OpenRaiser/Intern-Atlas huggingface dataset:
Open3DIS: Open-Vocabulary 3D Instance Segmentation with 2D Mask Guidance
Venue: Conference CVPR 2024
Year: 2024

We introduce Open3DIS, a novel solution designed to tackle the problem of Open-Vocabulary Instance Segmentation within 3D scenes. Objects within 3D environments exhibit diverse shapes, scales, and colors, making precise instance-level identification a challenging task. Recent advancements in Open-Vocabulary scene understanding have made significant strides in this area by employing class-agnostic 3D instance proposal networks for object localization and learning queryable features for each 3D mask. While these methods produce high-quality instance proposals, they struggle with identifying small-scale and geometrically ambiguous objects. The key idea of our method is a new module that aggregates 2D instance masks across frames and maps them to geometrically coherent point cloud regions as high-quality object proposals addressing the above limitations. These are then combined with 3D class-agnostic instance proposals to include a wide range of objects in the real world. To validate our approach, we conducted experiments on three prominent datasets, including ScanNet200, S3DIS, and Replica, demonstrating significant performance gains in segmenting objects with diverse categories over the state-of-the-art approaches.
UniPTS: A Unified Framework for Proficient Post-Training Sparsity
Venue: Conference CVPR 2024
Year: 2024

Post-training Sparsity (PTS) is a recently emerged avenue that chases efficient network sparsity with limited data in need. Existing PTS methods, however, undergo significant performance degradation compared with traditional methods that retrain the sparse networks via the whole dataset, especially at high sparsity ratios. In this paper, we attempt to reconcile this disparity by transposing three cardinal factors that profoundly alter the performance of conventional sparsity into the context of PTS. Our endeavors particularly comprise (1) A base-decayed sparsity objective that promotes efficient knowledge transferring from dense network to the sparse counterpart. (2) A reducing-regrowing search algorithm designed to ascertain the optimal sparsity distribution while circumventing overfitting to the small calibration set in PTS. (3) The employment of dynamic sparse training predicated on the preceding aspects, aimed at comprehensively optimizing the sparsity structure while ensuring training stability. Our proposed framework, termed UniPTS, is validated to be much superior to existing PTS methods across extensive benchmarks. As an illustration, it amplifies the performance of POT, a recently proposed recipe, from 3.9% to 68.6% when pruning ResNet-50 at 90% sparsity ratio on ImageNet. We release the code of our paper at https://github.com/xjjxmu/UniPTS.
Cross-view and Cross-pose Completion for 3D Human Understanding
Venue: Conference CVPR 2024
Year: 2024

Human perception and understanding is a major domain of computer vision which, like many other vision subdomains recently, stands to gain from the use of large models pre-trained on large datasets. We hypothesize that the most common pre-training strategy of relying on general purpose, object-centric image datasets such as ImageNet, is limited by an important domain shift. On the other hand, collecting domain-specific ground truth such as 2D or 3D labels does not scale well. Therefore, we propose a pre-training approach based on self-supervised learning that works on human-centric data using only images. Our method uses pairs of images of humans: the first is partially masked and the model is trained to reconstruct the masked parts given the visible ones and a second image. It relies on both stereoscopic (cross-view) pairs, and temporal (cross-pose) pairs taken from videos, in order to learn priors about 3D as well as human motion. We pre-train a model for body-centric tasks and one for hand-centric tasks. With a generic transformer architecture, these models outperform existing self-supervised pre-training methods on a wide set of human-centric downstream tasks, and obtain state-of-the-art performance for instance when fine-tuning for model-based and model-free human mesh recovery.
Spherical Mask: Coarse-to-Fine 3D Point Cloud Instance Segmentation with Spherical Representation
Venue: Conference CVPR 2024
Year: 2024

Coarse-to-fine 3D instance segmentation methods show weak performances compared to recent Grouping-based, Kernel-based and Transformer-based methods. We argue that this is due to two limitations: 1) Instance size overestimation by axis-aligned bounding box(AABB) 2) False negative error accumulation from inaccurate box to the refinement phase. In this work, we introduce Spherical Mask, a novel coarse-to-fine approach based on spherical representation, overcoming those two limitations with several benefits. Specifically, our coarse detection estimates each instance with a 3D polygon using a center and radial distance predictions, which avoids excessive size estimation of AABB. To cut the error propagation in the existing coarse-to-fine approaches, we virtually migrate points based on the polygon, allowing all foreground points, including false negatives, to be refined. During inference, the proposal and point migration modules run in parallel and are assembled to form binary masks of instances. We also introduce two margin-based losses for the point migration to enforce corrections for the false positives/negatives and cohesion of foreground points, significantly improving the performance. Experimental results from three datasets, such as ScanNetV2, S3DIS, and STPLS3D, show that our proposed method outperforms existing works, demonstrating the effectiveness of the new instance representation with spherical coordinates. The code is available at: https://github.com/yunshin/SphericalMask
FSRT: Facial Scene Representation Transformer for Face Reenactment from Factorized Appearance Head-pose and Facial Expression Features
Venue: Conference CVPR 2024
Year: 2024

The task of face reenactment is to transfer the head motion and facial expressions from a driving video to the appearance of a source image, which may be of a different person (cross-reenactment). Most existing methods are CNN-based and estimate optical flow from the source image to the current driving frame, which is then inpainted and refined to produce the output animation. We propose a transformer-based encoder for computing a set-latent representation of the source image(s). We then predict the output color of a query pixel using a transformer-based decoder, which is conditioned with keypoints and a facial expression vector extracted from the driving frame. Latent representations of the source person are learned in a self-supervised manner that factorize their appearance, head pose, and facial expressions. Thus, they are perfectly suited for cross-reenactment. In contrast to most related work, our method naturally extends to multiple source images and can thus adapt to person-specific facial dynamics. We also propose data augmentation and regularization schemes that are necessary to prevent overfitting and support generalizability of the learned representations. We evaluated our approach in a randomized user study. The results indicate superior performance compared to the state-of-the-art in terms of motion transfer quality and temporal consistency.
TetraSphere: A Neural Descriptor for O(3)-Invariant Point Cloud Analysis
Venue: Conference CVPR 2024
Year: 2024

In many practical applications, 3D point cloud analysis requires rotation invariance. In this paper, we present a learnable descriptor invariant under 3D rotations and reflections, i.e., the O(3) actions, utilizing the recently introduced steerable 3D spherical neurons and vector neurons. Specifically, we propose an embedding of the 3D spherical neurons into 4D vector neurons, which leverages end-to-end training of the model. In our approach, we perform TetraTransform--an equivariant embedding of the 3D input into 4D, constructed from the steerable neurons--and extract deeper O(3)-equivariant features using vector neurons. This integration of the TetraTransform into the VN-DGCNN framework, termed TetraSphere, negligibly increases the number of parameters by less than 0.0002%. TetraSphere sets a new state-of-the-art performance classifying randomly rotated real-world object scans of the challenging subsets of ScanObjectNN. Additionally, TetraSphere outperforms all equivariant methods on randomly rotated synthetic data: classifying objects from ModelNet40 and segmenting parts of the ShapeNet shapes. Thus, our results reveal the practical value of steerable 3D spherical neurons for learning in 3D Euclidean space. The code is available at https://github.com/pavlo-melnyk/tetrasphere.
WANDR: Intention-guided Human Motion Generation
Venue: Conference CVPR 2024
Year: 2024

Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To address this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location. To solve this, we introduce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal, and interactively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Crucially, intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c-VAE), which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to generate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de.
GroupContrast: Semantic-aware Self-supervised Representation Learning for 3D Understanding
Venue: Conference CVPR 2024
Year: 2024

Self-supervised 3D representation learning aims to learn effective representations from large-scale unlabeled point clouds. Most existing approaches adopt point discrimination as the pretext task, which assigns matched points in two distinct views as positive pairs and unmatched points as negative pairs. However, this approach often results in semantically identical points having dissimilar representations, leading to a high number of false negatives and introducing a "semantic conflict" problem. To address this issue, we propose GroupContrast, a novel approach that combines segment grouping and semantic-aware contrastive learning. Segment grouping partitions points into semantically meaningful regions, which enhances semantic coherence and provides semantic guidance for the subsequent contrastive representation learning. Semantic-aware contrastive learning augments the semantic information extracted from segment grouping and helps to alleviate the issue of "semantic conflict". We conducted extensive experiments on multiple 3D scene understanding tasks. The results demonstrate that GroupContrast learns semantically meaningful representations and achieves promising transfer learning performance.
Privacy-Preserving Face Recognition Using Trainable Feature Subtraction
Venue: Conference CVPR 2024
Year: 2024

The widespread adoption of face recognition has led to increasing privacy concerns, as unauthorized access to face images can expose sensitive personal information. This paper explores face image protection against viewing and recovery attacks. Inspired by image compression, we propose creating a visually uninformative face image through feature subtraction between an original face and its model-produced regeneration. Recognizable identity features within the image are encouraged by co-training a recognition model on its high-dimensional feature representation. To enhance privacy, the high-dimensional representation is crafted through random channel shuffling, resulting in randomized recognizable images devoid of attacker-leverageable texture details. We distill our methodologies into a novel privacy-preserving face recognition method, MinusFace. Experiments demonstrate its high recognition accuracy and effective privacy protection. Its code is available at https://github.com/Tencent/TFace.
SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
Venue: Conference CVPR 2024
Year: 2024

Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/
Tri-Modal Motion Retrieval by Learning a Joint Embedding Space
Venue: Conference CVPR 2024
Year: 2024

Information retrieval is an ever-evolving and crucial research domain. The substantial demand for high-quality human motion data especially in online acquirement has led to a surge in human motion research works. Prior works have mainly concentrated on dual-modality learning, such as text and motion tasks, but three-modality learning has been rarely explored. Intuitively, an extra introduced modality can enrich a model's application scenario, and more importantly, an adequate choice of the extra modality can also act as an intermediary and enhance the alignment between the other two disparate modalities. In this work, we introduce LAVIMO (LAnguage-VIdeo-MOtion alignment), a novel framework for three-modality learning integrating human-centric videos as an additional modality, thereby effectively bridging the gap between text and motion. Moreover, our approach leverages a specially designed attention mechanism to foster enhanced alignment and synergistic effects among text, video, and motion modalities. Empirically, our results on the HumanML3D and KIT-ML datasets show that LAVIMO achieves state-of-the-art performance in various motion-related cross-modal retrieval tasks, including text-to-motion, motion-to-text, video-to-motion and motion-to-video.
Geometry-aware Reconstruction and Fusion-refined Rendering for Generalizable Neural Radiance Fields
Venue: Conference CVPR 2024
Year: 2024

Generalizable NeRF aims to synthesize novel views for unseen scenes. Common practices involve constructing variance-based cost volumes for geometry reconstruction and encoding 3D descriptors for decoding novel views. However, existing methods show limited generalization ability in challenging conditions due to inaccurate geometry, sub-optimal descriptors, and decoding strategies. We address these issues point by point. First, we find the variance-based cost volume exhibits failure patterns as the features of pixels corresponding to the same point can be inconsistent across different views due to occlusions or reflections. We introduce an Adaptive Cost Aggregation (ACA) approach to amplify the contribution of consistent pixel pairs and suppress inconsistent ones. Unlike previous methods that solely fuse 2D features into descriptors, our approach introduces a Spatial-View Aggregator (SVA) to incorporate 3D context into descriptors through spatial and inter-view interaction. When decoding the descriptors, we observe the two existing decoding strategies excel in different areas, which are complementary. A Consistency-Aware Fusion (CAF) strategy is proposed to leverage the advantages of both. We incorporate the above ACA, SVA, and CAF into a coarse-to-fine framework, termed Geometry-aware Reconstruction and Fusion-refined Rendering (GeFu). GeFu attains state-of-the-art performance across multiple datasets. Code is available at https://github.com/TQTQliu/GeFu .
SCULPT: Shape-Conditioned Unpaired Learning of Pose-dependent Clothed and Textured Human Meshes
Venue: Conference CVPR 2024
Year: 2024

We present SCULPT, a novel 3D generative model for clothed and textured 3D meshes of humans. Specifically, we devise a deep neural network that learns to represent the geometry and appearance distribution of clothed human bodies. Training such a model is challenging, as datasets of textured 3D meshes for humans are limited in size and accessibility. Our key observation is that there exist medium-sized 3D scan datasets like CAPE, as well as large-scale 2D image datasets of clothed humans and multiple appearances can be mapped to a single geometry. To effectively learn from the two data modalities, we propose an unpaired learning procedure for pose-dependent clothed and textured human meshes. Specifically, we learn a pose-dependent geometry space from 3D scan data. We represent this as per vertex displacements w.r.t. the SMPL model. Next, we train a geometry conditioned texture generator in an unsupervised way using the 2D image data. We use intermediate activations of the learned geometry model to condition our texture generator. To alleviate entanglement between pose and clothing type, and pose and clothing appearance, we condition both the texture and geometry generators with attribute labels such as clothing types for the geometry, and clothing colors for the texture generator. We automatically generated these conditioning labels for the 2D images based on the visual question answering model BLIP and CLIP. We validate our method on the SCULPT dataset, and compare to state-of-the-art 3D generative models for clothed human bodies. Our code and data can be found at https://sculpt.is.tue.mpg.de.
InterHandGen: Two-Hand Interaction Generation via Cascaded Reverse Diffusion
Venue: Conference CVPR 2024
Year: 2024

We present InterHandGen, a novel framework that learns the generative prior of two-hand interaction. Sampling from our model yields plausible and diverse two-hand shapes in close interaction with or without an object. Our prior can be incorporated into any optimization or learning methods to reduce ambiguity in an ill-posed setup. Our key observation is that directly modeling the joint distribution of multiple instances imposes high learning complexity due to its combinatorial nature. Thus, we propose to decompose the modeling of joint distribution into the modeling of factored unconditional and conditional single instance distribution. In particular, we introduce a diffusion model that learns the single-hand distribution unconditional and conditional to another hand via conditioning dropout. For sampling, we combine anti-penetration and classifier-free guidance to enable plausible generation. Furthermore, we establish the rigorous evaluation protocol of two-hand synthesis, where our method significantly outperforms baseline generative models in terms of plausibility and diversity. We also demonstrate that our diffusion prior can boost the performance of two-hand reconstruction from monocular in-the-wild images, achieving new state-of-the-art accuracy.
Video2Game: Real-time Interactive Realistic and Browser-Compatible Environment from a Single Video
Venue: Conference CVPR 2024
Year: 2024

Creating high-quality and interactive virtual environments, such as games and simulators, often involves complex and costly manual modeling processes. In this paper, we present Video2Game, a novel approach that automatically converts videos of real-world scenes into realistic and interactive game environments. At the heart of our system are three core components:(i) a neural radiance fields (NeRF) module that effectively captures the geometry and visual appearance of the scene; (ii) a mesh module that distills the knowledge from NeRF for faster rendering; and (iii) a physics module that models the interactions and physical dynamics among the objects. By following the carefully designed pipeline, one can construct an interactable and actionable digital replica of the real world. We benchmark our system on both indoor and large-scale outdoor scenes. We show that we can not only produce highly-realistic renderings in real-time, but also build interactive games on top.
Tackling the Singularities at the Endpoints of Time Intervals in Diffusion Models
Venue: Conference CVPR 2024
Year: 2024

Most diffusion models assume that the reverse process adheres to a Gaussian distribution. However, this approximation has not been rigorously validated, especially at singularities, where t=0 and t=1. Improperly dealing with such singularities leads to an average brightness issue in applications, and limits the generation of images with extreme brightness or darkness. We primarily focus on tackling singularities from both theoretical and practical perspectives. Initially, we establish the error bounds for the reverse process approximation, and showcase its Gaussian characteristics at singularity time steps. Based on this theoretical insight, we confirm the singularity at t=1 is conditionally removable while it at t=0 is an inherent property. Upon these significant conclusions, we propose a novel plug-and-play method SingDiffusion to address the initial singular time step sampling, which not only effectively resolves the average brightness issue for a wide range of diffusion models without extra training efforts, but also enhances their generation capability in achieving notable lower FID scores.