiguity in the RGB reconstruction loss that does not provide enough constraints, in particular in less-observed and textureless areas. Motivated by recent advances in the area of monocular geometry prediction, we systematically explore the utility these cues provide for improving neural implicit surface reconstruction. We demonstrate that depth and normal cues, predicted by general-purpose monocular estimators, significantly improve reconstruction quality and optimization time. Further, we analyse and investigate multiple design choices for representing neural implicit surfaces, ranging from monolithic MLP models over single-grid to multi-resolution grid representations. We observe that geometric monocular priors improve performance both for small-scale single-object as well as large-scale multi-object scenes, independent of the choice of representation.

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Partially calibrated semi-generalized pose from hybrid point correspondences

In this paper we study the problem of estimating the semi-generalized pose of a partially calibrated camera, i.e., the pose of a perspective camera with unknown focal length w.r.t. a generalized camera, from a hybrid set of 2D-2D and 2D-3D point correspondences. We study all possible camera configurations within the generalized camera system. To derive practical solvers to previously unsolved challenging configurations, we test different parameterizations as well as different solving strategies based on the state-of-the-art methods for generating efficient polynomial solvers. We evaluate the three most promising solvers, i.e., the H51f solver with five 2D-2D correspondences and one 2D-3D correspondence viewed by the same camera inside generalized camera, the H32f solver with three 2D-2D and two 2D-3D correspondences, and the H13f solver with one 2D-2D and three 2D-3D correspondences, on synthetic and real data. We show that in the presence of noise in the 3D points these solvers provide better estimates than the corresponding absolute pose solvers.

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