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SubscribeA Data-Centric Revisit of Pre-Trained Vision Models for Robot Learning
Pre-trained vision models (PVMs) are fundamental to modern robotics, yet their optimal configuration remains unclear. Through systematic evaluation, we find that while DINO and iBOT outperform MAE across visuomotor control and perception tasks, they struggle when trained on non-(single-)object-centric (NOC) data--a limitation strongly correlated with their diminished ability to learn object-centric representations. This investigation indicates that the ability to form object-centric representations from the non-object-centric robotics dataset is the key to success for PVMs. Motivated by this discovery, we designed SlotMIM, a method that induces object-centric representations by introducing a semantic bottleneck to reduce the number of prototypes to encourage the emergence of objectness as well as cross-view consistency regularization for encouraging multiview invariance. Our experiments encompass pre-training on object-centric, scene-centric, web-crawled, and ego-centric data. Across all settings, our approach learns transferrable representations and achieves significant improvements over prior work in image recognition, scene understanding, and robot learning evaluations. When scaled up with million-scale datasets, our method also demonstrates superior data efficiency and scalability. Our code and models are publicly available at https://github.com/CVMI-Lab/SlotMIM.
Leveraging Self-Supervised Learning for Scene Classification in Child Sexual Abuse Imagery
Crime in the 21st century is split into a virtual and real world. However, the former has become a global menace to people's well-being and security in the latter. The challenges it presents must be faced with unified global cooperation, and we must rely more than ever on automated yet trustworthy tools to combat the ever-growing nature of online offenses. Over 10 million child sexual abuse reports are submitted to the US National Center for Missing \& Exploited Children every year, and over 80% originate from online sources. Therefore, investigation centers cannot manually process and correctly investigate all imagery. In light of that, reliable automated tools that can securely and efficiently deal with this data are paramount. In this sense, the scene classification task looks for contextual cues in the environment, being able to group and classify child sexual abuse data without requiring to be trained on sensitive material. The scarcity and limitations of working with child sexual abuse images lead to self-supervised learning, a machine-learning methodology that leverages unlabeled data to produce powerful representations that can be more easily transferred to downstream tasks. This work shows that self-supervised deep learning models pre-trained on scene-centric data can reach 71.6% balanced accuracy on our indoor scene classification task and, on average, 2.2 percentage points better performance than a fully supervised version. We cooperate with Brazilian Federal Police experts to evaluate our indoor classification model on actual child abuse material. The results demonstrate a notable discrepancy between the features observed in widely used scene datasets and those depicted on sensitive materials.
Self-Supervised Visual Representation Learning with Semantic Grouping
In this paper, we tackle the problem of learning visual representations from unlabeled scene-centric data. Existing works have demonstrated the potential of utilizing the underlying complex structure within scene-centric data; still, they commonly rely on hand-crafted objectness priors or specialized pretext tasks to build a learning framework, which may harm generalizability. Instead, we propose contrastive learning from data-driven semantic slots, namely SlotCon, for joint semantic grouping and representation learning. The semantic grouping is performed by assigning pixels to a set of learnable prototypes, which can adapt to each sample by attentive pooling over the feature and form new slots. Based on the learned data-dependent slots, a contrastive objective is employed for representation learning, which enhances the discriminability of features, and conversely facilitates grouping semantically coherent pixels together. Compared with previous efforts, by simultaneously optimizing the two coupled objectives of semantic grouping and contrastive learning, our approach bypasses the disadvantages of hand-crafted priors and is able to learn object/group-level representations from scene-centric images. Experiments show our approach effectively decomposes complex scenes into semantic groups for feature learning and significantly benefits downstream tasks, including object detection, instance segmentation, and semantic segmentation. Code is available at: https://github.com/CVMI-Lab/SlotCon.
Object-level Self-Distillation for Vision Pretraining
State-of-the-art vision pretraining methods rely on image-level self-distillation from object-centric datasets such as ImageNet, implicitly assuming each image contains a single object. This assumption does not always hold: many ImageNet images already contain multiple objects. Further, it limits scalability to scene-centric datasets that better mirror real-world complexity. We address these challenges by introducing Object-level Self-DIStillation (ODIS), a pretraining approach that shifts the self-distillation granularity from whole images to individual objects. Using object-aware cropping and masked attention, ODIS isolates object-specific regions, guiding the transformer toward semantically meaningful content and transforming a noisy, scene-level task into simpler object-level sub-tasks. We show that this approach improves visual representations both at the image and patch levels. Using masks at inference time, our method achieves an impressive 82.6% k-NN accuracy on ImageNet1k with ViT-Large.
Point Contrastive Prediction with Semantic Clustering for Self-Supervised Learning on Point Cloud Videos
We propose a unified point cloud video self-supervised learning framework for object-centric and scene-centric data. Previous methods commonly conduct representation learning at the clip or frame level and cannot well capture fine-grained semantics. Instead of contrasting the representations of clips or frames, in this paper, we propose a unified self-supervised framework by conducting contrastive learning at the point level. Moreover, we introduce a new pretext task by achieving semantic alignment of superpoints, which further facilitates the representations to capture semantic cues at multiple scales. In addition, due to the high redundancy in the temporal dimension of dynamic point clouds, directly conducting contrastive learning at the point level usually leads to massive undesired negatives and insufficient modeling of positive representations. To remedy this, we propose a selection strategy to retain proper negatives and make use of high-similarity samples from other instances as positive supplements. Extensive experiments show that our method outperforms supervised counterparts on a wide range of downstream tasks and demonstrates the superior transferability of the learned representations.
CrIBo: Self-Supervised Learning via Cross-Image Object-Level Bootstrapping
Leveraging nearest neighbor retrieval for self-supervised representation learning has proven beneficial with object-centric images. However, this approach faces limitations when applied to scene-centric datasets, where multiple objects within an image are only implicitly captured in the global representation. Such global bootstrapping can lead to undesirable entanglement of object representations. Furthermore, even object-centric datasets stand to benefit from a finer-grained bootstrapping approach. In response to these challenges, we introduce a novel Cross-Image Object-Level Bootstrapping method tailored to enhance dense visual representation learning. By employing object-level nearest neighbor bootstrapping throughout the training, CrIBo emerges as a notably strong and adequate candidate for in-context learning, leveraging nearest neighbor retrieval at test time. CrIBo shows state-of-the-art performance on the latter task while being highly competitive in more standard downstream segmentation tasks. Our code and pretrained models are publicly available at https://github.com/tileb1/CrIBo.
Semantic Concentration for Self-Supervised Dense Representations Learning
Recent advances in image-level self-supervised learning (SSL) have made significant progress, yet learning dense representations for patches remains challenging. Mainstream methods encounter an over-dispersion phenomenon that patches from the same instance/category scatter, harming downstream performance on dense tasks. This work reveals that image-level SSL avoids over-dispersion by involving implicit semantic concentration. Specifically, the non-strict spatial alignment ensures intra-instance consistency, while shared patterns, i.e., similar parts of within-class instances in the input space, ensure inter-image consistency. Unfortunately, these approaches are infeasible for dense SSL due to their spatial sensitivity and complicated scene-centric data. These observations motivate us to explore explicit semantic concentration for dense SSL. First, to break the strict spatial alignment, we propose to distill the patch correspondences. Facing noisy and imbalanced pseudo labels, we propose a noise-tolerant ranking loss. The core idea is extending the Average Precision (AP) loss to continuous targets, such that its decision-agnostic and adaptive focusing properties prevent the student model from being misled. Second, to discriminate the shared patterns from complicated scenes, we propose the object-aware filter to map the output space to an object-based space. Specifically, patches are represented by learnable prototypes of objects via cross-attention. Last but not least, empirical studies across various tasks soundly support the effectiveness of our method. Code is available in https://github.com/KID-7391/CoTAP.
Gen2Det: Generate to Detect
Recently diffusion models have shown improvement in synthetic image quality as well as better control in generation. We motivate and present Gen2Det, a simple modular pipeline to create synthetic training data for object detection for free by leveraging state-of-the-art grounded image generation methods. Unlike existing works which generate individual object instances, require identifying foreground followed by pasting on other images, we simplify to directly generating scene-centric images. In addition to the synthetic data, Gen2Det also proposes a suite of techniques to best utilize the generated data, including image-level filtering, instance-level filtering, and better training recipe to account for imperfections in the generation. Using Gen2Det, we show healthy improvements on object detection and segmentation tasks under various settings and agnostic to detection methods. In the long-tailed detection setting on LVIS, Gen2Det improves the performance on rare categories by a large margin while also significantly improving the performance on other categories, e.g. we see an improvement of 2.13 Box AP and 1.84 Mask AP over just training on real data on LVIS with Mask R-CNN. In the low-data regime setting on COCO, Gen2Det consistently improves both Box and Mask AP by 2.27 and 1.85 points. In the most general detection setting, Gen2Det still demonstrates robust performance gains, e.g. it improves the Box and Mask AP on COCO by 0.45 and 0.32 points.
MoLE: Enhancing Human-centric Text-to-image Diffusion via Mixture of Low-rank Experts
Text-to-image diffusion has attracted vast attention due to its impressive image-generation capabilities. However, when it comes to human-centric text-to-image generation, particularly in the context of faces and hands, the results often fall short of naturalness due to insufficient training priors. We alleviate the issue in this work from two perspectives. 1) From the data aspect, we carefully collect a human-centric dataset comprising over one million high-quality human-in-the-scene images and two specific sets of close-up images of faces and hands. These datasets collectively provide a rich prior knowledge base to enhance the human-centric image generation capabilities of the diffusion model. 2) On the methodological front, we propose a simple yet effective method called Mixture of Low-rank Experts (MoLE) by considering low-rank modules trained on close-up hand and face images respectively as experts. This concept draws inspiration from our observation of low-rank refinement, where a low-rank module trained by a customized close-up dataset has the potential to enhance the corresponding image part when applied at an appropriate scale. To validate the superiority of MoLE in the context of human-centric image generation compared to state-of-the-art, we construct two benchmarks and perform evaluations with diverse metrics and human studies. Datasets, model, and code are released at https://sites.google.com/view/mole4diffuser/.
Scene-LLM: Extending Language Model for 3D Visual Understanding and Reasoning
This paper introduces Scene-LLM, a 3D-visual-language model that enhances embodied agents' abilities in interactive 3D indoor environments by integrating the reasoning strengths of Large Language Models (LLMs). Scene-LLM adopts a hybrid 3D visual feature representation, that incorporates dense spatial information and supports scene state updates. The model employs a projection layer to efficiently project these features in the pre-trained textual embedding space, enabling effective interpretation of 3D visual information. Unique to our approach is the integration of both scene-level and ego-centric 3D information. This combination is pivotal for interactive planning, where scene-level data supports global planning and ego-centric data is important for localization. Notably, we use ego-centric 3D frame features for feature alignment, an efficient technique that enhances the model's ability to align features of small objects within the scene. Our experiments with Scene-LLM demonstrate its strong capabilities in dense captioning, question answering, and interactive planning. We believe Scene-LLM advances the field of 3D visual understanding and reasoning, offering new possibilities for sophisticated agent interactions in indoor settings.
Embodiment-Agnostic Action Planning via Object-Part Scene Flow
Observing that the key for robotic action planning is to understand the target-object motion when its associated part is manipulated by the end effector, we propose to generate the 3D object-part scene flow and extract its transformations to solve the action trajectories for diverse embodiments. The advantage of our approach is that it derives the robot action explicitly from object motion prediction, yielding a more robust policy by understanding the object motions. Also, beyond policies trained on embodiment-centric data, our method is embodiment-agnostic, generalizable across diverse embodiments, and being able to learn from human demonstrations. Our method comprises three components: an object-part predictor to locate the part for the end effector to manipulate, an RGBD video generator to predict future RGBD videos, and a trajectory planner to extract embodiment-agnostic transformation sequences and solve the trajectory for diverse embodiments. Trained on videos even without trajectory data, our method still outperforms existing works significantly by 27.7% and 26.2% on the prevailing virtual environments MetaWorld and Franka-Kitchen, respectively. Furthermore, we conducted real-world experiments, showing that our policy, trained only with human demonstration, can be deployed to various embodiments.
Geometry-Aware Diffusion Models for Multiview Scene Inpainting
In this paper, we focus on 3D scene inpainting, where parts of an input image set, captured from different viewpoints, are masked out. The main challenge lies in generating plausible image completions that are geometrically consistent across views. Most recent work addresses this challenge by combining generative models with a 3D radiance field to fuse information across a relatively dense set of viewpoints. However, a major drawback of these methods is that they often produce blurry images due to the fusion of inconsistent cross-view images. To avoid blurry inpaintings, we eschew the use of an explicit or implicit radiance field altogether and instead fuse cross-view information in a learned space. In particular, we introduce a geometry-aware conditional generative model, capable of multi-view consistent inpainting using reference-based geometric and appearance cues. A key advantage of our approach over existing methods is its unique ability to inpaint masked scenes with a limited number of views (i.e., few-view inpainting), whereas previous methods require relatively large image sets for their 3D model fitting step. Empirically, we evaluate and compare our scene-centric inpainting method on two datasets, SPIn-NeRF and NeRFiller, which contain images captured at narrow and wide baselines, respectively, and achieve state-of-the-art 3D inpainting performance on both. Additionally, we demonstrate the efficacy of our approach in the few-view setting compared to prior methods.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
ProVision: Programmatically Scaling Vision-centric Instruction Data for Multimodal Language Models
With the rise of multimodal applications, instruction data has become critical for training multimodal language models capable of understanding complex image-based queries. Existing practices rely on powerful but costly large language models (LLMs) or multimodal language models (MLMs) to produce instruction data. These are often prone to hallucinations, licensing issues and the generation process is often hard to scale and interpret. In this work, we present a programmatic approach that employs scene graphs as symbolic representations of images and human-written programs to systematically synthesize vision-centric instruction data. Our approach ensures the interpretability and controllability of the data generation process and scales efficiently while maintaining factual accuracy. By implementing a suite of 24 single-image, 14 multi-image instruction generators, and a scene graph generation pipeline, we build a scalable, cost-effective system: ProVision which produces diverse question-answer pairs concerning objects, attributes, relations, depth, etc., for any given image. Applied to Visual Genome and DataComp datasets, we generate over 10 million instruction data points, ProVision-10M, and leverage them in both pretraining and instruction tuning stages of MLMs. When adopted in the instruction tuning stage, our single-image instruction data yields up to a 7% improvement on the 2D split and 8% on the 3D split of CVBench, along with a 3% increase in performance on QBench2, RealWorldQA, and MMMU. Our multi-image instruction data leads to an 8% improvement on Mantis-Eval. Incorporation of our data in both pre-training and fine-tuning stages of xGen-MM-4B leads to an averaged improvement of 1.6% across 11 benchmarks.
Object-Centric Scene Representations using Active Inference
Representing a scene and its constituent objects from raw sensory data is a core ability for enabling robots to interact with their environment. In this paper, we propose a novel approach for scene understanding, leveraging a hierarchical object-centric generative model that enables an agent to infer object category and pose in an allocentric reference frame using active inference, a neuro-inspired framework for action and perception. For evaluating the behavior of an active vision agent, we also propose a new benchmark where, given a target viewpoint of a particular object, the agent needs to find the best matching viewpoint given a workspace with randomly positioned objects in 3D. We demonstrate that our active inference agent is able to balance epistemic foraging and goal-driven behavior, and outperforms both supervised and reinforcement learning baselines by a large margin.
Human-centric Scene Understanding for 3D Large-scale Scenarios
Human-centric scene understanding is significant for real-world applications, but it is extremely challenging due to the existence of diverse human poses and actions, complex human-environment interactions, severe occlusions in crowds, etc. In this paper, we present a large-scale multi-modal dataset for human-centric scene understanding, dubbed HuCenLife, which is collected in diverse daily-life scenarios with rich and fine-grained annotations. Our HuCenLife can benefit many 3D perception tasks, such as segmentation, detection, action recognition, etc., and we also provide benchmarks for these tasks to facilitate related research. In addition, we design novel modules for LiDAR-based segmentation and action recognition, which are more applicable for large-scale human-centric scenarios and achieve state-of-the-art performance.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Frontiers in Intelligent Colonoscopy
Colonoscopy is currently one of the most sensitive screening methods for colorectal cancer. This study investigates the frontiers of intelligent colonoscopy techniques and their prospective implications for multimodal medical applications. With this goal, we begin by assessing the current data-centric and model-centric landscapes through four tasks for colonoscopic scene perception, including classification, detection, segmentation, and vision-language understanding. This assessment enables us to identify domain-specific challenges and reveals that multimodal research in colonoscopy remains open for further exploration. To embrace the coming multimodal era, we establish three foundational initiatives: a large-scale multimodal instruction tuning dataset ColonINST, a colonoscopy-designed multimodal language model ColonGPT, and a multimodal benchmark. To facilitate ongoing monitoring of this rapidly evolving field, we provide a public website for the latest updates: https://github.com/ai4colonoscopy/IntelliScope.
UniScene: Unified Occupancy-centric Driving Scene Generation
Generating high-fidelity, controllable, and annotated training data is critical for autonomous driving. Existing methods typically generate a single data form directly from a coarse scene layout, which not only fails to output rich data forms required for diverse downstream tasks but also struggles to model the direct layout-to-data distribution. In this paper, we introduce UniScene, the first unified framework for generating three key data forms - semantic occupancy, video, and LiDAR - in driving scenes. UniScene employs a progressive generation process that decomposes the complex task of scene generation into two hierarchical steps: (a) first generating semantic occupancy from a customized scene layout as a meta scene representation rich in both semantic and geometric information, and then (b) conditioned on occupancy, generating video and LiDAR data, respectively, with two novel transfer strategies of Gaussian-based Joint Rendering and Prior-guided Sparse Modeling. This occupancy-centric approach reduces the generation burden, especially for intricate scenes, while providing detailed intermediate representations for the subsequent generation stages. Extensive experiments demonstrate that UniScene outperforms previous SOTAs in the occupancy, video, and LiDAR generation, which also indeed benefits downstream driving tasks. Project page: https://arlo0o.github.io/uniscene/
Understanding Cross-modal Interactions in V&L Models that Generate Scene Descriptions
Image captioning models tend to describe images in an object-centric way, emphasising visible objects. But image descriptions can also abstract away from objects and describe the type of scene depicted. In this paper, we explore the potential of a state-of-the-art Vision and Language model, VinVL, to caption images at the scene level using (1) a novel dataset which pairs images with both object-centric and scene descriptions. Through (2) an in-depth analysis of the effect of the fine-tuning, we show (3) that a small amount of curated data suffices to generate scene descriptions without losing the capability to identify object-level concepts in the scene; the model acquires a more holistic view of the image compared to when object-centric descriptions are generated. We discuss the parallels between these results and insights from computational and cognitive science research on scene perception.
LEAP: Liberate Sparse-view 3D Modeling from Camera Poses
Are camera poses necessary for multi-view 3D modeling? Existing approaches predominantly assume access to accurate camera poses. While this assumption might hold for dense views, accurately estimating camera poses for sparse views is often elusive. Our analysis reveals that noisy estimated poses lead to degraded performance for existing sparse-view 3D modeling methods. To address this issue, we present LEAP, a novel pose-free approach, therefore challenging the prevailing notion that camera poses are indispensable. LEAP discards pose-based operations and learns geometric knowledge from data. LEAP is equipped with a neural volume, which is shared across scenes and is parameterized to encode geometry and texture priors. For each incoming scene, we update the neural volume by aggregating 2D image features in a feature-similarity-driven manner. The updated neural volume is decoded into the radiance field, enabling novel view synthesis from any viewpoint. On both object-centric and scene-level datasets, we show that LEAP significantly outperforms prior methods when they employ predicted poses from state-of-the-art pose estimators. Notably, LEAP performs on par with prior approaches that use ground-truth poses while running 400times faster than PixelNeRF. We show LEAP generalizes to novel object categories and scenes, and learns knowledge closely resembles epipolar geometry. Project page: https://hwjiang1510.github.io/LEAP/
FreeSplatter: Pose-free Gaussian Splatting for Sparse-view 3D Reconstruction
Existing sparse-view reconstruction models heavily rely on accurate known camera poses. However, deriving camera extrinsics and intrinsics from sparse-view images presents significant challenges. In this work, we present FreeSplatter, a highly scalable, feed-forward reconstruction framework capable of generating high-quality 3D Gaussians from uncalibrated sparse-view images and recovering their camera parameters in mere seconds. FreeSplatter is built upon a streamlined transformer architecture, comprising sequential self-attention blocks that facilitate information exchange among multi-view image tokens and decode them into pixel-wise 3D Gaussian primitives. The predicted Gaussian primitives are situated in a unified reference frame, allowing for high-fidelity 3D modeling and instant camera parameter estimation using off-the-shelf solvers. To cater to both object-centric and scene-level reconstruction, we train two model variants of FreeSplatter on extensive datasets. In both scenarios, FreeSplatter outperforms state-of-the-art baselines in terms of reconstruction quality and pose estimation accuracy. Furthermore, we showcase FreeSplatter's potential in enhancing the productivity of downstream applications, such as text/image-to-3D content creation.
EmbodiedScan: A Holistic Multi-Modal 3D Perception Suite Towards Embodied AI
In the realm of computer vision and robotics, embodied agents are expected to explore their environment and carry out human instructions. This necessitates the ability to fully understand 3D scenes given their first-person observations and contextualize them into language for interaction. However, traditional research focuses more on scene-level input and output setups from a global view. To address the gap, we introduce EmbodiedScan, a multi-modal, ego-centric 3D perception dataset and benchmark for holistic 3D scene understanding. It encompasses over 5k scans encapsulating 1M ego-centric RGB-D views, 1M language prompts, 160k 3D-oriented boxes spanning over 760 categories, some of which partially align with LVIS, and dense semantic occupancy with 80 common categories. Building upon this database, we introduce a baseline framework named Embodied Perceptron. It is capable of processing an arbitrary number of multi-modal inputs and demonstrates remarkable 3D perception capabilities, both within the two series of benchmarks we set up, i.e., fundamental 3D perception tasks and language-grounded tasks, and in the wild. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.
WorldSplat: Gaussian-Centric Feed-Forward 4D Scene Generation for Autonomous Driving
Recent advances in driving-scene generation and reconstruction have demonstrated significant potential for enhancing autonomous driving systems by producing scalable and controllable training data. Existing generation methods primarily focus on synthesizing diverse and high-fidelity driving videos; however, due to limited 3D consistency and sparse viewpoint coverage, they struggle to support convenient and high-quality novel-view synthesis (NVS). Conversely, recent 3D/4D reconstruction approaches have significantly improved NVS for real-world driving scenes, yet inherently lack generative capabilities. To overcome this dilemma between scene generation and reconstruction, we propose WorldSplat, a novel feed-forward framework for 4D driving-scene generation. Our approach effectively generates consistent multi-track videos through two key steps: (i) We introduce a 4D-aware latent diffusion model integrating multi-modal information to produce pixel-aligned 4D Gaussians in a feed-forward manner. (ii) Subsequently, we refine the novel view videos rendered from these Gaussians using a enhanced video diffusion model. Extensive experiments conducted on benchmark datasets demonstrate that WorldSplat effectively generates high-fidelity, temporally and spatially consistent multi-track novel view driving videos. Project: https://wm-research.github.io/worldsplat/
TextSSR: Diffusion-based Data Synthesis for Scene Text Recognition
Scene text recognition (STR) suffers from challenges of either less realistic synthetic training data or the difficulty of collecting sufficient high-quality real-world data, limiting the effectiveness of trained models. Meanwhile, despite producing holistically appealing text images, diffusion-based visual text generation methods struggle to synthesize accurate and realistic instance-level text at scale. To tackle this, we introduce TextSSR: a novel pipeline for Synthesizing Scene Text Recognition training data. TextSSR targets three key synthesizing characteristics: accuracy, realism, and scalability. It achieves accuracy through a proposed region-centric text generation with position-glyph enhancement, ensuring proper character placement. It maintains realism by guiding style and appearance generation using contextual hints from surrounding text or background. This character-aware diffusion architecture enjoys precise character-level control and semantic coherence preservation, without relying on natural language prompts. Therefore, TextSSR supports large-scale generation through combinatorial text permutations. Based on these, we present TextSSR-F, a dataset of 3.55 million quality-screened text instances. Extensive experiments show that STR models trained on TextSSR-F outperform those trained on existing synthetic datasets by clear margins on common benchmarks, and further improvements are observed when mixed with real-world training data. Code is available at https://github.com/YesianRohn/TextSSR.
OCTScenes: A Versatile Real-World Dataset of Tabletop Scenes for Object-Centric Learning
Humans possess the cognitive ability to comprehend scenes in a compositional manner. To empower AI systems with similar abilities, object-centric representation learning aims to acquire representations of individual objects from visual scenes without any supervision. Although recent advancements in object-centric representation learning have achieved remarkable progress on complex synthesis datasets, there is a huge challenge for application in complex real-world scenes. One of the essential reasons is the scarcity of real-world datasets specifically tailored to object-centric representation learning methods. To solve this problem, we propose a versatile real-world dataset of tabletop scenes for object-centric learning called OCTScenes, which is meticulously designed to serve as a benchmark for comparing, evaluating and analyzing object-centric representation learning methods. OCTScenes contains 5000 tabletop scenes with a total of 15 everyday objects. Each scene is captured in 60 frames covering a 360-degree perspective. Consequently, OCTScenes is a versatile benchmark dataset that can simultaneously satisfy the evaluation of object-centric representation learning methods across static scenes, dynamic scenes, and multi-view scenes tasks. Extensive experiments of object-centric representation learning methods for static, dynamic and multi-view scenes are conducted on OCTScenes. The results demonstrate the shortcomings of state-of-the-art methods for learning meaningful representations from real-world data, despite their impressive performance on complex synthesis datasets. Furthermore, OCTScenes can serves as a catalyst for advancing existing state-of-the-art methods, inspiring them to adapt to real-world scenes. Dataset and code are available at https://huggingface.co/datasets/Yinxuan/OCTScenes.
Multiverse Through Deepfakes: The MultiFakeVerse Dataset of Person-Centric Visual and Conceptual Manipulations
The rapid advancement of GenAI technology over the past few years has significantly contributed towards highly realistic deepfake content generation. Despite ongoing efforts, the research community still lacks a large-scale and reasoning capability driven deepfake benchmark dataset specifically tailored for person-centric object, context and scene manipulations. In this paper, we address this gap by introducing MultiFakeVerse, a large scale person-centric deepfake dataset, comprising 845,286 images generated through manipulation suggestions and image manipulations both derived from vision-language models (VLM). The VLM instructions were specifically targeted towards modifications to individuals or contextual elements of a scene that influence human perception of importance, intent, or narrative. This VLM-driven approach enables semantic, context-aware alterations such as modifying actions, scenes, and human-object interactions rather than synthetic or low-level identity swaps and region-specific edits that are common in existing datasets. Our experiments reveal that current state-of-the-art deepfake detection models and human observers struggle to detect these subtle yet meaningful manipulations. The code and dataset are available on https://github.com/Parul-Gupta/MultiFakeVerse{GitHub}.
NuPlanQA: A Large-Scale Dataset and Benchmark for Multi-View Driving Scene Understanding in Multi-Modal Large Language Models
Recent advances in multi-modal large language models (MLLMs) have demonstrated strong performance across various domains; however, their ability to comprehend driving scenes remains less proven. The complexity of driving scenarios, which includes multi-view information, poses significant challenges for existing MLLMs. In this paper, we introduce NuPlanQA-Eval, a multi-view, multi-modal evaluation benchmark for driving scene understanding. To further support generalization to multi-view driving scenarios, we also propose NuPlanQA-1M, a large-scale dataset comprising 1M real-world visual question-answering (VQA) pairs. For context-aware analysis of traffic scenes, we categorize our dataset into nine subtasks across three core skills: Road Environment Perception, Spatial Relations Recognition, and Ego-Centric Reasoning. Furthermore, we present BEV-LLM, integrating Bird's-Eye-View (BEV) features from multi-view images into MLLMs. Our evaluation results reveal key challenges that existing MLLMs face in driving scene-specific perception and spatial reasoning from ego-centric perspectives. In contrast, BEV-LLM demonstrates remarkable adaptability to this domain, outperforming other models in six of the nine subtasks. These findings highlight how BEV integration enhances multi-view MLLMs while also identifying key areas that require further refinement for effective adaptation to driving scenes. To facilitate further research, we publicly release NuPlanQA at https://github.com/sungyeonparkk/NuPlanQA.
Interleaved Scene Graph for Interleaved Text-and-Image Generation Assessment
Many real-world user queries (e.g. "How do to make egg fried rice?") could benefit from systems capable of generating responses with both textual steps with accompanying images, similar to a cookbook. Models designed to generate interleaved text and images face challenges in ensuring consistency within and across these modalities. To address these challenges, we present ISG, a comprehensive evaluation framework for interleaved text-and-image generation. ISG leverages a scene graph structure to capture relationships between text and image blocks, evaluating responses on four levels of granularity: holistic, structural, block-level, and image-specific. This multi-tiered evaluation allows for a nuanced assessment of consistency, coherence, and accuracy, and provides interpretable question-answer feedback. In conjunction with ISG, we introduce a benchmark, ISG-Bench, encompassing 1,150 samples across 8 categories and 21 subcategories. This benchmark dataset includes complex language-vision dependencies and golden answers to evaluate models effectively on vision-centric tasks such as style transfer, a challenging area for current models. Using ISG-Bench, we demonstrate that recent unified vision-language models perform poorly on generating interleaved content. While compositional approaches that combine separate language and image models show a 111% improvement over unified models at the holistic level, their performance remains suboptimal at both block and image levels. To facilitate future work, we develop ISG-Agent, a baseline agent employing a "plan-execute-refine" pipeline to invoke tools, achieving a 122% performance improvement.
DORSal: Diffusion for Object-centric Representations of Scenes $\textit{et al.}$
Recent progress in 3D scene understanding enables scalable learning of representations across large datasets of diverse scenes. As a consequence, generalization to unseen scenes and objects, rendering novel views from just a single or a handful of input images, and controllable scene generation that supports editing, is now possible. However, training jointly on a large number of scenes typically compromises rendering quality when compared to single-scene optimized models such as NeRFs. In this paper, we leverage recent progress in diffusion models to equip 3D scene representation learning models with the ability to render high-fidelity novel views, while retaining benefits such as object-level scene editing to a large degree. In particular, we propose DORSal, which adapts a video diffusion architecture for 3D scene generation conditioned on object-centric slot-based representations of scenes. On both complex synthetic multi-object scenes and on the real-world large-scale Street View dataset, we show that DORSal enables scalable neural rendering of 3D scenes with object-level editing and improves upon existing approaches.
MegaScenes: Scene-Level View Synthesis at Scale
Scene-level novel view synthesis (NVS) is fundamental to many vision and graphics applications. Recently, pose-conditioned diffusion models have led to significant progress by extracting 3D information from 2D foundation models, but these methods are limited by the lack of scene-level training data. Common dataset choices either consist of isolated objects (Objaverse), or of object-centric scenes with limited pose distributions (DTU, CO3D). In this paper, we create a large-scale scene-level dataset from Internet photo collections, called MegaScenes, which contains over 100K structure from motion (SfM) reconstructions from around the world. Internet photos represent a scalable data source but come with challenges such as lighting and transient objects. We address these issues to further create a subset suitable for the task of NVS. Additionally, we analyze failure cases of state-of-the-art NVS methods and significantly improve generation consistency. Through extensive experiments, we validate the effectiveness of both our dataset and method on generating in-the-wild scenes. For details on the dataset and code, see our project page at https://megascenes.github.io.
MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World
Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.
Comp4D: LLM-Guided Compositional 4D Scene Generation
Recent advancements in diffusion models for 2D and 3D content creation have sparked a surge of interest in generating 4D content. However, the scarcity of 3D scene datasets constrains current methodologies to primarily object-centric generation. To overcome this limitation, we present Comp4D, a novel framework for Compositional 4D Generation. Unlike conventional methods that generate a singular 4D representation of the entire scene, Comp4D innovatively constructs each 4D object within the scene separately. Utilizing Large Language Models (LLMs), the framework begins by decomposing an input text prompt into distinct entities and maps out their trajectories. It then constructs the compositional 4D scene by accurately positioning these objects along their designated paths. To refine the scene, our method employs a compositional score distillation technique guided by the pre-defined trajectories, utilizing pre-trained diffusion models across text-to-image, text-to-video, and text-to-3D domains. Extensive experiments demonstrate our outstanding 4D content creation capability compared to prior arts, showcasing superior visual quality, motion fidelity, and enhanced object interactions.
Anything in Any Scene: Photorealistic Video Object Insertion
Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.
Hyper-Drive: Visible-Short Wave Infrared Hyperspectral Imaging Datasets for Robots in Unstructured Environments
Hyperspectral sensors have enjoyed widespread use in the realm of remote sensing; however, they must be adapted to a format in which they can be operated onboard mobile robots. In this work, we introduce a first-of-its-kind system architecture with snapshot hyperspectral cameras and point spectrometers to efficiently generate composite datacubes from a robotic base. Our system collects and registers datacubes spanning the visible to shortwave infrared (660-1700 nm) spectrum while simultaneously capturing the ambient solar spectrum reflected off a white reference tile. We collect and disseminate a large dataset of more than 500 labeled datacubes from on-road and off-road terrain compliant with the ATLAS ontology to further the integration and demonstration of hyperspectral imaging (HSI) as beneficial in terrain class separability. Our analysis of this data demonstrates that HSI is a significant opportunity to increase understanding of scene composition from a robot-centric context. All code and data are open source online: https://river-lab.github.io/hyper_drive_data
Embodied Scene Understanding for Vision Language Models via MetaVQA
Vision Language Models (VLMs) demonstrate significant potential as embodied AI agents for various mobility applications. However, a standardized, closed-loop benchmark for evaluating their spatial reasoning and sequential decision-making capabilities is lacking. To address this, we present MetaVQA: a comprehensive benchmark designed to assess and enhance VLMs' understanding of spatial relationships and scene dynamics through Visual Question Answering (VQA) and closed-loop simulations. MetaVQA leverages Set-of-Mark prompting and top-down view ground-truth annotations from nuScenes and Waymo datasets to automatically generate extensive question-answer pairs based on diverse real-world traffic scenarios, ensuring object-centric and context-rich instructions. Our experiments show that fine-tuning VLMs with the MetaVQA dataset significantly improves their spatial reasoning and embodied scene comprehension in safety-critical simulations, evident not only in improved VQA accuracies but also in emerging safety-aware driving maneuvers. In addition, the learning demonstrates strong transferability from simulation to real-world observation. Code and data will be publicly available at https://metadriverse.github.io/metavqa .
SlotLifter: Slot-guided Feature Lifting for Learning Object-centric Radiance Fields
The ability to distill object-centric abstractions from intricate visual scenes underpins human-level generalization. Despite the significant progress in object-centric learning methods, learning object-centric representations in the 3D physical world remains a crucial challenge. In this work, we propose SlotLifter, a novel object-centric radiance model addressing scene reconstruction and decomposition jointly via slot-guided feature lifting. Such a design unites object-centric learning representations and image-based rendering methods, offering state-of-the-art performance in scene decomposition and novel-view synthesis on four challenging synthetic and four complex real-world datasets, outperforming existing 3D object-centric learning methods by a large margin. Through extensive ablative studies, we showcase the efficacy of designs in SlotLifter, revealing key insights for potential future directions.
High-fidelity Person-centric Subject-to-Image Synthesis
Current subject-driven image generation methods encounter significant challenges in person-centric image generation. The reason is that they learn the semantic scene and person generation by fine-tuning a common pre-trained diffusion, which involves an irreconcilable training imbalance. Precisely, to generate realistic persons, they need to sufficiently tune the pre-trained model, which inevitably causes the model to forget the rich semantic scene prior and makes scene generation over-fit to the training data. Moreover, even with sufficient fine-tuning, these methods can still not generate high-fidelity persons since joint learning of the scene and person generation also lead to quality compromise. In this paper, we propose Face-diffuser, an effective collaborative generation pipeline to eliminate the above training imbalance and quality compromise. Specifically, we first develop two specialized pre-trained diffusion models, i.e., Text-driven Diffusion Model (TDM) and Subject-augmented Diffusion Model (SDM), for scene and person generation, respectively. The sampling process is divided into three sequential stages, i.e., semantic scene construction, subject-scene fusion, and subject enhancement. The first and last stages are performed by TDM and SDM respectively. The subject-scene fusion stage, that is the collaboration achieved through a novel and highly effective mechanism, Saliency-adaptive Noise Fusion (SNF). Specifically, it is based on our key observation that there exists a robust link between classifier-free guidance responses and the saliency of generated images. In each time step, SNF leverages the unique strengths of each model and allows for the spatial blending of predicted noises from both models automatically in a saliency-aware manner. Extensive experiments confirm the impressive effectiveness and robustness of the Face-diffuser.
MVInpainter: Learning Multi-View Consistent Inpainting to Bridge 2D and 3D Editing
Novel View Synthesis (NVS) and 3D generation have recently achieved prominent improvements. However, these works mainly focus on confined categories or synthetic 3D assets, which are discouraged from generalizing to challenging in-the-wild scenes and fail to be employed with 2D synthesis directly. Moreover, these methods heavily depended on camera poses, limiting their real-world applications. To overcome these issues, we propose MVInpainter, re-formulating the 3D editing as a multi-view 2D inpainting task. Specifically, MVInpainter partially inpaints multi-view images with the reference guidance rather than intractably generating an entirely novel view from scratch, which largely simplifies the difficulty of in-the-wild NVS and leverages unmasked clues instead of explicit pose conditions. To ensure cross-view consistency, MVInpainter is enhanced by video priors from motion components and appearance guidance from concatenated reference key&value attention. Furthermore, MVInpainter incorporates slot attention to aggregate high-level optical flow features from unmasked regions to control the camera movement with pose-free training and inference. Sufficient scene-level experiments on both object-centric and forward-facing datasets verify the effectiveness of MVInpainter, including diverse tasks, such as multi-view object removal, synthesis, insertion, and replacement. The project page is https://ewrfcas.github.io/MVInpainter/.
OmniGlue: Generalizable Feature Matching with Foundation Model Guidance
The image matching field has been witnessing a continuous emergence of novel learnable feature matching techniques, with ever-improving performance on conventional benchmarks. However, our investigation shows that despite these gains, their potential for real-world applications is restricted by their limited generalization capabilities to novel image domains. In this paper, we introduce OmniGlue, the first learnable image matcher that is designed with generalization as a core principle. OmniGlue leverages broad knowledge from a vision foundation model to guide the feature matching process, boosting generalization to domains not seen at training time. Additionally, we propose a novel keypoint position-guided attention mechanism which disentangles spatial and appearance information, leading to enhanced matching descriptors. We perform comprehensive experiments on a suite of 7 datasets with varied image domains, including scene-level, object-centric and aerial images. OmniGlue's novel components lead to relative gains on unseen domains of 20.9% with respect to a directly comparable reference model, while also outperforming the recent LightGlue method by 9.5% relatively.Code and model can be found at https://hwjiang1510.github.io/OmniGlue
UniVIP: A Unified Framework for Self-Supervised Visual Pre-training
Self-supervised learning (SSL) holds promise in leveraging large amounts of unlabeled data. However, the success of popular SSL methods has limited on single-centric-object images like those in ImageNet and ignores the correlation among the scene and instances, as well as the semantic difference of instances in the scene. To address the above problems, we propose a Unified Self-supervised Visual Pre-training (UniVIP), a novel self-supervised framework to learn versatile visual representations on either single-centric-object or non-iconic dataset. The framework takes into account the representation learning at three levels: 1) the similarity of scene-scene, 2) the correlation of scene-instance, 3) the discrimination of instance-instance. During the learning, we adopt the optimal transport algorithm to automatically measure the discrimination of instances. Massive experiments show that UniVIP pre-trained on non-iconic COCO achieves state-of-the-art transfer performance on a variety of downstream tasks, such as image classification, semi-supervised learning, object detection and segmentation. Furthermore, our method can also exploit single-centric-object dataset such as ImageNet and outperforms BYOL by 2.5% with the same pre-training epochs in linear probing, and surpass current self-supervised object detection methods on COCO dataset, demonstrating its universality and potential.
VideoLLaMA 3: Frontier Multimodal Foundation Models for Image and Video Understanding
In this paper, we propose VideoLLaMA3, a more advanced multimodal foundation model for image and video understanding. The core design philosophy of VideoLLaMA3 is vision-centric. The meaning of "vision-centric" is two-fold: the vision-centric training paradigm and vision-centric framework design. The key insight of our vision-centric training paradigm is that high-quality image-text data is crucial for both image and video understanding. Instead of preparing massive video-text datasets, we focus on constructing large-scale and high-quality image-text datasets. VideoLLaMA3 has four training stages: 1) vision-centric alignment stage, which warms up the vision encoder and projector; 2) vision-language pretraining stage, which jointly tunes the vision encoder, projector, and LLM with large-scale image-text data covering multiple types (including scene images, documents, charts) as well as text-only data. 3) multi-task fine-tuning stage, which incorporates image-text SFT data for downstream tasks and video-text data to establish a foundation for video understanding. 4) video-centric fine-tuning, which further improves the model's capability in video understanding. As for the framework design, to better capture fine-grained details in images, the pretrained vision encoder is adapted to encode images of varying sizes into vision tokens with corresponding numbers, rather than a fixed number of tokens. For video inputs, we reduce the number of vision tokens according to their similarity so that the representation of videos will be more precise and compact. Benefit from vision-centric designs, VideoLLaMA3 achieves compelling performances in both image and video understanding benchmarks.
Hummingbird: High Fidelity Image Generation via Multimodal Context Alignment
While diffusion models are powerful in generating high-quality, diverse synthetic data for object-centric tasks, existing methods struggle with scene-aware tasks such as Visual Question Answering (VQA) and Human-Object Interaction (HOI) Reasoning, where it is critical to preserve scene attributes in generated images consistent with a multimodal context, i.e. a reference image with accompanying text guidance query. To address this, we introduce Hummingbird, the first diffusion-based image generator which, given a multimodal context, generates highly diverse images w.r.t. the reference image while ensuring high fidelity by accurately preserving scene attributes, such as object interactions and spatial relationships from the text guidance. Hummingbird employs a novel Multimodal Context Evaluator that simultaneously optimizes our formulated Global Semantic and Fine-grained Consistency Rewards to ensure generated images preserve the scene attributes of reference images in relation to the text guidance while maintaining diversity. As the first model to address the task of maintaining both diversity and fidelity given a multimodal context, we introduce a new benchmark formulation incorporating MME Perception and Bongard HOI datasets. Benchmark experiments show Hummingbird outperforms all existing methods by achieving superior fidelity while maintaining diversity, validating Hummingbird's potential as a robust multimodal context-aligned image generator in complex visual tasks.
Multiview Aerial Visual Recognition (MAVREC): Can Multi-view Improve Aerial Visual Perception?
Despite the commercial abundance of UAVs, aerial data acquisition remains challenging, and the existing Asia and North America-centric open-source UAV datasets are small-scale or low-resolution and lack diversity in scene contextuality. Additionally, the color content of the scenes, solar-zenith angle, and population density of different geographies influence the data diversity. These two factors conjointly render suboptimal aerial-visual perception of the deep neural network (DNN) models trained primarily on the ground-view data, including the open-world foundational models. To pave the way for a transformative era of aerial detection, we present Multiview Aerial Visual RECognition or MAVREC, a video dataset where we record synchronized scenes from different perspectives -- ground camera and drone-mounted camera. MAVREC consists of around 2.5 hours of industry-standard 2.7K resolution video sequences, more than 0.5 million frames, and 1.1 million annotated bounding boxes. This makes MAVREC the largest ground and aerial-view dataset, and the fourth largest among all drone-based datasets across all modalities and tasks. Through our extensive benchmarking on MAVREC, we recognize that augmenting object detectors with ground-view images from the corresponding geographical location is a superior pre-training strategy for aerial detection. Building on this strategy, we benchmark MAVREC with a curriculum-based semi-supervised object detection approach that leverages labeled (ground and aerial) and unlabeled (only aerial) images to enhance the aerial detection. We publicly release the MAVREC dataset: https://mavrec.github.io.
Scaling Robot Policy Learning via Zero-Shot Labeling with Foundation Models
A central challenge towards developing robots that can relate human language to their perception and actions is the scarcity of natural language annotations in diverse robot datasets. Moreover, robot policies that follow natural language instructions are typically trained on either templated language or expensive human-labeled instructions, hindering their scalability. To this end, we introduce NILS: Natural language Instruction Labeling for Scalability. NILS automatically labels uncurated, long-horizon robot data at scale in a zero-shot manner without any human intervention. NILS combines pretrained vision-language foundation models in order to detect objects in a scene, detect object-centric changes, segment tasks from large datasets of unlabelled interaction data and ultimately label behavior datasets. Evaluations on BridgeV2, Fractal, and a kitchen play dataset show that NILS can autonomously annotate diverse robot demonstrations of unlabeled and unstructured datasets while alleviating several shortcomings of crowdsourced human annotations, such as low data quality and diversity. We use NILS to label over 115k trajectories obtained from over 430 hours of robot data. We open-source our auto-labeling code and generated annotations on our website: http://robottasklabeling.github.io.
Holistic Understanding of 3D Scenes as Universal Scene Description
3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered by current works. In this work, we address this shortcoming and introduce (1) an expertly curated dataset in the Universal Scene Description (USD) format, featuring high-quality manual annotations, for instance, segmentation and articulation on 280 indoor scenes; (2) a learning-based model together with a novel baseline capable of predicting part segmentation along with a full specification of motion attributes, including motion type, articulated and interactable parts, and motion parameters; (3) a benchmark serving to compare upcoming methods for the task at hand. Overall, our dataset provides 8 types of annotations - object and part segmentations, motion types, movable and interactable parts, motion parameters, connectivity, and object mass annotations. With its broad and high-quality annotations, the data provides the basis for holistic 3D scene understanding models. All data is provided in the USD format, allowing interoperability and easy integration with downstream tasks. We provide open access to our dataset, benchmark, and method's source code.
Zero-Shot Object-Centric Representation Learning
The goal of object-centric representation learning is to decompose visual scenes into a structured representation that isolates the entities. Recent successes have shown that object-centric representation learning can be scaled to real-world scenes by utilizing pre-trained self-supervised features. However, so far, object-centric methods have mostly been applied in-distribution, with models trained and evaluated on the same dataset. This is in contrast to the wider trend in machine learning towards general-purpose models directly applicable to unseen data and tasks. Thus, in this work, we study current object-centric methods through the lens of zero-shot generalization by introducing a benchmark comprising eight different synthetic and real-world datasets. We analyze the factors influencing zero-shot performance and find that training on diverse real-world images improves transferability to unseen scenarios. Furthermore, inspired by the success of task-specific fine-tuning in foundation models, we introduce a novel fine-tuning strategy to adapt pre-trained vision encoders for the task of object discovery. We find that the proposed approach results in state-of-the-art performance for unsupervised object discovery, exhibiting strong zero-shot transfer to unseen datasets.
The Scene Language: Representing Scenes with Programs, Words, and Embeddings
We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
Provably Learning Object-Centric Representations
Learning structured representations of the visual world in terms of objects promises to significantly improve the generalization abilities of current machine learning models. While recent efforts to this end have shown promising empirical progress, a theoretical account of when unsupervised object-centric representation learning is possible is still lacking. Consequently, understanding the reasons for the success of existing object-centric methods as well as designing new theoretically grounded methods remains challenging. In the present work, we analyze when object-centric representations can provably be learned without supervision. To this end, we first introduce two assumptions on the generative process for scenes comprised of several objects, which we call compositionality and irreducibility. Under this generative process, we prove that the ground-truth object representations can be identified by an invertible and compositional inference model, even in the presence of dependencies between objects. We empirically validate our results through experiments on synthetic data. Finally, we provide evidence that our theory holds predictive power for existing object-centric models by showing a close correspondence between models' compositionality and invertibility and their empirical identifiability.
Semantic-Aware Scene Recognition
Scene recognition is currently one of the top-challenging research fields in computer vision. This may be due to the ambiguity between classes: images of several scene classes may share similar objects, which causes confusion among them. The problem is aggravated when images of a particular scene class are notably different. Convolutional Neural Networks (CNNs) have significantly boosted performance in scene recognition, albeit it is still far below from other recognition tasks (e.g., object or image recognition). In this paper, we describe a novel approach for scene recognition based on an end-to-end multi-modal CNN that combines image and context information by means of an attention module. Context information, in the shape of semantic segmentation, is used to gate features extracted from the RGB image by leveraging on information encoded in the semantic representation: the set of scene objects and stuff, and their relative locations. This gating process reinforces the learning of indicative scene content and enhances scene disambiguation by refocusing the receptive fields of the CNN towards them. Experimental results on four publicly available datasets show that the proposed approach outperforms every other state-of-the-art method while significantly reducing the number of network parameters. All the code and data used along this paper is available at https://github.com/vpulab/Semantic-Aware-Scene-Recognition
Exploring the Effectiveness of Object-Centric Representations in Visual Question Answering: Comparative Insights with Foundation Models
Object-centric (OC) representations, which represent the state of a visual scene by modeling it as a composition of objects, have the potential to be used in various downstream tasks to achieve systematic compositional generalization and facilitate reasoning. However, these claims have not been thoroughly analyzed yet. Recently, foundation models have demonstrated unparalleled capabilities across diverse domains from language to computer vision, marking them as a potential cornerstone of future research for a multitude of computational tasks. In this paper, we conduct an extensive empirical study on representation learning for downstream Visual Question Answering (VQA), which requires an accurate compositional understanding of the scene. We thoroughly investigate the benefits and trade-offs of OC models and alternative approaches including large pre-trained foundation models on both synthetic and real-world data, and demonstrate a viable way to achieve the best of both worlds. The extensiveness of our study, encompassing over 600 downstream VQA models and 15 different types of upstream representations, also provides several additional insights that we believe will be of interest to the community at large.
Shepherding Slots to Objects: Towards Stable and Robust Object-Centric Learning
Object-centric learning (OCL) aspires general and compositional understanding of scenes by representing a scene as a collection of object-centric representations. OCL has also been extended to multi-view image and video datasets to apply various data-driven inductive biases by utilizing geometric or temporal information in the multi-image data. Single-view images carry less information about how to disentangle a given scene than videos or multi-view images do. Hence, owing to the difficulty of applying inductive biases, OCL for single-view images remains challenging, resulting in inconsistent learning of object-centric representation. To this end, we introduce a novel OCL framework for single-view images, SLot Attention via SHepherding (SLASH), which consists of two simple-yet-effective modules on top of Slot Attention. The new modules, Attention Refining Kernel (ARK) and Intermediate Point Predictor and Encoder (IPPE), respectively, prevent slots from being distracted by the background noise and indicate locations for slots to focus on to facilitate learning of object-centric representation. We also propose a weak semi-supervision approach for OCL, whilst our proposed framework can be used without any assistant annotation during the inference. Experiments show that our proposed method enables consistent learning of object-centric representation and achieves strong performance across four datasets. Code is available at https://github.com/object-understanding/SLASH.
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
Scene Graph Generation by Iterative Message Passing
Understanding a visual scene goes beyond recognizing individual objects in isolation. Relationships between objects also constitute rich semantic information about the scene. In this work, we explicitly model the objects and their relationships using scene graphs, a visually-grounded graphical structure of an image. We propose a novel end-to-end model that generates such structured scene representation from an input image. The model solves the scene graph inference problem using standard RNNs and learns to iteratively improves its predictions via message passing. Our joint inference model can take advantage of contextual cues to make better predictions on objects and their relationships. The experiments show that our model significantly outperforms previous methods for generating scene graphs using Visual Genome dataset and inferring support relations with NYU Depth v2 dataset.
Semantic Understanding of Scenes through the ADE20K Dataset
Scene parsing, or recognizing and segmenting objects and stuff in an image, is one of the key problems in computer vision. Despite the community's efforts in data collection, there are still few image datasets covering a wide range of scenes and object categories with dense and detailed annotations for scene parsing. In this paper, we introduce and analyze the ADE20K dataset, spanning diverse annotations of scenes, objects, parts of objects, and in some cases even parts of parts. A generic network design called Cascade Segmentation Module is then proposed to enable the segmentation networks to parse a scene into stuff, objects, and object parts in a cascade. We evaluate the proposed module integrated within two existing semantic segmentation networks, yielding significant improvements for scene parsing. We further show that the scene parsing networks trained on ADE20K can be applied to a wide variety of scenes and objects.
A Review and Efficient Implementation of Scene Graph Generation Metrics
Scene graph generation has emerged as a prominent research field in computer vision, witnessing significant advancements in the recent years. However, despite these strides, precise and thorough definitions for the metrics used to evaluate scene graph generation models are lacking. In this paper, we address this gap in the literature by providing a review and precise definition of commonly used metrics in scene graph generation. Our comprehensive examination clarifies the underlying principles of these metrics and can serve as a reference or introduction to scene graph metrics. Furthermore, to facilitate the usage of these metrics, we introduce a standalone Python package called SGBench that efficiently implements all defined metrics, ensuring their accessibility to the research community. Additionally, we present a scene graph benchmarking web service, that enables researchers to compare scene graph generation methods and increase visibility of new methods in a central place. All of our code can be found at https://lorjul.github.io/sgbench/.
DAViD: Data-efficient and Accurate Vision Models from Synthetic Data
The state of the art in human-centric computer vision achieves high accuracy and robustness across a diverse range of tasks. The most effective models in this domain have billions of parameters, thus requiring extremely large datasets, expensive training regimes, and compute-intensive inference. In this paper, we demonstrate that it is possible to train models on much smaller but high-fidelity synthetic datasets, with no loss in accuracy and higher efficiency. Using synthetic training data provides us with excellent levels of detail and perfect labels, while providing strong guarantees for data provenance, usage rights, and user consent. Procedural data synthesis also provides us with explicit control on data diversity, that we can use to address unfairness in the models we train. Extensive quantitative assessment on real input images demonstrates accuracy of our models on three dense prediction tasks: depth estimation, surface normal estimation, and soft foreground segmentation. Our models require only a fraction of the cost of training and inference when compared with foundational models of similar accuracy. Our human-centric synthetic dataset and trained models are available at https://aka.ms/DAViD.
Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing
Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language. Project website: https://feature-splatting.github.io/
Semantic Amodal Segmentation
Common visual recognition tasks such as classification, object detection, and semantic segmentation are rapidly reaching maturity, and given the recent rate of progress, it is not unreasonable to conjecture that techniques for many of these problems will approach human levels of performance in the next few years. In this paper we look to the future: what is the next frontier in visual recognition? We offer one possible answer to this question. We propose a detailed image annotation that captures information beyond the visible pixels and requires complex reasoning about full scene structure. Specifically, we create an amodal segmentation of each image: the full extent of each region is marked, not just the visible pixels. Annotators outline and name all salient regions in the image and specify a partial depth order. The result is a rich scene structure, including visible and occluded portions of each region, figure-ground edge information, semantic labels, and object overlap. We create two datasets for semantic amodal segmentation. First, we label 500 images in the BSDS dataset with multiple annotators per image, allowing us to study the statistics of human annotations. We show that the proposed full scene annotation is surprisingly consistent between annotators, including for regions and edges. Second, we annotate 5000 images from COCO. This larger dataset allows us to explore a number of algorithmic ideas for amodal segmentation and depth ordering. We introduce novel metrics for these tasks, and along with our strong baselines, define concrete new challenges for the community.
KeySG: Hierarchical Keyframe-Based 3D Scene Graphs
In recent years, 3D scene graphs have emerged as a powerful world representation, offering both geometric accuracy and semantic richness. Combining 3D scene graphs with large language models enables robots to reason, plan, and navigate in complex human-centered environments. However, current approaches for constructing 3D scene graphs are semantically limited to a predefined set of relationships, and their serialization in large environments can easily exceed an LLM's context window. We introduce KeySG, a framework that represents 3D scenes as a hierarchical graph consisting of floors, rooms, objects, and functional elements, where nodes are augmented with multi-modal information extracted from keyframes selected to optimize geometric and visual coverage. The keyframes allow us to efficiently leverage VLM to extract scene information, alleviating the need to explicitly model relationship edges between objects, enabling more general, task-agnostic reasoning and planning. Our approach can process complex and ambiguous queries while mitigating the scalability issues associated with large scene graphs by utilizing a hierarchical retrieval-augmented generation (RAG) pipeline to extract relevant context from the graph. Evaluated across four distinct benchmarks -- including 3D object segmentation and complex query retrieval -- KeySG outperforms prior approaches on most metrics, demonstrating its superior semantic richness and efficiency.
Deep Object-Centric Policies for Autonomous Driving
While learning visuomotor skills in an end-to-end manner is appealing, deep neural networks are often uninterpretable and fail in surprising ways. For robotics tasks, such as autonomous driving, models that explicitly represent objects may be more robust to new scenes and provide intuitive visualizations. We describe a taxonomy of "object-centric" models which leverage both object instances and end-to-end learning. In the Grand Theft Auto V simulator, we show that object-centric models outperform object-agnostic methods in scenes with other vehicles and pedestrians, even with an imperfect detector. We also demonstrate that our architectures perform well on real-world environments by evaluating on the Berkeley DeepDrive Video dataset, where an object-centric model outperforms object-agnostic models in the low-data regimes.
PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation
Point cloud is an important type of geometric data structure. Due to its irregular format, most researchers transform such data to regular 3D voxel grids or collections of images. This, however, renders data unnecessarily voluminous and causes issues. In this paper, we design a novel type of neural network that directly consumes point clouds and well respects the permutation invariance of points in the input. Our network, named PointNet, provides a unified architecture for applications ranging from object classification, part segmentation, to scene semantic parsing. Though simple, PointNet is highly efficient and effective. Empirically, it shows strong performance on par or even better than state of the art. Theoretically, we provide analysis towards understanding of what the network has learnt and why the network is robust with respect to input perturbation and corruption.
ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenes
A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available -- current datasets cover a small range of scene views and have limited semantic annotations. To address this issue, we introduce ScanNet, an RGB-D video dataset containing 2.5M views in 1513 scenes annotated with 3D camera poses, surface reconstructions, and semantic segmentations. To collect this data, we designed an easy-to-use and scalable RGB-D capture system that includes automated surface reconstruction and crowdsourced semantic annotation. We show that using this data helps achieve state-of-the-art performance on several 3D scene understanding tasks, including 3D object classification, semantic voxel labeling, and CAD model retrieval. The dataset is freely available at http://www.scan-net.org.
ARKitScenes: A Diverse Real-World Dataset For 3D Indoor Scene Understanding Using Mobile RGB-D Data
Scene understanding is an active research area. Commercial depth sensors, such as Kinect, have enabled the release of several RGB-D datasets over the past few years which spawned novel methods in 3D scene understanding. More recently with the launch of the LiDAR sensor in Apple's iPads and iPhones, high quality RGB-D data is accessible to millions of people on a device they commonly use. This opens a whole new era in scene understanding for the Computer Vision community as well as app developers. The fundamental research in scene understanding together with the advances in machine learning can now impact people's everyday experiences. However, transforming these scene understanding methods to real-world experiences requires additional innovation and development. In this paper we introduce ARKitScenes. It is not only the first RGB-D dataset that is captured with a now widely available depth sensor, but to our best knowledge, it also is the largest indoor scene understanding data released. In addition to the raw and processed data from the mobile device, ARKitScenes includes high resolution depth maps captured using a stationary laser scanner, as well as manually labeled 3D oriented bounding boxes for a large taxonomy of furniture. We further analyze the usefulness of the data for two downstream tasks: 3D object detection and color-guided depth upsampling. We demonstrate that our dataset can help push the boundaries of existing state-of-the-art methods and it introduces new challenges that better represent real-world scenarios.
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera
A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.
DisPositioNet: Disentangled Pose and Identity in Semantic Image Manipulation
Graph representation of objects and their relations in a scene, known as a scene graph, provides a precise and discernible interface to manipulate a scene by modifying the nodes or the edges in the graph. Although existing works have shown promising results in modifying the placement and pose of objects, scene manipulation often leads to losing some visual characteristics like the appearance or identity of objects. In this work, we propose DisPositioNet, a model that learns a disentangled representation for each object for the task of image manipulation using scene graphs in a self-supervised manner. Our framework enables the disentanglement of the variational latent embeddings as well as the feature representation in the graph. In addition to producing more realistic images due to the decomposition of features like pose and identity, our method takes advantage of the probabilistic sampling in the intermediate features to generate more diverse images in object replacement or addition tasks. The results of our experiments show that disentangling the feature representations in the latent manifold of the model outperforms the previous works qualitatively and quantitatively on two public benchmarks. Project Page: https://scenegenie.github.io/DispositioNet/
SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene Synthesis
Despite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics primarily assess the realism of generated scenes by comparing them to a set of ground-truth scenes, often overlooking alignment with the input text - a critical factor in determining how effectively a method meets user requirements. We present SceneEval, an evaluation framework designed to address this limitation. SceneEval includes metrics for both explicit user requirements, such as the presence of specific objects and their attributes described in the input text, and implicit expectations, like the absence of object collisions, providing a comprehensive assessment of scene quality. To facilitate evaluation, we introduce SceneEval-100, a dataset of scene descriptions with annotated ground-truth scene properties. We evaluate recent scene generation methods using SceneEval and demonstrate its ability to provide detailed assessments of the generated scenes, highlighting strengths and areas for improvement across multiple dimensions. Our results show that current methods struggle at generating scenes that meet user requirements, underscoring the need for further research in this direction.
Object-Centric Multiple Object Tracking
Unsupervised object-centric learning methods allow the partitioning of scenes into entities without additional localization information and are excellent candidates for reducing the annotation burden of multiple-object tracking (MOT) pipelines. Unfortunately, they lack two key properties: objects are often split into parts and are not consistently tracked over time. In fact, state-of-the-art models achieve pixel-level accuracy and temporal consistency by relying on supervised object detection with additional ID labels for the association through time. This paper proposes a video object-centric model for MOT. It consists of an index-merge module that adapts the object-centric slots into detection outputs and an object memory module that builds complete object prototypes to handle occlusions. Benefited from object-centric learning, we only require sparse detection labels (0%-6.25%) for object localization and feature binding. Relying on our self-supervised Expectation-Maximization-inspired loss for object association, our approach requires no ID labels. Our experiments significantly narrow the gap between the existing object-centric model and the fully supervised state-of-the-art and outperform several unsupervised trackers.
Compositional Chain-of-Thought Prompting for Large Multimodal Models
The combination of strong visual backbones and Large Language Model (LLM) reasoning has led to Large Multimodal Models (LMMs) becoming the current standard for a wide range of vision and language (VL) tasks. However, recent research has shown that even the most advanced LMMs still struggle to capture aspects of compositional visual reasoning, such as attributes and relationships between objects. One solution is to utilize scene graphs (SGs)--a formalization of objects and their relations and attributes that has been extensively used as a bridge between the visual and textual domains. Yet, scene graph data requires scene graph annotations, which are expensive to collect and thus not easily scalable. Moreover, finetuning an LMM based on SG data can lead to catastrophic forgetting of the pretraining objective. To overcome this, inspired by chain-of-thought methods, we propose Compositional Chain-of-Thought (CCoT), a novel zero-shot Chain-of-Thought prompting method that utilizes SG representations in order to extract compositional knowledge from an LMM. Specifically, we first generate an SG using the LMM, and then use that SG in the prompt to produce a response. Through extensive experiments, we find that the proposed CCoT approach not only improves LMM performance on several vision and language VL compositional benchmarks but also improves the performance of several popular LMMs on general multimodal benchmarks, without the need for fine-tuning or annotated ground-truth SGs. Code: https://github.com/chancharikmitra/CCoT
360+x: A Panoptic Multi-modal Scene Understanding Dataset
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic perspective (i.e. multiple viewpoints with multiple data modalities). Specifically, we encapsulate third-person panoramic and front views, as well as egocentric monocular/binocular views with rich modalities including video, multi-channel audio, directional binaural delay, location data and textual scene descriptions within each scene captured, presenting comprehensive observation of the world. Figure 1 offers a glimpse of all 28 scene categories of our 360+x dataset. To the best of our knowledge, this is the first database that covers multiple viewpoints with multiple data modalities to mimic how daily information is accessed in the real world. Through our benchmark analysis, we presented 5 different scene understanding tasks on the proposed 360+x dataset to evaluate the impact and benefit of each data modality and perspective in panoptic scene understanding. We hope this unique dataset could broaden the scope of comprehensive scene understanding and encourage the community to approach these problems from more diverse perspectives.
FunGraph: Functionality Aware 3D Scene Graphs for Language-Prompted Scene Interaction
The concept of 3D scene graphs is increasingly recognized as a powerful semantic and hierarchical representation of the environment. Current approaches often address this at a coarse, object-level resolution. In contrast, our goal is to develop a representation that enables robots to directly interact with their environment by identifying both the location of functional interactive elements and how these can be used. To achieve this, we focus on detecting and storing objects at a finer resolution, focusing on affordance-relevant parts. The primary challenge lies in the scarcity of data that extends beyond instance-level detection and the inherent difficulty of capturing detailed object features using robotic sensors. We leverage currently available 3D resources to generate 2D data and train a detector, which is then used to augment the standard 3D scene graph generation pipeline. Through our experiments, we demonstrate that our approach achieves functional element segmentation comparable to state-of-the-art 3D models and that our augmentation enables task-driven affordance grounding with higher accuracy than the current solutions. See our project page at https://fungraph.github.io.
SceneGraphLoc: Cross-Modal Coarse Visual Localization on 3D Scene Graphs
We introduce a novel problem, i.e., the localization of an input image within a multi-modal reference map represented by a database of 3D scene graphs. These graphs comprise multiple modalities, including object-level point clouds, images, attributes, and relationships between objects, offering a lightweight and efficient alternative to conventional methods that rely on extensive image databases. Given the available modalities, the proposed method SceneGraphLoc learns a fixed-sized embedding for each node (i.e., representing an object instance) in the scene graph, enabling effective matching with the objects visible in the input query image. This strategy significantly outperforms other cross-modal methods, even without incorporating images into the map embeddings. When images are leveraged, SceneGraphLoc achieves performance close to that of state-of-the-art techniques depending on large image databases, while requiring three orders-of-magnitude less storage and operating orders-of-magnitude faster. The code will be made public.
MetaFind: Scene-Aware 3D Asset Retrieval for Coherent Metaverse Scene Generation
We present MetaFind, a scene-aware tri-modal compositional retrieval framework designed to enhance scene generation in the metaverse by retrieving 3D assets from large-scale repositories. MetaFind addresses two core challenges: (i) inconsistent asset retrieval that overlooks spatial, semantic, and stylistic constraints, and (ii) the absence of a standardized retrieval paradigm specifically tailored for 3D asset retrieval, as existing approaches mainly rely on general-purpose 3D shape representation models. Our key innovation is a flexible retrieval mechanism that supports arbitrary combinations of text, image, and 3D modalities as queries, enhancing spatial reasoning and style consistency by jointly modeling object-level features (including appearance) and scene-level layout structures. Methodologically, MetaFind introduces a plug-and-play equivariant layout encoder ESSGNN that captures spatial relationships and object appearance features, ensuring retrieved 3D assets are contextually and stylistically coherent with the existing scene, regardless of coordinate frame transformations. The framework supports iterative scene construction by continuously adapting retrieval results to current scene updates. Empirical evaluations demonstrate the improved spatial and stylistic consistency of MetaFind in various retrieval tasks compared to baseline methods.
Compositional Scene Representation Learning via Reconstruction: A Survey
Visual scenes are composed of visual concepts and have the property of combinatorial explosion. An important reason for humans to efficiently learn from diverse visual scenes is the ability of compositional perception, and it is desirable for artificial intelligence to have similar abilities. Compositional scene representation learning is a task that enables such abilities. In recent years, various methods have been proposed to apply deep neural networks, which have been proven to be advantageous in representation learning, to learn compositional scene representations via reconstruction, advancing this research direction into the deep learning era. Learning via reconstruction is advantageous because it may utilize massive unlabeled data and avoid costly and laborious data annotation. In this survey, we first outline the current progress on reconstruction-based compositional scene representation learning with deep neural networks, including development history and categorizations of existing methods from the perspectives of the modeling of visual scenes and the inference of scene representations; then provide benchmarks, including an open source toolbox to reproduce the benchmark experiments, of representative methods that consider the most extensively studied problem setting and form the foundation for other methods; and finally discuss the limitations of existing methods and future directions of this research topic.
HOIverse: A Synthetic Scene Graph Dataset With Human Object Interactions
When humans and robotic agents coexist in an environment, scene understanding becomes crucial for the agents to carry out various downstream tasks like navigation and planning. Hence, an agent must be capable of localizing and identifying actions performed by the human. Current research lacks reliable datasets for performing scene understanding within indoor environments where humans are also a part of the scene. Scene Graphs enable us to generate a structured representation of a scene or an image to perform visual scene understanding. To tackle this, we present HOIverse a synthetic dataset at the intersection of scene graph and human-object interaction, consisting of accurate and dense relationship ground truths between humans and surrounding objects along with corresponding RGB images, segmentation masks, depth images and human keypoints. We compute parametric relations between various pairs of objects and human-object pairs, resulting in an accurate and unambiguous relation definitions. In addition, we benchmark our dataset on state-of-the-art scene graph generation models to predict parametric relations and human-object interactions. Through this dataset, we aim to accelerate research in the field of scene understanding involving people.
Droplet3D: Commonsense Priors from Videos Facilitate 3D Generation
Scaling laws have validated the success and promise of large-data-trained models in creative generation across text, image, and video domains. However, this paradigm faces data scarcity in the 3D domain, as there is far less of it available on the internet compared to the aforementioned modalities. Fortunately, there exist adequate videos that inherently contain commonsense priors, offering an alternative supervisory signal to mitigate the generalization bottleneck caused by limited native 3D data. On the one hand, videos capturing multiple views of an object or scene provide a spatial consistency prior for 3D generation. On the other hand, the rich semantic information contained within the videos enables the generated content to be more faithful to the text prompts and semantically plausible. This paper explores how to apply the video modality in 3D asset generation, spanning datasets to models. We introduce Droplet3D-4M, the first large-scale video dataset with multi-view level annotations, and train Droplet3D, a generative model supporting both image and dense text input. Extensive experiments validate the effectiveness of our approach, demonstrating its ability to produce spatially consistent and semantically plausible content. Moreover, in contrast to the prevailing 3D solutions, our approach exhibits the potential for extension to scene-level applications. This indicates that the commonsense priors from the videos significantly facilitate 3D creation. We have open-sourced all resources including the dataset, code, technical framework, and model weights: https://dropletx.github.io/.
Recent Advance in 3D Object and Scene Generation: A Survey
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
Chat-3D v2: Bridging 3D Scene and Large Language Models with Object Identifiers
Recent research has evidenced the significant potentials of Large Language Models (LLMs) in handling challenging tasks within 3D scenes. However, current models are constrained to addressing object-centric tasks, where each question-answer pair focuses solely on an individual object. In real-world applications, users may pose queries involving multiple objects or expect for answers that precisely reference various objects. We introduce the use of object identifiers to freely reference objects during a conversation. While this solution appears straightforward, it presents two main challenges: 1) How to establish a reliable one-to-one correspondence between each object and its identifier? 2) How to incorporate complex spatial relationships among dozens of objects into the embedding space of the LLM? To address these challenges, we propose a two-stage alignment method, which involves learning an attribute-aware token and a relation-aware token for each object. These tokens capture the object's attributes and spatial relationships with surrounding objects in the 3D scene. Once the alignment is established, we can fine-tune our model on various downstream tasks using instruction tuning. Experiments conducted on traditional datasets like ScanQA, ScanRefer, and Nr3D/Sr3D showcase the effectiveness of our proposed method. Additionally, we create a 3D scene captioning dataset annotated with rich object identifiers, with the assistant of GPT-4. This dataset aims to further explore the capability of object identifiers in effective object referencing and precise scene understanding.
Scalable Scene Flow from Point Clouds in the Real World
Autonomous vehicles operate in highly dynamic environments necessitating an accurate assessment of which aspects of a scene are moving and where they are moving to. A popular approach to 3D motion estimation, termed scene flow, is to employ 3D point cloud data from consecutive LiDAR scans, although such approaches have been limited by the small size of real-world, annotated LiDAR data. In this work, we introduce a new large-scale dataset for scene flow estimation derived from corresponding tracked 3D objects, which is sim1,000times larger than previous real-world datasets in terms of the number of annotated frames. We demonstrate how previous works were bounded based on the amount of real LiDAR data available, suggesting that larger datasets are required to achieve state-of-the-art predictive performance. Furthermore, we show how previous heuristics for operating on point clouds such as down-sampling heavily degrade performance, motivating a new class of models that are tractable on the full point cloud. To address this issue, we introduce the FastFlow3D architecture which provides real time inference on the full point cloud. Additionally, we design human-interpretable metrics that better capture real world aspects by accounting for ego-motion and providing breakdowns per object type. We hope that this dataset may provide new opportunities for developing real world scene flow systems.
CVP: Central-Peripheral Vision-Inspired Multimodal Model for Spatial Reasoning
We present a central-peripheral vision-inspired framework (CVP), a simple yet effective multimodal model for spatial reasoning that draws inspiration from the two types of human visual fields -- central vision and peripheral vision. Existing approaches primarily rely on unstructured representations, such as point clouds, voxels, or patch features, and inject scene context implicitly via coordinate embeddings. However, this often results in limited spatial reasoning capabilities due to the lack of explicit, high-level structural understanding. To address this limitation, we introduce two complementary components into a Large Multimodal Model-based architecture: target-affinity token, analogous to central vision, that guides the model's attention toward query-relevant objects; and allocentric grid, akin to peripheral vision, that captures global scene context and spatial arrangements. These components work in tandem to enable structured, context-aware understanding of complex 3D environments. Experiments show that CVP achieves state-of-the-art performance across a range of 3D scene understanding benchmarks.
Spatially Guiding Unsupervised Semantic Segmentation Through Depth-Informed Feature Distillation and Sampling
Traditionally, training neural networks to perform semantic segmentation required expensive human-made annotations. But more recently, advances in the field of unsupervised learning have made significant progress on this issue and towards closing the gap to supervised algorithms. To achieve this, semantic knowledge is distilled by learning to correlate randomly sampled features from images across an entire dataset. In this work, we build upon these advances by incorporating information about the structure of the scene into the training process through the use of depth information. We achieve this by (1) learning depth-feature correlation by spatially correlate the feature maps with the depth maps to induce knowledge about the structure of the scene and (2) implementing farthest-point sampling to more effectively select relevant features by utilizing 3D sampling techniques on depth information of the scene. Finally, we demonstrate the effectiveness of our technical contributions through extensive experimentation and present significant improvements in performance across multiple benchmark datasets.
Human-Art: A Versatile Human-Centric Dataset Bridging Natural and Artificial Scenes
Humans have long been recorded in a variety of forms since antiquity. For example, sculptures and paintings were the primary media for depicting human beings before the invention of cameras. However, most current human-centric computer vision tasks like human pose estimation and human image generation focus exclusively on natural images in the real world. Artificial humans, such as those in sculptures, paintings, and cartoons, are commonly neglected, making existing models fail in these scenarios. As an abstraction of life, art incorporates humans in both natural and artificial scenes. We take advantage of it and introduce the Human-Art dataset to bridge related tasks in natural and artificial scenarios. Specifically, Human-Art contains 50k high-quality images with over 123k person instances from 5 natural and 15 artificial scenarios, which are annotated with bounding boxes, keypoints, self-contact points, and text information for humans represented in both 2D and 3D. It is, therefore, comprehensive and versatile for various downstream tasks. We also provide a rich set of baseline results and detailed analyses for related tasks, including human detection, 2D and 3D human pose estimation, image generation, and motion transfer. As a challenging dataset, we hope Human-Art can provide insights for relevant research and open up new research questions.
COOCO -- Common Objects Out-of-Context -- Semantic Violation in Scenes: Investigating Multimodal Context in Referential Communication
Natural scenes provide us with rich contexts for object recognition and reference. In particular, knowing what type of scene one is looking at generates expectations about which objects will occur, and what their spatial configuration should be. Do Vision-Language Models (VLMs) learn to rely on scene contexts in a similar way, when generating references to objects? To address this question, we introduce the Common Objects Out-of-Context (COOCO) dataset and test to what extent VLMs rely on scene context to refer to objects under different degrees of scene-object congruency, and different perturbations. Our findings show that models leverage scene context adaptively, depending on both the semantic relatedness between object and scene and the level of noise. In particular, models rely more on context under high target-scene congruence or when objects are degraded. Attention analysis reveals that successful object categorisation involves increased focus on the target in mid-level layers, especially under moderate noise, suggesting that VLMs dynamically balance local and contextual information for reference generation. We make our dataset, code and models available at https://github.com/cs-nlp-uu/scenereg{https://github.com/cs-nlp-uu/scenereg}.
Object Detectors Emerge in Deep Scene CNNs
With the success of new computational architectures for visual processing, such as convolutional neural networks (CNN) and access to image databases with millions of labeled examples (e.g., ImageNet, Places), the state of the art in computer vision is advancing rapidly. One important factor for continued progress is to understand the representations that are learned by the inner layers of these deep architectures. Here we show that object detectors emerge from training CNNs to perform scene classification. As scenes are composed of objects, the CNN for scene classification automatically discovers meaningful objects detectors, representative of the learned scene categories. With object detectors emerging as a result of learning to recognize scenes, our work demonstrates that the same network can perform both scene recognition and object localization in a single forward-pass, without ever having been explicitly taught the notion of objects.
360 in the Wild: Dataset for Depth Prediction and View Synthesis
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or omnidirectional image datasets, including essential information, such as pose and depth, are mostly made with synthetic scenes. In this work, we introduce a large scale 360^{circ} videos dataset in the wild. This dataset has been carefully scraped from the Internet and has been captured from various locations worldwide. Hence, this dataset exhibits very diversified environments (e.g., indoor and outdoor) and contexts (e.g., with and without moving objects). Each of the 25K images constituting our dataset is provided with its respective camera's pose and depth map. We illustrate the relevance of our dataset for two main tasks, namely, single image depth estimation and view synthesis.
SemanticSplat: Feed-Forward 3D Scene Understanding with Language-Aware Gaussian Fields
Holistic 3D scene understanding, which jointly models geometry, appearance, and semantics, is crucial for applications like augmented reality and robotic interaction. Existing feed-forward 3D scene understanding methods (e.g., LSM) are limited to extracting language-based semantics from scenes, failing to achieve holistic scene comprehension. Additionally, they suffer from low-quality geometry reconstruction and noisy artifacts. In contrast, per-scene optimization methods rely on dense input views, which reduces practicality and increases complexity during deployment. In this paper, we propose SemanticSplat, a feed-forward semantic-aware 3D reconstruction method, which unifies 3D Gaussians with latent semantic attributes for joint geometry-appearance-semantics modeling. To predict the semantic anisotropic Gaussians, SemanticSplat fuses diverse feature fields (e.g., LSeg, SAM) with a cost volume representation that stores cross-view feature similarities, enhancing coherent and accurate scene comprehension. Leveraging a two-stage distillation framework, SemanticSplat reconstructs a holistic multi-modal semantic feature field from sparse-view images. Experiments demonstrate the effectiveness of our method for 3D scene understanding tasks like promptable and open-vocabulary segmentation. Video results are available at https://semanticsplat.github.io.
Modeling Dynamic Environments with Scene Graph Memory
Embodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs. Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation -- Scene Graph Memory (SGM) -- with captures the agent's accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found at https://www.scenegraphmemory.com.
Are We Done with Object-Centric Learning?
Object-centric learning (OCL) seeks to learn representations that only encode an object, isolated from other objects or background cues in a scene. This approach underpins various aims, including out-of-distribution (OOD) generalization, sample-efficient composition, and modeling of structured environments. Most research has focused on developing unsupervised mechanisms that separate objects into discrete slots in the representation space, evaluated using unsupervised object discovery. However, with recent sample-efficient segmentation models, we can separate objects in the pixel space and encode them independently. This achieves remarkable zero-shot performance on OOD object discovery benchmarks, is scalable to foundation models, and can handle a variable number of slots out-of-the-box. Hence, the goal of OCL methods to obtain object-centric representations has been largely achieved. Despite this progress, a key question remains: How does the ability to separate objects within a scene contribute to broader OCL objectives, such as OOD generalization? We address this by investigating the OOD generalization challenge caused by spurious background cues through the lens of OCL. We propose a novel, training-free probe called Object-Centric Classification with Applied Masks (OCCAM), demonstrating that segmentation-based encoding of individual objects significantly outperforms slot-based OCL methods. However, challenges in real-world applications remain. We provide the toolbox for the OCL community to use scalable object-centric representations, and focus on practical applications and fundamental questions, such as understanding object perception in human cognition. Our code is available https://github.com/AlexanderRubinstein/OCCAM{here}.
Mix3D: Out-of-Context Data Augmentation for 3D Scenes
We present Mix3D, a data augmentation technique for segmenting large-scale 3D scenes. Since scene context helps reasoning about object semantics, current works focus on models with large capacity and receptive fields that can fully capture the global context of an input 3D scene. However, strong contextual priors can have detrimental implications like mistaking a pedestrian crossing the street for a car. In this work, we focus on the importance of balancing global scene context and local geometry, with the goal of generalizing beyond the contextual priors in the training set. In particular, we propose a "mixing" technique which creates new training samples by combining two augmented scenes. By doing so, object instances are implicitly placed into novel out-of-context environments and therefore making it harder for models to rely on scene context alone, and instead infer semantics from local structure as well. We perform detailed analysis to understand the importance of global context, local structures and the effect of mixing scenes. In experiments, we show that models trained with Mix3D profit from a significant performance boost on indoor (ScanNet, S3DIS) and outdoor datasets (SemanticKITTI). Mix3D can be trivially used with any existing method, e.g., trained with Mix3D, MinkowskiNet outperforms all prior state-of-the-art methods by a significant margin on the ScanNet test benchmark 78.1 mIoU. Code is available at: https://nekrasov.dev/mix3d/
Disentangled 3D Scene Generation with Layout Learning
We introduce a method to generate 3D scenes that are disentangled into their component objects. This disentanglement is unsupervised, relying only on the knowledge of a large pretrained text-to-image model. Our key insight is that objects can be discovered by finding parts of a 3D scene that, when rearranged spatially, still produce valid configurations of the same scene. Concretely, our method jointly optimizes multiple NeRFs from scratch - each representing its own object - along with a set of layouts that composite these objects into scenes. We then encourage these composited scenes to be in-distribution according to the image generator. We show that despite its simplicity, our approach successfully generates 3D scenes decomposed into individual objects, enabling new capabilities in text-to-3D content creation. For results and an interactive demo, see our project page at https://dave.ml/layoutlearning/
Towards Generating Realistic 3D Semantic Training Data for Autonomous Driving
Semantic scene understanding is crucial for robotics and computer vision applications. In autonomous driving, 3D semantic segmentation plays an important role for enabling safe navigation. Despite significant advances in the field, the complexity of collecting and annotating 3D data is a bottleneck in this developments. To overcome that data annotation limitation, synthetic simulated data has been used to generate annotated data on demand. There is still however a domain gap between real and simulated data. More recently, diffusion models have been in the spotlight, enabling close-to-real data synthesis. Those generative models have been recently applied to the 3D data domain for generating scene-scale data with semantic annotations. Still, those methods either rely on image projection or decoupled models trained with different resolutions in a coarse-to-fine manner. Such intermediary representations impact the generated data quality due to errors added in those transformations. In this work, we propose a novel approach able to generate 3D semantic scene-scale data without relying on any projection or decoupled trained multi-resolution models, achieving more realistic semantic scene data generation compared to previous state-of-the-art methods. Besides improving 3D semantic scene-scale data synthesis, we thoroughly evaluate the use of the synthetic scene samples as labeled data to train a semantic segmentation network. In our experiments, we show that using the synthetic annotated data generated by our method as training data together with the real semantic segmentation labels, leads to an improvement in the semantic segmentation model performance. Our results show the potential of generated scene-scale point clouds to generate more training data to extend existing datasets, reducing the data annotation effort. Our code is available at https://github.com/PRBonn/3DiSS.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
Predicting Video Slot Attention Queries from Random Slot-Feature Pairs
Unsupervised video Object-Centric Learning (OCL) is promising as it enables object-level scene representation and dynamics modeling as we humans do. Mainstream video OCL methods adopt a recurrent architecture: An aggregator aggregates current video frame into object features, termed slots, under some queries; A transitioner transits current slots to queries for the next frame. This is an effective architecture but all existing implementations both (i1) neglect to incorporate next frame features, the most informative source for query prediction, and (i2) fail to learn transition dynamics, the knowledge essential for query prediction. To address these issues, we propose Random Slot-Feature pair for learning Query prediction (RandSF.Q): (t1) We design a new transitioner to incorporate both slots and features, which provides more information for query prediction; (t2) We train the transitioner to predict queries from slot-feature pairs randomly sampled from available recurrences, which drives it to learn transition dynamics. Experiments on scene representation demonstrate that our method surpass existing video OCL methods significantly, e.g., up to 10 points on object discovery, setting new state-of-the-art. Such superiority also benefits downstream tasks like dynamics modeling. Our core source code and training logs are available as the supplement.
LSceneLLM: Enhancing Large 3D Scene Understanding Using Adaptive Visual Preferences
Research on 3D Vision-Language Models (3D-VLMs) is gaining increasing attention, which is crucial for developing embodied AI within 3D scenes, such as visual navigation and embodied question answering. Due to the high density of visual features, especially in large 3D scenes, accurately locating task-relevant visual information is challenging. Existing works attempt to segment all objects and consider their features as scene representations. However, these task-agnostic object features include much redundant information and missing details for the task-relevant area. To tackle these problems, we propose LSceneLLM, an adaptive framework that automatically identifies task-relevant areas by leveraging LLM's visual preference for different tasks, followed by a plug-and-play scene magnifier module to capture fine-grained details in focused areas. Specifically, a dense token selector examines the attention map of LLM to identify visual preferences for the instruction input. It then magnifies fine-grained details of the focusing area. An adaptive self-attention module is leveraged to fuse the coarse-grained and selected fine-grained visual information. To comprehensively evaluate the large scene understanding ability of 3D-VLMs, we further introduce a cross-room understanding benchmark, XR-Scene, which contains a series of large scene understanding tasks including XR-QA, XR-EmbodiedPlanning, and XR-SceneCaption. Experiments show that our method surpasses existing methods on both large scene understanding and existing scene understanding benchmarks. Plunging our scene magnifier module into the existing 3D-VLMs also brings significant improvement.
Common Objects in 3D: Large-Scale Learning and Evaluation of Real-life 3D Category Reconstruction
Traditional approaches for learning 3D object categories have been predominantly trained and evaluated on synthetic datasets due to the unavailability of real 3D-annotated category-centric data. Our main goal is to facilitate advances in this field by collecting real-world data in a magnitude similar to the existing synthetic counterparts. The principal contribution of this work is thus a large-scale dataset, called Common Objects in 3D, with real multi-view images of object categories annotated with camera poses and ground truth 3D point clouds. The dataset contains a total of 1.5 million frames from nearly 19,000 videos capturing objects from 50 MS-COCO categories and, as such, it is significantly larger than alternatives both in terms of the number of categories and objects. We exploit this new dataset to conduct one of the first large-scale "in-the-wild" evaluations of several new-view-synthesis and category-centric 3D reconstruction methods. Finally, we contribute NerFormer - a novel neural rendering method that leverages the powerful Transformer to reconstruct an object given a small number of its views. The CO3D dataset is available at https://github.com/facebookresearch/co3d .
Aladdin: Zero-Shot Hallucination of Stylized 3D Assets from Abstract Scene Descriptions
What constitutes the "vibe" of a particular scene? What should one find in "a busy, dirty city street", "an idyllic countryside", or "a crime scene in an abandoned living room"? The translation from abstract scene descriptions to stylized scene elements cannot be done with any generality by extant systems trained on rigid and limited indoor datasets. In this paper, we propose to leverage the knowledge captured by foundation models to accomplish this translation. We present a system that can serve as a tool to generate stylized assets for 3D scenes described by a short phrase, without the need to enumerate the objects to be found within the scene or give instructions on their appearance. Additionally, it is robust to open-world concepts in a way that traditional methods trained on limited data are not, affording more creative freedom to the 3D artist. Our system demonstrates this using a foundation model "team" composed of a large language model, a vision-language model and several image diffusion models, which communicate using an interpretable and user-editable intermediate representation, thus allowing for more versatile and controllable stylized asset generation for 3D artists. We introduce novel metrics for this task, and show through human evaluations that in 91% of the cases, our system outputs are judged more faithful to the semantics of the input scene description than the baseline, thus highlighting the potential of this approach to radically accelerate the 3D content creation process for 3D artists.
Convex Decomposition of Indoor Scenes
We describe a method to parse a complex, cluttered indoor scene into primitives which offer a parsimonious abstraction of scene structure. Our primitives are simple convexes. Our method uses a learned regression procedure to parse a scene into a fixed number of convexes from RGBD input, and can optionally accept segmentations to improve the decomposition. The result is then polished with a descent method which adjusts the convexes to produce a very good fit, and greedily removes superfluous primitives. Because the entire scene is parsed, we can evaluate using traditional depth, normal, and segmentation error metrics. Our evaluation procedure demonstrates that the error from our primitive representation is comparable to that of predicting depth from a single image.
COCO-Stuff: Thing and Stuff Classes in Context
Semantic classes can be either things (objects with a well-defined shape, e.g. car, person) or stuff (amorphous background regions, e.g. grass, sky). While lots of classification and detection works focus on thing classes, less attention has been given to stuff classes. Nonetheless, stuff classes are important as they allow to explain important aspects of an image, including (1) scene type; (2) which thing classes are likely to be present and their location (through contextual reasoning); (3) physical attributes, material types and geometric properties of the scene. To understand stuff and things in context we introduce COCO-Stuff, which augments all 164K images of the COCO 2017 dataset with pixel-wise annotations for 91 stuff classes. We introduce an efficient stuff annotation protocol based on superpixels, which leverages the original thing annotations. We quantify the speed versus quality trade-off of our protocol and explore the relation between annotation time and boundary complexity. Furthermore, we use COCO-Stuff to analyze: (a) the importance of stuff and thing classes in terms of their surface cover and how frequently they are mentioned in image captions; (b) the spatial relations between stuff and things, highlighting the rich contextual relations that make our dataset unique; (c) the performance of a modern semantic segmentation method on stuff and thing classes, and whether stuff is easier to segment than things.
Learning to Reconstruct and Segment 3D Objects
To endow machines with the ability to perceive the real-world in a three dimensional representation as we do as humans is a fundamental and long-standing topic in Artificial Intelligence. Given different types of visual inputs such as images or point clouds acquired by 2D/3D sensors, one important goal is to understand the geometric structure and semantics of the 3D environment. Traditional approaches usually leverage hand-crafted features to estimate the shape and semantics of objects or scenes. However, they are difficult to generalize to novel objects and scenarios, and struggle to overcome critical issues caused by visual occlusions. By contrast, we aim to understand scenes and the objects within them by learning general and robust representations using deep neural networks, trained on large-scale real-world 3D data. To achieve these aims, this thesis makes three core contributions from object-level 3D shape estimation from single or multiple views to scene-level semantic understanding.
AssetField: Assets Mining and Reconfiguration in Ground Feature Plane Representation
Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observation, we propose AssetField, a novel neural scene representation that learns a set of object-aware ground feature planes to represent the scene, where an asset library storing template feature patches can be constructed in an unsupervised manner. Unlike existing methods which require object masks to query spatial points for object editing, our ground feature plane representation offers a natural visualization of the scene in the bird-eye view, allowing a variety of operations (e.g. translation, duplication, deformation) on objects to configure a new scene. With the template feature patches, group editing is enabled for scenes with many recurring items to avoid repetitive work on object individuals. We show that AssetField not only achieves competitive performance for novel-view synthesis but also generates realistic renderings for new scene configurations.
MMScan: A Multi-Modal 3D Scene Dataset with Hierarchical Grounded Language Annotations
With the emergence of LLMs and their integration with other data modalities, multi-modal 3D perception attracts more attention due to its connectivity to the physical world and makes rapid progress. However, limited by existing datasets, previous works mainly focus on understanding object properties or inter-object spatial relationships in a 3D scene. To tackle this problem, this paper builds the first largest ever multi-modal 3D scene dataset and benchmark with hierarchical grounded language annotations, MMScan. It is constructed based on a top-down logic, from region to object level, from a single target to inter-target relationships, covering holistic aspects of spatial and attribute understanding. The overall pipeline incorporates powerful VLMs via carefully designed prompts to initialize the annotations efficiently and further involve humans' correction in the loop to ensure the annotations are natural, correct, and comprehensive. Built upon existing 3D scanning data, the resulting multi-modal 3D dataset encompasses 1.4M meta-annotated captions on 109k objects and 7.7k regions as well as over 3.04M diverse samples for 3D visual grounding and question-answering benchmarks. We evaluate representative baselines on our benchmarks, analyze their capabilities in different aspects, and showcase the key problems to be addressed in the future. Furthermore, we use this high-quality dataset to train state-of-the-art 3D visual grounding and LLMs and obtain remarkable performance improvement both on existing benchmarks and in-the-wild evaluation. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.
3D and 4D World Modeling: A Survey
World modeling has become a cornerstone in AI research, enabling agents to understand, represent, and predict the dynamic environments they inhabit. While prior work largely emphasizes generative methods for 2D image and video data, they overlook the rapidly growing body of work that leverages native 3D and 4D representations such as RGB-D imagery, occupancy grids, and LiDAR point clouds for large-scale scene modeling. At the same time, the absence of a standardized definition and taxonomy for ``world models'' has led to fragmented and sometimes inconsistent claims in the literature. This survey addresses these gaps by presenting the first comprehensive review explicitly dedicated to 3D and 4D world modeling and generation. We establish precise definitions, introduce a structured taxonomy spanning video-based (VideoGen), occupancy-based (OccGen), and LiDAR-based (LiDARGen) approaches, and systematically summarize datasets and evaluation metrics tailored to 3D/4D settings. We further discuss practical applications, identify open challenges, and highlight promising research directions, aiming to provide a coherent and foundational reference for advancing the field. A systematic summary of existing literature is available at https://github.com/worldbench/survey
PixFoundation 2.0: Do Video Multi-Modal LLMs Use Motion in Visual Grounding?
Multi-modal large language models (MLLMs) have shown impressive generalization across tasks using images and text modalities. While their extension to video has enabled tasks such as video question answering and video captioning, their pixel-level visual grounding abilities are less studied. In this work, we raise the pertinent question of whether motion is used in pixel-level visual grounding and whether video MLLMs can segment objects based on natural language expressions describing their motion patterns. We identify the shortcomings in the current benchmarks, where we show that a single frame can often suffice for capturing the motion referring expression without any temporal reasoning. To address this, we introduce four motion-centric probing techniques, particularly designed for the visual grounding task, to study video MLLMs' ability to identify true motion from a fake one and their ability to grasp the motion order. Consequently, we provide a motion-centric benchmark, MoCentric-Bench. It ensures that video MLLMs are evaluated towards leveraging the interaction between motion and language rather than being dominated by static appearance cues emphasized in existing visual grounding datasets. We further establish strong single-image baselines that are on par with or outperform prior methods. Finally, we explore simple motion-centric adaptation techniques that provide state-of-the-art performance on our MoCentric-Bench. Our motion-centric benchmark, evaluation and findings challenge future models to improve dense spatiotemporal grounding and pixel-level understanding within videos. Code and datasets will be made publicly available at https://github.com/MSiam/PixFoundation-2.0.git.
MonoScene: Monocular 3D Semantic Scene Completion
MonoScene proposes a 3D Semantic Scene Completion (SSC) framework, where the dense geometry and semantics of a scene are inferred from a single monocular RGB image. Different from the SSC literature, relying on 2.5 or 3D input, we solve the complex problem of 2D to 3D scene reconstruction while jointly inferring its semantics. Our framework relies on successive 2D and 3D UNets bridged by a novel 2D-3D features projection inspiring from optics and introduces a 3D context relation prior to enforce spatio-semantic consistency. Along with architectural contributions, we introduce novel global scene and local frustums losses. Experiments show we outperform the literature on all metrics and datasets while hallucinating plausible scenery even beyond the camera field of view. Our code and trained models are available at https://github.com/cv-rits/MonoScene.
What Makes a Scene ? Scene Graph-based Evaluation and Feedback for Controllable Generation
While text-to-image generation has been extensively studied, generating images from scene graphs remains relatively underexplored, primarily due to challenges in accurately modeling spatial relationships and object interactions. To fill this gap, we introduce Scene-Bench, a comprehensive benchmark designed to evaluate and enhance the factual consistency in generating natural scenes. Scene-Bench comprises MegaSG, a large-scale dataset of one million images annotated with scene graphs, facilitating the training and fair comparison of models across diverse and complex scenes. Additionally, we propose SGScore, a novel evaluation metric that leverages chain-of-thought reasoning capabilities of multimodal large language models (LLMs) to assess both object presence and relationship accuracy, offering a more effective measure of factual consistency than traditional metrics like FID and CLIPScore. Building upon this evaluation framework, we develop a scene graph feedback pipeline that iteratively refines generated images by identifying and correcting discrepancies between the scene graph and the image. Extensive experiments demonstrate that Scene-Bench provides a more comprehensive and effective evaluation framework compared to existing benchmarks, particularly for complex scene generation. Furthermore, our feedback strategy significantly enhances the factual consistency of image generation models, advancing the field of controllable image generation.
Haystack: A Panoptic Scene Graph Dataset to Evaluate Rare Predicate Classes
Current scene graph datasets suffer from strong long-tail distributions of their predicate classes. Due to a very low number of some predicate classes in the test sets, no reliable metrics can be retrieved for the rarest classes. We construct a new panoptic scene graph dataset and a set of metrics that are designed as a benchmark for the predictive performance especially on rare predicate classes. To construct the new dataset, we propose a model-assisted annotation pipeline that efficiently finds rare predicate classes that are hidden in a large set of images like needles in a haystack. Contrary to prior scene graph datasets, Haystack contains explicit negative annotations, i.e. annotations that a given relation does not have a certain predicate class. Negative annotations are helpful especially in the field of scene graph generation and open up a whole new set of possibilities to improve current scene graph generation models. Haystack is 100% compatible with existing panoptic scene graph datasets and can easily be integrated with existing evaluation pipelines. Our dataset and code can be found here: https://lorjul.github.io/haystack/. It includes annotation files and simple to use scripts and utilities, to help with integrating our dataset in existing work.
Towards Semantic Segmentation of Urban-Scale 3D Point Clouds: A Dataset, Benchmarks and Challenges
An essential prerequisite for unleashing the potential of supervised deep learning algorithms in the area of 3D scene understanding is the availability of large-scale and richly annotated datasets. However, publicly available datasets are either in relative small spatial scales or have limited semantic annotations due to the expensive cost of data acquisition and data annotation, which severely limits the development of fine-grained semantic understanding in the context of 3D point clouds. In this paper, we present an urban-scale photogrammetric point cloud dataset with nearly three billion richly annotated points, which is three times the number of labeled points than the existing largest photogrammetric point cloud dataset. Our dataset consists of large areas from three UK cities, covering about 7.6 km^2 of the city landscape. In the dataset, each 3D point is labeled as one of 13 semantic classes. We extensively evaluate the performance of state-of-the-art algorithms on our dataset and provide a comprehensive analysis of the results. In particular, we identify several key challenges towards urban-scale point cloud understanding. The dataset is available at https://github.com/QingyongHu/SensatUrban.
HL Dataset: Grounding High-Level Linguistic Concepts in Vision
Current captioning datasets, focus on object-centric captions, describing the visible objects in the image, often ending up stating the obvious (for humans), e.g. "people eating food in a park". Although these datasets are useful to evaluate the ability of Vision & Language models to recognize the visual content, they lack in expressing trivial abstract concepts, e.g. "people having a picnic". Such concepts are licensed by human's personal experience and contribute to forming common sense assumptions. We present the High-Level Dataset; a dataset extending 14997 images of the COCO dataset with 134973 human-annotated (high-level) abstract captions collected along three axes: scenes, actions and rationales. We describe and release such dataset and we show how it can be used to assess models' multimodal grounding of abstract concepts and enrich models' visio-lingusitic representations. Moreover, we describe potential tasks enabled by this dataset involving high- and low-level concepts interactions.
SUMMIT: Source-Free Adaptation of Uni-Modal Models to Multi-Modal Targets
Scene understanding using multi-modal data is necessary in many applications, e.g., autonomous navigation. To achieve this in a variety of situations, existing models must be able to adapt to shifting data distributions without arduous data annotation. Current approaches assume that the source data is available during adaptation and that the source consists of paired multi-modal data. Both these assumptions may be problematic for many applications. Source data may not be available due to privacy, security, or economic concerns. Assuming the existence of paired multi-modal data for training also entails significant data collection costs and fails to take advantage of widely available freely distributed pre-trained uni-modal models. In this work, we relax both of these assumptions by addressing the problem of adapting a set of models trained independently on uni-modal data to a target domain consisting of unlabeled multi-modal data, without having access to the original source dataset. Our proposed approach solves this problem through a switching framework which automatically chooses between two complementary methods of cross-modal pseudo-label fusion -- agreement filtering and entropy weighting -- based on the estimated domain gap. We demonstrate our work on the semantic segmentation problem. Experiments across seven challenging adaptation scenarios verify the efficacy of our approach, achieving results comparable to, and in some cases outperforming, methods which assume access to source data. Our method achieves an improvement in mIoU of up to 12% over competing baselines. Our code is publicly available at https://github.com/csimo005/SUMMIT.
Text-Scene: A Scene-to-Language Parsing Framework for 3D Scene Understanding
Enabling agents to understand and interact with complex 3D scenes is a fundamental challenge for embodied artificial intelligence systems. While Multimodal Large Language Models (MLLMs) have achieved significant progress in 2D image understanding, extending such capabilities to 3D scenes remains difficult: 1) 3D environment involves richer concepts such as spatial relationships, affordances, physics, layout, and so on, 2) the absence of large-scale 3D vision-language datasets has posed a significant obstacle. In this paper, we introduce Text-Scene, a framework that automatically parses 3D scenes into textual descriptions for scene understanding. Given a 3D scene, our model identifies object attributes and spatial relationships, and then generates a coherent summary of the whole scene, bridging the gap between 3D observation and language without requiring human-in-the-loop intervention. By leveraging both geometric analysis and MLLMs, Text-Scene produces descriptions that are accurate, detailed, and human-interpretable, capturing object-level details and global-level context. Experimental results on benchmarks demonstrate that our textual parses can faithfully represent 3D scenes and benefit downstream tasks. To evaluate the reasoning capability of MLLMs, we present InPlan3D, a comprehensive benchmark for 3D task planning, consisting of 3174 long-term planning tasks across 636 indoor scenes. We emphasize clarity and accessibility in our approach, aiming to make 3D scene content understandable through language. Code and datasets will be released.
SGEdit: Bridging LLM with Text2Image Generative Model for Scene Graph-based Image Editing
Scene graphs offer a structured, hierarchical representation of images, with nodes and edges symbolizing objects and the relationships among them. It can serve as a natural interface for image editing, dramatically improving precision and flexibility. Leveraging this benefit, we introduce a new framework that integrates large language model (LLM) with Text2Image generative model for scene graph-based image editing. This integration enables precise modifications at the object level and creative recomposition of scenes without compromising overall image integrity. Our approach involves two primary stages: 1) Utilizing a LLM-driven scene parser, we construct an image's scene graph, capturing key objects and their interrelationships, as well as parsing fine-grained attributes such as object masks and descriptions. These annotations facilitate concept learning with a fine-tuned diffusion model, representing each object with an optimized token and detailed description prompt. 2) During the image editing phase, a LLM editing controller guides the edits towards specific areas. These edits are then implemented by an attention-modulated diffusion editor, utilizing the fine-tuned model to perform object additions, deletions, replacements, and adjustments. Through extensive experiments, we demonstrate that our framework significantly outperforms existing image editing methods in terms of editing precision and scene aesthetics.
Revisit Anything: Visual Place Recognition via Image Segment Retrieval
Accurately recognizing a revisited place is crucial for embodied agents to localize and navigate. This requires visual representations to be distinct, despite strong variations in camera viewpoint and scene appearance. Existing visual place recognition pipelines encode the "whole" image and search for matches. This poses a fundamental challenge in matching two images of the same place captured from different camera viewpoints: "the similarity of what overlaps can be dominated by the dissimilarity of what does not overlap". We address this by encoding and searching for "image segments" instead of the whole images. We propose to use open-set image segmentation to decompose an image into `meaningful' entities (i.e., things and stuff). This enables us to create a novel image representation as a collection of multiple overlapping subgraphs connecting a segment with its neighboring segments, dubbed SuperSegment. Furthermore, to efficiently encode these SuperSegments into compact vector representations, we propose a novel factorized representation of feature aggregation. We show that retrieving these partial representations leads to significantly higher recognition recall than the typical whole image based retrieval. Our segments-based approach, dubbed SegVLAD, sets a new state-of-the-art in place recognition on a diverse selection of benchmark datasets, while being applicable to both generic and task-specialized image encoders. Finally, we demonstrate the potential of our method to ``revisit anything'' by evaluating our method on an object instance retrieval task, which bridges the two disparate areas of research: visual place recognition and object-goal navigation, through their common aim of recognizing goal objects specific to a place. Source code: https://github.com/AnyLoc/Revisit-Anything.
LEO-VL: Towards 3D Vision-Language Generalists via Data Scaling with Efficient Representation
Developing 3D-VL generalists capable of understanding 3D scenes and following natural language instructions to perform a wide range of tasks has been a long-standing goal in the 3D-VL community. Despite recent progress, 3D-VL models still lag behind their 2D counterparts in capability and robustness, falling short of the generalist standard. A key obstacle to developing 3D-VL generalists lies in data scalability, hindered by the lack of an efficient scene representation. We propose LEO-VL, a 3D-VL model built upon condensed feature grid (CFG), an efficient scene representation that bridges 2D perception and 3D spatial structure while significantly reducing token overhead. This efficiency unlocks large-scale training towards 3D-VL generalist, for which we curate over 700k high-quality 3D-VL data spanning four domains of real-world indoor scenes and five tasks such as captioning and dialogue. LEO-VL achieves state-of-the-art performance on a variety of 3D QA benchmarks, including SQA3D, MSQA, and Beacon3D. Ablation studies confirm the efficiency of our representation, the importance of task and scene diversity, and the validity of our data curation principle. Furthermore, we introduce SceneDPO, a novel post-training objective that enhances the robustness of 3D-VL models. We hope our findings contribute to the advancement of scalable and robust 3D-VL generalists.
ReSpace: Text-Driven 3D Scene Synthesis and Editing with Preference Alignment
Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scenes either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. In contrast, LLM-based methods enable richer semantics via natural language (e.g., 'modern studio with light wood furniture') but do not support editing, remain limited to rectangular layouts or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for text-driven 3D indoor scene synthesis and editing using autoregressive language models. Our approach features a compact structured scene representation with explicit room boundaries that frames scene editing as a next-token prediction task. We leverage a dual-stage training approach combining supervised fine-tuning and preference alignment, enabling a specially trained language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. For scene editing, we employ a zero-shot LLM to handle object removal and prompts for addition. We further introduce a novel voxelization-based evaluation that captures fine-grained geometry beyond 3D bounding boxes. Experimental results surpass state-of-the-art on object addition while maintaining competitive results on full scene synthesis.
SceneDecorator: Towards Scene-Oriented Story Generation with Scene Planning and Scene Consistency
Recent text-to-image models have revolutionized image generation, but they still struggle with maintaining concept consistency across generated images. While existing works focus on character consistency, they often overlook the crucial role of scenes in storytelling, which restricts their creativity in practice. This paper introduces scene-oriented story generation, addressing two key challenges: (i) scene planning, where current methods fail to ensure scene-level narrative coherence by relying solely on text descriptions, and (ii) scene consistency, which remains largely unexplored in terms of maintaining scene consistency across multiple stories. We propose SceneDecorator, a training-free framework that employs VLM-Guided Scene Planning to ensure narrative coherence across different scenes in a ``global-to-local'' manner, and Long-Term Scene-Sharing Attention to maintain long-term scene consistency and subject diversity across generated stories. Extensive experiments demonstrate the superior performance of SceneDecorator, highlighting its potential to unleash creativity in the fields of arts, films, and games.
Cycle Consistency Driven Object Discovery
Developing deep learning models that effectively learn object-centric representations, akin to human cognition, remains a challenging task. Existing approaches facilitate object discovery by representing objects as fixed-size vectors, called ``slots'' or ``object files''. While these approaches have shown promise in certain scenarios, they still exhibit certain limitations. First, they rely on architectural priors which can be unreliable and usually require meticulous engineering to identify the correct objects. Second, there has been a notable gap in investigating the practical utility of these representations in downstream tasks. To address the first limitation, we introduce a method that explicitly optimizes the constraint that each object in a scene should be associated with a distinct slot. We formalize this constraint by introducing consistency objectives which are cyclic in nature. By integrating these consistency objectives into various existing slot-based object-centric methods, we showcase substantial improvements in object-discovery performance. These enhancements consistently hold true across both synthetic and real-world scenes, underscoring the effectiveness and adaptability of the proposed approach. To tackle the second limitation, we apply the learned object-centric representations from the proposed method to two downstream reinforcement learning tasks, demonstrating considerable performance enhancements compared to conventional slot-based and monolithic representation learning methods. Our results suggest that the proposed approach not only improves object discovery, but also provides richer features for downstream tasks.
SALOVA: Segment-Augmented Long Video Assistant for Targeted Retrieval and Routing in Long-Form Video Analysis
Despite advances in Large Multi-modal Models, applying them to long and untrimmed video content remains challenging due to limitations in context length and substantial memory overhead. These constraints often lead to significant information loss and reduced relevance in the model responses. With the exponential growth of video data across web platforms, understanding long-form video is crucial for advancing generalized intelligence. In this paper, we introduce SALOVA: Segment-Augmented LOng Video Assistant, a novel video-LLM framework designed to enhance the comprehension of lengthy video content through targeted retrieval process. We address two main challenges to achieve it: (i) We present the SceneWalk dataset, a high-quality collection of 87.8K long videos, each densely captioned at the segment level to enable models to capture scene continuity and maintain rich descriptive context. (ii) We develop robust architectural designs integrating dynamic routing mechanism and spatio-temporal projector to efficiently retrieve and process relevant video segments based on user queries. Our framework mitigates the limitations of current video-LMMs by allowing for precise identification and retrieval of relevant video segments in response to queries, thereby improving the contextual relevance of the generated responses. Through extensive experiments, SALOVA demonstrates enhanced capability in processing complex long-form videos, showing significant capability to maintain contextual integrity across extended sequences.
StableSemantics: A Synthetic Language-Vision Dataset of Semantic Representations in Naturalistic Images
Understanding the semantics of visual scenes is a fundamental challenge in Computer Vision. A key aspect of this challenge is that objects sharing similar semantic meanings or functions can exhibit striking visual differences, making accurate identification and categorization difficult. Recent advancements in text-to-image frameworks have led to models that implicitly capture natural scene statistics. These frameworks account for the visual variability of objects, as well as complex object co-occurrences and sources of noise such as diverse lighting conditions. By leveraging large-scale datasets and cross-attention conditioning, these models generate detailed and contextually rich scene representations. This capability opens new avenues for improving object recognition and scene understanding in varied and challenging environments. Our work presents StableSemantics, a dataset comprising 224 thousand human-curated prompts, processed natural language captions, over 2 million synthetic images, and 10 million attention maps corresponding to individual noun chunks. We explicitly leverage human-generated prompts that correspond to visually interesting stable diffusion generations, provide 10 generations per phrase, and extract cross-attention maps for each image. We explore the semantic distribution of generated images, examine the distribution of objects within images, and benchmark captioning and open vocabulary segmentation methods on our data. To the best of our knowledge, we are the first to release a diffusion dataset with semantic attributions. We expect our proposed dataset to catalyze advances in visual semantic understanding and provide a foundation for developing more sophisticated and effective visual models. Website: https://stablesemantics.github.io/StableSemantics
Scene Coordinate Reconstruction: Posing of Image Collections via Incremental Learning of a Relocalizer
We address the task of estimating camera parameters from a set of images depicting a scene. Popular feature-based structure-from-motion (SfM) tools solve this task by incremental reconstruction: they repeat triangulation of sparse 3D points and registration of more camera views to the sparse point cloud. We re-interpret incremental structure-from-motion as an iterated application and refinement of a visual relocalizer, that is, of a method that registers new views to the current state of the reconstruction. This perspective allows us to investigate alternative visual relocalizers that are not rooted in local feature matching. We show that scene coordinate regression, a learning-based relocalization approach, allows us to build implicit, neural scene representations from unposed images. Different from other learning-based reconstruction methods, we do not require pose priors nor sequential inputs, and we optimize efficiently over thousands of images. Our method, ACE0 (ACE Zero), estimates camera poses to an accuracy comparable to feature-based SfM, as demonstrated by novel view synthesis. Project page: https://nianticlabs.github.io/acezero/
