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Vincent Sitzmann

Publications and source records attributed to Vincent Sitzmann.

At least 19 recordsLinked to original sources

Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterization

Differentiable rendering has emerged as a powerful approach for 3D reconstruction and novel view synthesis. State-of-the-art differentiable rendering methods combine a variety of custom representations of 3D geometry and appearance with specialized renderers. However, most downstream tasks in computer graphics rely on 3D meshes. While prior work has attempted differentiable rendering with mesh representations, these approaches are limited to object-centric scenes and fail to reconstruct large-scale, unbounded scenes. In this work, we introduce Meshtryoshka, a novel mesh differentiable rendering framework that combines an off-the-shelf triangle rasterizer with a 3D representation that consists of nested mesh shells which resemble a matryoshka doll. In every forward pass, the mesh shells are extracted anew from a 3D signed distance function via iso-surface extraction, and the opacities for each vertex are computed as a function of signed distance. Each mesh shell is then rasterized independently, and the final image is created via alpha compositing. Crucially, mesh vertex positions are updated only indirectly via gradients that flow through the opacity values into the signed distance function, and hence, our method is compatible with off-the-shelf mesh renderers that need not be differentiable with respect to vertex positions. On object-centric scenes, our method performs competitively with surface-based differentiable rendering techniques. Our differentiable mesh rendering method scales to unbounded, real-world 3D scenes, where it yields high-quality novel view synthesis results approaching those of state-of-the-art, non-mesh methods. Our method suggests that it may be possible to solve the differentiable rendering problem without relying on specialized renderers, only using conventional tools from the computer graphics toolbox.

cs.CV

MilliVid: Hierarchical Latents for Long-Range Consistency in Video Generation

Video generative models have become increasingly powerful, but long-range consistency remains challenging to achieve because even a few dozen frames require impractically long transformer sequence lengths. We show that this issue can be mitigated by generating video using coarse-to-fine rollout within a multi-scale token space. Our approach is simple: first, we pre-train an autoencoder that compresses each frame into a hierarchy of tokens, with levels ranging from the typical latent resolution to only a handful of tokens per frame. The coarsest levels capture the most consequential information, such as scene layout and semantics, while finer levels add high-frequency appearance and texture. Then, we train a video diffusion model to generate these tokens using coarse-to-fine rollout. By carefully controlling the level of detail at which frames are generated and used as context during each rollout step, we are able to preserve long-range consistency in geometry and object permanence while spending less compute on the long-range consistency of less perceptually relevant details. We validate this approach using a custom dataset of long Minecraft videos, where it produces substantially more consistent rollouts compared to existing baselines.

cs.CV

Turning Video Models into Generalist Robot Policies

Video generative models have emerged as a promising robotics backbone, capable of generating videos that depict the completion of complex tasks across embodiments and environments. Recent work proposes robot foundation models that jointly predict future observations and actions by finetuning video models with action-labeled data. In this paper, we test the limits of an alternative approach: leave the video planner as-is while training an embodiment-specific inverse dynamics model (IDM). This decoupling offers several natural benefits: the video planner remains embodiment-agnostic, different video models can be interchanged easily without re-training the IDM, and the IDM can be independently trained with readily available self-play data. We present a closed-loop, video-to-action policy that combines an action-free video world model with a carefully-designed IDM based on the robot embodiment Jacobian. We demonstrate that our IDM design is both data-efficient and scalable to high-dimensional action spaces. Our policy, which we coin the Video-to-Embodied Robot Action Model (VERA), achieves strong performance across simulated and real-world benchmarks, including zero-shot Panda arm manipulation and 16-DoF Allegro-hand dexterous cube re-orientation. The same video planner can be used across multiple embodiments by pairing it with different embodiment-specific IDMs. Our results show that decoupled video planning plus faithful video-to-action translation is a viable alternative route towards zero-shot, cross-embodiment, and generalizable robot control. More results are available on our project website: https://vera.csail.mit.edu.

cs.RO

Meschers: Geometry Processing of Impossible Objects

Impossible objects, geometric constructions that humans can perceive but that cannot exist in real life, have been a topic of intrigue in visual arts, perception, and graphics, yet no satisfying computer representation of such objects exists. Previous work embeds impossible objects in 3D, cutting them or twisting/bending them in the depth axis. Cutting an impossible object changes its local geometry at the cut, which can hamper downstream graphics applications, such as smoothing, while bending makes it difficult to relight the object. Both of these can invalidate geometry operations, such as distance computation. As an alternative, we introduce Meschers, meshes capable of representing impossible constructions akin to those found in M.C. Escher's woodcuts. Our representation has a theoretical foundation in discrete exterior calculus and supports the use-cases above, as we demonstrate in a number of example applications. Moreover, because we can do discrete geometry processing on our representation, we can inverse-render impossible objects. We also compare our representation to cut and bend representations of impossible objects.

cs.GR

Scaling View Synthesis Transformers

Geometry-free view synthesis transformers have recently achieved state-of-the-art performance in Novel View Synthesis (NVS), outperforming traditional approaches that rely on explicit geometry modeling. Yet the factors governing their scaling with compute remain unclear. We present a systematic study of scaling laws for view synthesis transformers and derive design principles for training compute-optimal NVS models. Contrary to prior findings, we show that encoder-decoder architectures can be compute-optimal; we trace earlier negative results to suboptimal architectural choices and comparisons across unequal training compute budgets. Across several compute levels, we demonstrate that our encoder-decoder architecture, which we call the Scalable View Synthesis Model (SVSM), scales as effectively as decoder-only models, achieves a superior performance-compute Pareto frontier, and surpasses the previous state-of-the-art on real-world NVS benchmarks with substantially reduced training compute.

cs.CV

Large Video Planner Enables Generalizable Robot Control

General-purpose robots require decision-making models that generalize across diverse tasks and environments. Recent works build robot foundation models by extending multimodal large language models (MLLMs) with action outputs, creating vision-language-action (VLA) systems. These efforts are motivated by the intuition that MLLMs' large-scale language and image pretraining can be effectively transferred to the action output modality. In this work, we explore an alternative paradigm of using large-scale video pretraining as a primary modality for building robot foundation models. Unlike static images and language, videos capture spatio-temporal sequences of states and actions in the physical world that are naturally aligned with robotic behavior. We curate an internet-scale video dataset of human activities and task demonstrations, and train, for the first time at a foundation-model scale, an open video model for generative robotics planning. The model produces zero-shot video plans for novel scenes and tasks, which we post-process to extract executable robot actions. We evaluate task-level generalization through third-party selected tasks in the wild and real-robot experiments, demonstrating successful physical execution. Together, these results show robust instruction following, strong generalization, and real-world feasibility. We release both the model and dataset to support open, reproducible video-based robot learning. Our website is available at https://www.boyuan.space/large-video-planner/.

cs.RO

Dataset Distillation for Pre-Trained Self-Supervised Vision Models

The task of dataset distillation aims to find a small set of synthetic images such that training a model on them reproduces the performance of the same model trained on a much larger dataset of real samples. Existing distillation methods focus on synthesizing datasets that enable training randomly initialized models. In contrast, state-of-the-art vision approaches are increasingly building on large, pre-trained self-supervised models rather than training from scratch. In this paper, we investigate the problem of distilling datasets that enable us to optimally train linear probes on top of such large, pre-trained vision models. We introduce a method of dataset distillation for this task called Linear Gradient Matching that optimizes the synthetic images such that, when passed through a pre-trained feature extractor, they induce gradients in the linear classifier similar to those produced by the real data. Our method yields synthetic data that outperform all real-image baselines and, remarkably, generalize across pre-trained vision models, enabling us, for instance, to train a linear CLIP probe that performs competitively using a dataset distilled via a DINO backbone. Further, we show that our distilled datasets are exceptionally effective for fine-grained classification and provide a valuable tool for model interpretability, predicting, among other things, how similar two models' embedding spaces are under the platonic representation hypothesis or whether a model is sensitive to spurious correlations in adversarial datasets.

cs.CV

Generative View Stitching

Autoregressive video diffusion models are capable of long rollouts that are stable and consistent with history, but they are unable to guide the current generation with conditioning from the future. In camera-guided video generation with a predefined camera trajectory, this limitation leads to collisions with the generated scene, after which autoregression quickly collapses. To address this, we propose Generative View Stitching (GVS), which samples the entire sequence in parallel such that the generated scene is faithful to every part of the predefined camera trajectory. Our main contribution is a sampling algorithm that extends prior work on diffusion stitching for robot planning to video generation. While such stitching methods usually require a specially trained model, GVS is compatible with any off-the-shelf video model trained with Diffusion Forcing, a prevalent sequence diffusion framework that we show already provides the affordances necessary for stitching. We then introduce Omni Guidance, a technique that enhances the temporal consistency in stitching by conditioning on both the past and future, and that enables our proposed loop-closing mechanism for delivering long-range coherence. Overall, GVS achieves camera-guided video generation that is stable, collision-free, frame-to-frame consistent, and closes loops for a variety of predefined camera paths, including Oscar Reutersv\"ard's Impossible Staircase. Results are best viewed as videos at https://andrewsonga.github.io/gvs.

cs.CV

Understanding Multi-View Transformers

Multi-view transformers such as DUSt3R are revolutionizing 3D vision by solving 3D tasks in a feed-forward manner. However, contrary to previous optimization-based pipelines, the inner mechanisms of multi-view transformers are unclear. Their black-box nature makes further improvements beyond data scaling challenging and complicates usage in safety- and reliability-critical applications. Here, we present an approach for probing and visualizing 3D representations from the residual connections of the multi-view transformers' layers. In this manner, we investigate a variant of the DUSt3R model, shedding light on the development of its latent state across blocks, the role of the individual layers, and suggest how it differs from methods with stronger inductive biases of explicit global pose. Finally, we show that the investigated variant of DUSt3R estimates correspondences that are refined with reconstructed geometry. The code used for the analysis is available at https://github.com/JulienGaubil/und3rstand .

cs.CV

True Self-Supervised Novel View Synthesis is Transferable

In this paper, we identify that the key criterion for determining whether a model is truly capable of novel view synthesis (NVS) is transferability: Whether any pose representation extracted from one video sequence can be used to re-render the same camera trajectory in another. We analyze prior work on self-supervised NVS and find that their predicted poses do not transfer: The same set of poses lead to different camera trajectories in different 3D scenes. Here, we present XFactor, the first geometry-free self-supervised model capable of true NVS. XFactor combines pair-wise pose estimation with a simple augmentation scheme of the inputs and outputs that jointly enables disentangling camera pose from scene content and facilitates geometric reasoning. Remarkably, we show that XFactor achieves transferability with unconstrained latent pose variables, without any 3D inductive biases or concepts from multi-view geometry -- such as an explicit parameterization of poses as elements of SE(3). We introduce a new metric to quantify transferability, and through large-scale experiments, we demonstrate that XFactor significantly outperforms prior pose-free NVS transformers, and show that latent poses are highly correlated with real-world poses through probing experiments.

cs.CV

Selective Underfitting in Diffusion Models

Diffusion models have emerged as the principal paradigm for generative modeling across various domains. During training, they learn the score function, which in turn is used to generate samples at inference. They raise a basic yet unsolved question: which score do they actually learn? In principle, a diffusion model that matches the empirical score in the entire data space would simply reproduce the training data, failing to generate novel samples. Recent work addresses this question by arguing that diffusion models underfit the empirical score due to training-time inductive biases. In this work, we refine this perspective, introducing the notion of selective underfitting: instead of underfitting the score everywhere, better diffusion models more accurately approximate the score in certain regions of input space, while underfitting it in others. We characterize these regions and design empirical interventions to validate our perspective. Our results establish that selective underfitting is essential for understanding diffusion models, yielding new, testable insights into their generalization and generative performance.

cs.LG

Locality in Image Diffusion Models Emerges from Data Statistics

Recent work has shown that the generalization ability of image diffusion models arises from the locality properties of the trained neural network. In particular, when denoising a particular pixel, the model relies on a limited neighborhood of the input image around that pixel, which, according to the previous work, is tightly related to the ability of these models to produce novel images. Since locality is central to generalization, it is crucial to understand why diffusion models learn local behavior in the first place, as well as the factors that govern the properties of locality patterns. In this work, we present evidence that the locality in deep diffusion models emerges as a statistical property of the image dataset and is not due to the inductive bias of convolutional neural networks, as suggested in previous work. Specifically, we demonstrate that an optimal parametric linear denoiser exhibits similar locality properties to deep neural denoisers. We show, both theoretically and experimentally, that this locality arises directly from pixel correlations present in the image datasets. Moreover, locality patterns are drastically different on specialized datasets, approximating principal components of the data's covariance. We use these insights to craft an analytical denoiser that better matches scores predicted by a deep diffusion model than prior expert-crafted alternatives. Our key takeaway is that while neural network architectures influence generation quality, their primary role is to capture locality patterns inherent in the data.

cs.CV

Snapmoji: Instant Generation of Animatable Dual-Stylized Avatars

Despite the increasing popularity of avatar systems such as Snapchat Bitmojis, existing production avatar platforms face several limitations, such as a limited number of predefined assets, tedious customization processes, and inefficient rendering requirements. Addressing these shortcomings, we introduce Snapmoji, an avatar generation system that instantly creates 3D avatars, and enables customization in a process we call dual-stylization. Snapmoji first maps a selfie of a user to a primary avatar (e.g., Bitmoji style) using a new technique we name Gaussian Domain Adaptation (GDA), then applies a secondary style (e.g., skeleton, yarn, toy) to the primary avatar, all while preserving the user's identity. The generated 3D avatars can then be rendered an animated on mobile devices at 30-40 FPS.

cs.GR

History-Guided Video Diffusion

Classifier-free guidance (CFG) is a key technique for improving conditional generation in diffusion models, enabling more accurate control while enhancing sample quality. It is natural to extend this technique to video diffusion, which generates video conditioned on a variable number of context frames, collectively referred to as history. However, we find two key challenges to guiding with variable-length history: architectures that only support fixed-size conditioning, and the empirical observation that CFG-style history dropout performs poorly. To address this, we propose the Diffusion Forcing Transformer (DFoT), a video diffusion architecture and theoretically grounded training objective that jointly enable conditioning on a flexible number of history frames. We then introduce History Guidance, a family of guidance methods uniquely enabled by DFoT. We show that its simplest form, vanilla history guidance, already significantly improves video generation quality and temporal consistency. A more advanced method, history guidance across time and frequency further enhances motion dynamics, enables compositional generalization to out-of-distribution history, and can stably roll out extremely long videos. Project website: https://boyuan.space/history-guidance

cs.LG

Controlling diverse robots by inferring Jacobian fields with deep networks

Mirroring the complex structures and diverse functions of natural organisms is a long-standing challenge in robotics. Modern fabrication techniques have greatly expanded the feasible hardware, but using these systems requires control software to translate the desired motions into actuator commands. Conventional robots can easily be modeled as rigid links connected by joints, but it remains an open challenge to model and control biologically inspired robots that are often soft or made of several materials, lack sensing capabilities, and may change their material properties with use. Here, we introduce a method that uses deep neural networks to map a video stream of a robot to its visuomotor Jacobian field (the sensitivity of all 3D points to the robot's actuators). Our method enables the control of robots from only a single camera, makes no assumptions about the robots' materials, actuation, or sensing, and is trained without expert intervention by observing the execution of random commands. We demonstrate our method on a diverse set of robot manipulators that vary in actuation, materials, fabrication, and cost. Our approach achieves accurate closed-loop control and recovers the causal dynamic structure of each robot. Because it enables robot control using a generic camera as the only sensor, we anticipate that our work will broaden the design space of robotic systems and serve as a starting point for lowering the barrier to robotic automation.

cs.RO

Diffusion Forcing: Next-token Prediction Meets Full-Sequence Diffusion

This paper presents Diffusion Forcing, a new training paradigm where a diffusion model is trained to denoise a set of tokens with independent per-token noise levels. We apply Diffusion Forcing to sequence generative modeling by training a causal next-token prediction model to generate one or several future tokens without fully diffusing past ones. Our approach is shown to combine the strengths of next-token prediction models, such as variable-length generation, with the strengths of full-sequence diffusion models, such as the ability to guide sampling to desirable trajectories. Our method offers a range of additional capabilities, such as (1) rolling-out sequences of continuous tokens, such as video, with lengths past the training horizon, where baselines diverge and (2) new sampling and guiding schemes that uniquely profit from Diffusion Forcing's variable-horizon and causal architecture, and which lead to marked performance gains in decision-making and planning tasks. In addition to its empirical success, our method is proven to optimize a variational lower bound on the likelihoods of all subsequences of tokens drawn from the true joint distribution. Project website: https://boyuan.space/diffusion-forcing

cs.LG

Robust Biharmonic Skinning Using Geometric Fields

Bounded bihramonic weights are a popular tool used to rig and deform characters for animation, to compute reduced-order simulations, and to define feature descriptors for geometry processing. They necessitate tetrahedralizing the volume bounded by the surface, introducing the possibility of meshing artifacts or tetrahedralization failure. We introduce a mesh-free and robust automatic skinning technique that generates weights comparable to the current state of the art, but works reliably even on open surfaces, triangle soups, and point clouds where current methods fail. We achieve this through the use of a specialized Lagrangian representation enabled by the advent of hardware ray-tracing, which circumvents the need for finite elements while optimizing the biharmonic energy and enforcing boundary conditions. The flexibility of our formulation allows us to integrate artistic control through weight painting during the optimization. We offer a thorough qualitative and quantitative evaluation of our method.

cs.GR

Neural Isometries: Taming Transformations for Equivariant ML

Real-world geometry and 3D vision tasks are replete with challenging symmetries that defy tractable analytical expression. In this paper, we introduce Neural Isometries, an autoencoder framework which learns to map the observation space to a general-purpose latent space wherein encodings are related by isometries whenever their corresponding observations are geometrically related in world space. Specifically, we regularize the latent space such that maps between encodings preserve a learned inner product and commute with a learned functional operator, in the same manner as rigid-body transformations commute with the Laplacian. This approach forms an effective backbone for self-supervised representation learning, and we demonstrate that a simple off-the-shelf equivariant network operating in the pre-trained latent space can achieve results on par with meticulously-engineered, handcrafted networks designed to handle complex, nonlinear symmetries. Furthermore, isometric maps capture information about the respective transformations in world space, and we show that this allows us to regress camera poses directly from the coefficients of the maps between encodings of adjacent views of a scene.

cs.CV