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Yoni Kasten

Publications and source records attributed to Yoni Kasten.

At least 19 recordsLinked to original sources

Fast 4D Mesh Generation by Spatio-Temporal Attention Chains

4D mesh generation has recently emerged as a powerful paradigm for recovering dynamic 3D structure from videos, but existing methods remain slow, computationally expensive, and difficult to scale to longer sequences. We introduce a training-free approach that accelerates 4D mesh generation while improving temporal correspondence quality. Our key observation is that temporal correspondences emerge inside a 4D backbone long before its generated meshes become visually accurate. We exploit this with a general framework we call Spatio-Temporal Attention Chain which propagates information across space and time. Starting from vertices on an anchor mesh, the chain maps vertices to latent tokens. It then follows temporal correspondences in latent space, and recovers frame-specific vertices through latent-to-vertex attention. This design avoids expensive explicit matching while preserving anchor mesh details and thereby improving dynamic mesh geometry and temporal consistency. Compared to state-of-the-art, our method generates a 4D mesh in 9 seconds, achieving a $13\times$ speedup while producing higher-quality results. Moreover, our approach scales to videos up to $16\times$ longer without degrading mesh quality. Beyond generation, the improved correspondences enable competitive zero-shot performance on two downstream tasks: 2D object tracking and 4D tracking. We further show that our framework enables reliable camera estimation, a capability not supported by prior 4D mesh generation methods.

cs.CV

Lost in Space? Vision-Language Models Struggle with Relative Camera Pose Estimation

We study whether vision-language models (VLMs) can solve relative camera pose estimation (RCPE) from image pairs, a direct test of multi-view spatial reasoning. We cast RCPE as a discrete verbal classification task and introduce \texttt{VRRPI-Bench}, built from real RGB-D frames with object-centric camera motion, and \texttt{VRRPI-Diag}, which isolates individual motion degrees of freedom. Humans (0.91) and specialized geometric pipelines such as LoFTR (0.99) solve the task reliably, yet the best VLM reaches only 0.66 and most others remain near random. Our analyses show that this gap is not basic spatial competence: strong VLMs are near ceiling on single-image benchmarks, but most remain near random once reasoning must span views. They are unstable under source-target reversal (best 59.7\% consistency) and remain weak even in simplified single-DoF settings, especially on optical-axis motions such as roll and depth translation (GPT-5: 0.46 on roll). These failures are useful: they localize concrete missing capabilities, namely cross-view correspondence, view-consistent reasoning, and projective camera-motion understanding, making RCPE a targeted diagnostic for improving multi-view spatial reasoning in VLMs.

cs.CV

GSVisLoc: Generalizable Visual Localization for Gaussian Splatting Scene Representations

We introduce GSVisLoc, a visual localization method designed for 3D Gaussian Splatting (3DGS) scene representations. Given a 3DGS model of a scene and a query image, our goal is to estimate the camera's position and orientation. We accomplish this by robustly matching scene features to image features. Scene features are produced by downsampling and encoding the 3D Gaussians while image features are obtained by encoding image patches. Our algorithm proceeds in three steps, starting with coarse matching, then fine matching, and finally by applying pose refinement for an accurate final estimate. Importantly, our method leverages the explicit 3DGS scene representation for visual localization without requiring modifications, retraining, or additional reference images. We evaluate GSVisLoc on both indoor and outdoor scenes, demonstrating competitive localization performance on standard benchmarks while outperforming existing 3DGS-based baselines. Moreover, our approach generalizes effectively to novel scenes without additional training.

cs.CV

TriTex: Learning Texture from a Single Mesh via Triplane Semantic Features

As 3D content creation continues to grow, transferring semantic textures between 3D meshes remains a significant challenge in computer graphics. While recent methods leverage text-to-image diffusion models for texturing, they often struggle to preserve the appearance of the source texture during texture transfer. We present \ourmethod, a novel approach that learns a volumetric texture field from a single textured mesh by mapping semantic features to surface colors. Using an efficient triplane-based architecture, our method enables semantic-aware texture transfer to a novel target mesh. Despite training on just one example, it generalizes effectively to diverse shapes within the same category. Extensive evaluation on our newly created benchmark dataset shows that \ourmethod{} achieves superior texture transfer quality and fast inference times compared to existing methods. Our approach advances single-example texture transfer, providing a practical solution for maintaining visual coherence across related 3D models in applications like game development and simulation.

cs.GR

Motion by Queries: Identity-Motion Trade-offs in Text-to-Video Generation

Text-to-video diffusion models have shown remarkable progress in generating coherent video clips from textual descriptions. However, the interplay between motion, structure, and identity representations in these models remains under-explored. Here, we investigate how self-attention query (Q) features simultaneously govern motion, structure, and identity and examine the challenges arising when these representations interact. Our analysis reveals that Q affects not only layout, but that during denoising Q also has a strong effect on subject identity, making it hard to transfer motion without the side-effect of transferring identity. Understanding this dual role enabled us to control query feature injection (Q injection) and demonstrate two applications: (1) a zero-shot motion transfer method - implemented with VideoCrafter2 and WAN 2.1 - that is 10 times more efficient than existing approaches, and (2) a training-free technique for consistent multi-shot video generation, where characters maintain identity across multiple video shots while Q injection enhances motion fidelity.

cs.CV

Lay-A-Scene: Personalized 3D Object Arrangement Using Text-to-Image Priors

Generating 3D visual scenes is at the forefront of visual generative AI, but current 3D generation techniques struggle with generating scenes with multiple high-resolution objects. Here we introduce Lay-A-Scene, which solves the task of Open-set 3D Object Arrangement, effectively arranging unseen objects. Given a set of 3D objects, the task is to find a plausible arrangement of these objects in a scene. We address this task by leveraging pre-trained text-to-image models. We personalize the model and explain how to generate images of a scene that contains multiple predefined objects without neglecting any of them. Then, we describe how to infer the 3D poses and arrangement of objects from a 2D generated image by finding a consistent projection of objects onto the 2D scene. We evaluate the quality of Lay-A-Scene using 3D objects from Objaverse and human raters and find that it often generates coherent and feasible 3D object arrangements.

cs.CV

Training-Free Consistent Text-to-Image Generation

Text-to-image models offer a new level of creative flexibility by allowing users to guide the image generation process through natural language. However, using these models to consistently portray the same subject across diverse prompts remains challenging. Existing approaches fine-tune the model to teach it new words that describe specific user-provided subjects or add image conditioning to the model. These methods require lengthy per-subject optimization or large-scale pre-training. Moreover, they struggle to align generated images with text prompts and face difficulties in portraying multiple subjects. Here, we present ConsiStory, a training-free approach that enables consistent subject generation by sharing the internal activations of the pretrained model. We introduce a subject-driven shared attention block and correspondence-based feature injection to promote subject consistency between images. Additionally, we develop strategies to encourage layout diversity while maintaining subject consistency. We compare ConsiStory to a range of baselines, and demonstrate state-of-the-art performance on subject consistency and text alignment, without requiring a single optimization step. Finally, ConsiStory can naturally extend to multi-subject scenarios, and even enable training-free personalization for common objects.

cs.CV

RESfM: Robust Deep Equivariant Structure from Motion

Multiview Structure from Motion is a fundamental and challenging computer vision problem. A recent deep-based approach utilized matrix equivariant architectures for simultaneous recovery of camera pose and 3D scene structure from large image collections. That work, however, made the unrealistic assumption that the point tracks given as input are almost clean of outliers. Here, we propose an architecture suited to dealing with outliers by adding a multiview inlier/outlier classification module that respects the model equivariance and by utilizing a robust bundle adjustment step. Experiments demonstrate that our method can be applied successfully in realistic settings that include large image collections and point tracks extracted with common heuristics that include many outliers, achieving state-of-the-art accuracies in almost all runs, superior to existing deep-based methods and on-par with leading classical (non-deep) sequential and global methods.

cs.CV

Fast Encoder-Based 3D from Casual Videos via Point Track Processing

This paper addresses the long-standing challenge of reconstructing 3D structures from videos with dynamic content. Current approaches to this problem were not designed to operate on casual videos recorded by standard cameras or require a long optimization time. Aiming to significantly improve the efficiency of previous approaches, we present TracksTo4D, a learning-based approach that enables inferring 3D structure and camera positions from dynamic content originating from casual videos using a single efficient feed-forward pass. To achieve this, we propose operating directly over 2D point tracks as input and designing an architecture tailored for processing 2D point tracks. Our proposed architecture is designed with two key principles in mind: (1) it takes into account the inherent symmetries present in the input point tracks data, and (2) it assumes that the movement patterns can be effectively represented using a low-rank approximation. TracksTo4D is trained in an unsupervised way on a dataset of casual videos utilizing only the 2D point tracks extracted from the videos, without any 3D supervision. Our experiments show that TracksTo4D can reconstruct a temporal point cloud and camera positions of the underlying video with accuracy comparable to state-of-the-art methods, while drastically reducing runtime by up to 95\%. We further show that TracksTo4D generalizes well to unseen videos of unseen semantic categories at inference time.

cs.CV

Space-Time Diffusion Features for Zero-Shot Text-Driven Motion Transfer

We present a new method for text-driven motion transfer - synthesizing a video that complies with an input text prompt describing the target objects and scene while maintaining an input video's motion and scene layout. Prior methods are confined to transferring motion across two subjects within the same or closely related object categories and are applicable for limited domains (e.g., humans). In this work, we consider a significantly more challenging setting in which the target and source objects differ drastically in shape and fine-grained motion characteristics (e.g., translating a jumping dog into a dolphin). To this end, we leverage a pre-trained and fixed text-to-video diffusion model, which provides us with generative and motion priors. The pillar of our method is a new space-time feature loss derived directly from the model. This loss guides the generation process to preserve the overall motion of the input video while complying with the target object in terms of shape and fine-grained motion traits.

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

ROAR: Robust Adaptive Reconstruction of Shapes Using Planar Projections

The majority of existing large 3D shape datasets contain meshes that lend themselves extremely well to visual applications such as rendering, yet tend to be topologically invalid (i.e, contain non-manifold edges and vertices, disconnected components, self-intersections). Therefore, it is of no surprise that state of the art studies in shape understanding do not explicitly use this 3D information. In conjunction with this, triangular meshes remain the dominant shape representation for many downstream tasks, and their connectivity remain a relatively untapped source of potential for more profound shape reasoning. In this paper, we introduce ROAR, an iterative geometry/topology evolution approach to reconstruct 2-manifold triangular meshes from arbitrary 3D shape representations, that is highly suitable for large existing in-the-wild datasets. ROAR leverages the visual prior large datasets exhibit by evolving the geometry of the mesh via a 2D render loss, and a novel 3D projection loss, the Planar Projection. After each geometry iteration, our system performs topological corrections. Self-intersections are reduced following a geometrically motivated attenuation term, and resolution is added to required regions using a novel face scoring function. These steps alternate until convergence is achieved, yielding a high-quality manifold mesh. We evaluate ROAR on the notoriously messy yet popular dataset ShapeNet, and present ShapeROAR - a topologically valid yet still geometrically accurate version of ShapeNet. We compare our results to state-of-the-art reconstruction methods and demonstrate superior shape faithfulness, topological correctness, and triangulation quality. In addition, we demonstrate reconstructing a mesh from neural Signed Distance Functions (SDF), and achieve comparable Chamfer distance with much fewer SDF sampling operations than the commonly used Marching Cubes approach.

cs.GR

Point-Cloud Completion with Pretrained Text-to-image Diffusion Models

Point-cloud data collected in real-world applications are often incomplete. Data is typically missing due to objects being observed from partial viewpoints, which only capture a specific perspective or angle. Additionally, data can be incomplete due to occlusion and low-resolution sampling. Existing completion approaches rely on datasets of predefined objects to guide the completion of noisy and incomplete, point clouds. However, these approaches perform poorly when tested on Out-Of-Distribution (OOD) objects, that are poorly represented in the training dataset. Here we leverage recent advances in text-guided image generation, which lead to major breakthroughs in text-guided shape generation. We describe an approach called SDS-Complete that uses a pre-trained text-to-image diffusion model and leverages the text semantics of a given incomplete point cloud of an object, to obtain a complete surface representation. SDS-Complete can complete a variety of objects using test-time optimization without expensive collection of 3D information. We evaluate SDS Complete on incomplete scanned objects, captured by real-world depth sensors and LiDAR scanners. We find that it effectively reconstructs objects that are absent from common datasets, reducing Chamfer loss by 50% on average compared with current methods. Project page: https://sds-complete.github.io/

cs.CV

SceneScape: Text-Driven Consistent Scene Generation

We present a method for text-driven perpetual view generation -- synthesizing long-term videos of various scenes solely, given an input text prompt describing the scene and camera poses. We introduce a novel framework that generates such videos in an online fashion by combining the generative power of a pre-trained text-to-image model with the geometric priors learned by a pre-trained monocular depth prediction model. To tackle the pivotal challenge of achieving 3D consistency, i.e., synthesizing videos that depict geometrically-plausible scenes, we deploy an online test-time training to encourage the predicted depth map of the current frame to be geometrically consistent with the synthesized scene. The depth maps are used to construct a unified mesh representation of the scene, which is progressively constructed along the video generation process. In contrast to previous works, which are applicable only to limited domains, our method generates diverse scenes, such as walkthroughs in spaceships, caves, or ice castles.

cs.CV

CALM: Conditional Adversarial Latent Models for Directable Virtual Characters

In this work, we present Conditional Adversarial Latent Models (CALM), an approach for generating diverse and directable behaviors for user-controlled interactive virtual characters. Using imitation learning, CALM learns a representation of movement that captures the complexity and diversity of human motion, and enables direct control over character movements. The approach jointly learns a control policy and a motion encoder that reconstructs key characteristics of a given motion without merely replicating it. The results show that CALM learns a semantic motion representation, enabling control over the generated motions and style-conditioning for higher-level task training. Once trained, the character can be controlled using intuitive interfaces, akin to those found in video games.

cs.CV

Neural Congealing: Aligning Images to a Joint Semantic Atlas

We present Neural Congealing -- a zero-shot self-supervised framework for detecting and jointly aligning semantically-common content across a given set of images. Our approach harnesses the power of pre-trained DINO-ViT features to learn: (i) a joint semantic atlas -- a 2D grid that captures the mode of DINO-ViT features in the input set, and (ii) dense mappings from the unified atlas to each of the input images. We derive a new robust self-supervised framework that optimizes the atlas representation and mappings per image set, requiring only a few real-world images as input without any additional input information (e.g., segmentation masks). Notably, we design our losses and training paradigm to account only for the shared content under severe variations in appearance, pose, background clutter or other distracting objects. We demonstrate results on a plethora of challenging image sets including sets of mixed domains (e.g., aligning images depicting sculpture and artwork of cats), sets depicting related yet different object categories (e.g., dogs and tigers), or domains for which large-scale training data is scarce (e.g., coffee mugs). We thoroughly evaluate our method and show that our test-time optimization approach performs favorably compared to a state-of-the-art method that requires extensive training on large-scale datasets.

cs.CV

Text2LIVE: Text-Driven Layered Image and Video Editing

We present a method for zero-shot, text-driven appearance manipulation in natural images and videos. Given an input image or video and a target text prompt, our goal is to edit the appearance of existing objects (e.g., object's texture) or augment the scene with visual effects (e.g., smoke, fire) in a semantically meaningful manner. We train a generator using an internal dataset of training examples, extracted from a single input (image or video and target text prompt), while leveraging an external pre-trained CLIP model to establish our losses. Rather than directly generating the edited output, our key idea is to generate an edit layer (color+opacity) that is composited over the original input. This allows us to constrain the generation process and maintain high fidelity to the original input via novel text-driven losses that are applied directly to the edit layer. Our method neither relies on a pre-trained generator nor requires user-provided edit masks. We demonstrate localized, semantic edits on high-resolution natural images and videos across a variety of objects and scenes.

cs.CV

Volume Rendering of Neural Implicit Surfaces

Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry. This is in contrast to previous work modeling the geometry as a function of the volume density. In more detail, we define the volume density function as Laplace's cumulative distribution function (CDF) applied to a signed distance function (SDF) representation. This simple density representation has three benefits: (i) it provides a useful inductive bias to the geometry learned in the neural volume rendering process; (ii) it facilitates a bound on the opacity approximation error, leading to an accurate sampling of the viewing ray. Accurate sampling is important to provide a precise coupling of geometry and radiance; and (iii) it allows efficient unsupervised disentanglement of shape and appearance in volume rendering. Applying this new density representation to challenging scene multiview datasets produced high quality geometry reconstructions, outperforming relevant baselines. Furthermore, switching shape and appearance between scenes is possible due to the disentanglement of the two.

cs.CV