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SubscribeD4D: An RGBD diffusion model to boost monocular depth estimation
Ground-truth RGBD data are fundamental for a wide range of computer vision applications; however, those labeled samples are difficult to collect and time-consuming to produce. A common solution to overcome this lack of data is to employ graphic engines to produce synthetic proxies; however, those data do not often reflect real-world images, resulting in poor performance of the trained models at the inference step. In this paper we propose a novel training pipeline that incorporates Diffusion4D (D4D), a customized 4-channels diffusion model able to generate realistic RGBD samples. We show the effectiveness of the developed solution in improving the performances of deep learning models on the monocular depth estimation task, where the correspondence between RGB and depth map is crucial to achieving accurate measurements. Our supervised training pipeline, enriched by the generated samples, outperforms synthetic and original data performances achieving an RMSE reduction of (8.2%, 11.9%) and (8.1%, 6.1%) respectively on the indoor NYU Depth v2 and the outdoor KITTI dataset.
Omni6D: Large-Vocabulary 3D Object Dataset for Category-Level 6D Object Pose Estimation
6D object pose estimation aims at determining an object's translation, rotation, and scale, typically from a single RGBD image. Recent advancements have expanded this estimation from instance-level to category-level, allowing models to generalize across unseen instances within the same category. However, this generalization is limited by the narrow range of categories covered by existing datasets, such as NOCS, which also tend to overlook common real-world challenges like occlusion. To tackle these challenges, we introduce Omni6D, a comprehensive RGBD dataset featuring a wide range of categories and varied backgrounds, elevating the task to a more realistic context. 1) The dataset comprises an extensive spectrum of 166 categories, 4688 instances adjusted to the canonical pose, and over 0.8 million captures, significantly broadening the scope for evaluation. 2) We introduce a symmetry-aware metric and conduct systematic benchmarks of existing algorithms on Omni6D, offering a thorough exploration of new challenges and insights. 3) Additionally, we propose an effective fine-tuning approach that adapts models from previous datasets to our extensive vocabulary setting. We believe this initiative will pave the way for new insights and substantial progress in both the industrial and academic fields, pushing forward the boundaries of general 6D pose estimation.
ViewFormer: View Set Attention for Multi-view 3D Shape Understanding
This paper presents ViewFormer, a simple yet effective model for multi-view 3d shape recognition and retrieval. We systematically investigate the existing methods for aggregating multi-view information and propose a novel ``view set" perspective, which minimizes the relation assumption about the views and releases the representation flexibility. We devise an adaptive attention model to capture pairwise and higher-order correlations of the elements in the view set. The learned multi-view correlations are aggregated into an expressive view set descriptor for recognition and retrieval. Experiments show the proposed method unleashes surprising capabilities across different tasks and datasets. For instance, with only 2 attention blocks and 4.8M learnable parameters, ViewFormer reaches 98.8% recognition accuracy on ModelNet40 for the first time, exceeding previous best method by 1.1% . On the challenging RGBD dataset, our method achieves 98.4% recognition accuracy, which is a 4.1% absolute improvement over the strongest baseline. ViewFormer also sets new records in several evaluation dimensions of 3D shape retrieval defined on the SHREC'17 benchmark.
SparseNeRF: Distilling Depth Ranking for Few-shot Novel View Synthesis
Neural Radiance Field (NeRF) significantly degrades when only a limited number of views are available. To complement the lack of 3D information, depth-based models, such as DSNeRF and MonoSDF, explicitly assume the availability of accurate depth maps of multiple views. They linearly scale the accurate depth maps as supervision to guide the predicted depth of few-shot NeRFs. However, accurate depth maps are difficult and expensive to capture due to wide-range depth distances in the wild. In this work, we present a new Sparse-view NeRF (SparseNeRF) framework that exploits depth priors from real-world inaccurate observations. The inaccurate depth observations are either from pre-trained depth models or coarse depth maps of consumer-level depth sensors. Since coarse depth maps are not strictly scaled to the ground-truth depth maps, we propose a simple yet effective constraint, a local depth ranking method, on NeRFs such that the expected depth ranking of the NeRF is consistent with that of the coarse depth maps in local patches. To preserve the spatial continuity of the estimated depth of NeRF, we further propose a spatial continuity constraint to encourage the consistency of the expected depth continuity of NeRF with coarse depth maps. Surprisingly, with simple depth ranking constraints, SparseNeRF outperforms all state-of-the-art few-shot NeRF methods (including depth-based models) on standard LLFF and DTU datasets. Moreover, we collect a new dataset NVS-RGBD that contains real-world depth maps from Azure Kinect, ZED 2, and iPhone 13 Pro. Extensive experiments on NVS-RGBD dataset also validate the superiority and generalizability of SparseNeRF. Code and dataset are available at https://sparsenerf.github.io/.
Pseudo Depth Meets Gaussian: A Feed-forward RGB SLAM Baseline
Incrementally recovering real-sized 3D geometry from a pose-free RGB stream is a challenging task in 3D reconstruction, requiring minimal assumptions on input data. Existing methods can be broadly categorized into end-to-end and visual SLAM-based approaches, both of which either struggle with long sequences or depend on slow test-time optimization and depth sensors. To address this, we first integrate a depth estimator into an RGB-D SLAM system, but this approach is hindered by inaccurate geometric details in predicted depth. Through further investigation, we find that 3D Gaussian mapping can effectively solve this problem. Building on this, we propose an online 3D reconstruction method using 3D Gaussian-based SLAM, combined with a feed-forward recurrent prediction module to directly infer camera pose from optical flow. This approach replaces slow test-time optimization with fast network inference, significantly improving tracking speed. Additionally, we introduce a local graph rendering technique to enhance robustness in feed-forward pose prediction. Experimental results on the Replica and TUM-RGBD datasets, along with a real-world deployment demonstration, show that our method achieves performance on par with the state-of-the-art SplaTAM, while reducing tracking time by more than 90\%.
CaRtGS: Computational Alignment for Real-Time Gaussian Splatting SLAM
Simultaneous Localization and Mapping (SLAM) is pivotal in robotics, with photorealistic scene reconstruction emerging as a key challenge. To address this, we introduce Computational Alignment for Real-Time Gaussian Splatting SLAM (CaRtGS), a novel method enhancing the efficiency and quality of photorealistic scene reconstruction in real-time environments. Leveraging 3D Gaussian Splatting (3DGS), CaRtGS achieves superior rendering quality and processing speed, which is crucial for scene photorealistic reconstruction. Our approach tackles computational misalignment in Gaussian Splatting SLAM (GS-SLAM) through an adaptive strategy that optimizes training, addresses long-tail optimization, and refines densification. Experiments on Replica and TUM-RGBD datasets demonstrate CaRtGS's effectiveness in achieving high-fidelity rendering with fewer Gaussian primitives. This work propels SLAM towards real-time, photorealistic dense rendering, significantly advancing photorealistic scene representation. For the benefit of the research community, we release the code on our project website: https://dapengfeng.github.io/cartgs.
PointFusion: Deep Sensor Fusion for 3D Bounding Box Estimation
We present PointFusion, a generic 3D object detection method that leverages both image and 3D point cloud information. Unlike existing methods that either use multi-stage pipelines or hold sensor and dataset-specific assumptions, PointFusion is conceptually simple and application-agnostic. The image data and the raw point cloud data are independently processed by a CNN and a PointNet architecture, respectively. The resulting outputs are then combined by a novel fusion network, which predicts multiple 3D box hypotheses and their confidences, using the input 3D points as spatial anchors. We evaluate PointFusion on two distinctive datasets: the KITTI dataset that features driving scenes captured with a lidar-camera setup, and the SUN-RGBD dataset that captures indoor environments with RGB-D cameras. Our model is the first one that is able to perform better or on-par with the state-of-the-art on these diverse datasets without any dataset-specific model tuning.
GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting
In this paper, we introduce GS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better balance between efficiency and accuracy. Compared to recent SLAM methods employing neural implicit representations, our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D re-rendering. Specifically, we propose an adaptive expansion strategy that adds new or deletes noisy 3D Gaussian in order to efficiently reconstruct new observed scene geometry and improve the mapping of previously observed areas. This strategy is essential to extend 3D Gaussian representation to reconstruct the whole scene rather than synthesize a static object in existing methods. Moreover, in the pose tracking process, an effective coarse-to-fine technique is designed to select reliable 3D Gaussian representations to optimize camera pose, resulting in runtime reduction and robust estimation. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets. The source code will be released soon.
Point-SLAM: Dense Neural Point Cloud-based SLAM
We propose a dense neural simultaneous localization and mapping (SLAM) approach for monocular RGBD input which anchors the features of a neural scene representation in a point cloud that is iteratively generated in an input-dependent data-driven manner. We demonstrate that both tracking and mapping can be performed with the same point-based neural scene representation by minimizing an RGBD-based re-rendering loss. In contrast to recent dense neural SLAM methods which anchor the scene features in a sparse grid, our point-based approach allows dynamically adapting the anchor point density to the information density of the input. This strategy reduces runtime and memory usage in regions with fewer details and dedicates higher point density to resolve fine details. Our approach performs either better or competitive to existing dense neural RGBD SLAM methods in tracking, mapping and rendering accuracy on the Replica, TUM-RGBD and ScanNet datasets. The source code is available at https://github.com/tfy14esa/Point-SLAM.
GlORIE-SLAM: Globally Optimized RGB-only Implicit Encoding Point Cloud SLAM
Recent advancements in RGB-only dense Simultaneous Localization and Mapping (SLAM) have predominantly utilized grid-based neural implicit encodings and/or struggle to efficiently realize global map and pose consistency. To this end, we propose an efficient RGB-only dense SLAM system using a flexible neural point cloud scene representation that adapts to keyframe poses and depth updates, without needing costly backpropagation. Another critical challenge of RGB-only SLAM is the lack of geometric priors. To alleviate this issue, with the aid of a monocular depth estimator, we introduce a novel DSPO layer for bundle adjustment which optimizes the pose and depth of keyframes along with the scale of the monocular depth. Finally, our system benefits from loop closure and online global bundle adjustment and performs either better or competitive to existing dense neural RGB SLAM methods in tracking, mapping and rendering accuracy on the Replica, TUM-RGBD and ScanNet datasets. The source code is available at https://github.com/zhangganlin/GlOIRE-SLAM
CHIP: A multi-sensor dataset for 6D pose estimation of chairs in industrial settings
Accurate 6D pose estimation of complex objects in 3D environments is essential for effective robotic manipulation. Yet, existing benchmarks fall short in evaluating 6D pose estimation methods under realistic industrial conditions, as most datasets focus on household objects in domestic settings, while the few available industrial datasets are limited to artificial setups with objects placed on tables. To bridge this gap, we introduce CHIP, the first dataset designed for 6D pose estimation of chairs manipulated by a robotic arm in a real-world industrial environment. CHIP includes seven distinct chairs captured using three different RGBD sensing technologies and presents unique challenges, such as distractor objects with fine-grained differences and severe occlusions caused by the robotic arm and human operators. CHIP comprises 77,811 RGBD images annotated with ground-truth 6D poses automatically derived from the robot's kinematics, averaging 11,115 annotations per chair. We benchmark CHIP using three zero-shot 6D pose estimation methods, assessing performance across different sensor types, localization priors, and occlusion levels. Results show substantial room for improvement, highlighting the unique challenges posed by the dataset. CHIP will be publicly released.
BEHAVE: Dataset and Method for Tracking Human Object Interactions
Modelling interactions between humans and objects in natural environments is central to many applications including gaming, virtual and mixed reality, as well as human behavior analysis and human-robot collaboration. This challenging operation scenario requires generalization to vast number of objects, scenes, and human actions. Unfortunately, there exist no such dataset. Moreover, this data needs to be acquired in diverse natural environments, which rules out 4D scanners and marker based capture systems. We present BEHAVE dataset, the first full body human- object interaction dataset with multi-view RGBD frames and corresponding 3D SMPL and object fits along with the annotated contacts between them. We record around 15k frames at 5 locations with 8 subjects performing a wide range of interactions with 20 common objects. We use this data to learn a model that can jointly track humans and objects in natural environments with an easy-to-use portable multi-camera setup. Our key insight is to predict correspondences from the human and the object to a statistical body model to obtain human-object contacts during interactions. Our approach can record and track not just the humans and objects but also their interactions, modeled as surface contacts, in 3D. Our code and data can be found at: http://virtualhumans.mpi-inf.mpg.de/behave
ROVER: A Multi-Season Dataset for Visual SLAM
Robust SLAM is a crucial enabler for autonomous navigation in natural, semi-structured environments such as parks and gardens. However, these environments present unique challenges for SLAM due to frequent seasonal changes, varying light conditions, and dense vegetation. These factors often degrade the performance of visual SLAM algorithms originally developed for structured urban environments. To address this gap, we present ROVER, a comprehensive benchmark dataset tailored for evaluating visual SLAM algorithms under diverse environmental conditions and spatial configurations. We captured the dataset with a robotic platform equipped with monocular, stereo, and RGBD cameras, as well as inertial sensors. It covers 39 recordings across five outdoor locations, collected through all seasons and various lighting scenarios, i.e., day, dusk, and night with and without external lighting. With this novel dataset, we evaluate several traditional and deep learning-based SLAM methods and study their performance in diverse challenging conditions. The results demonstrate that while stereo-inertial and RGBD configurations generally perform better under favorable lighting and moderate vegetation, most SLAM systems perform poorly in low-light and high-vegetation scenarios, particularly during summer and autumn. Our analysis highlights the need for improved adaptability in visual SLAM algorithms for outdoor applications, as current systems struggle with dynamic environmental factors affecting scale, feature extraction, and trajectory consistency. This dataset provides a solid foundation for advancing visual SLAM research in real-world, semi-structured environments, fostering the development of more resilient SLAM systems for long-term outdoor localization and mapping. The dataset and the code of the benchmark are available under https://iis-esslingen.github.io/rover.
Implicit Event-RGBD Neural SLAM
Implicit neural SLAM has achieved remarkable progress recently. Nevertheless, existing methods face significant challenges in non-ideal scenarios, such as motion blur or lighting variation, which often leads to issues like convergence failures, localization drifts, and distorted mapping. To address these challenges, we propose EN-SLAM, the first event-RGBD implicit neural SLAM framework, which effectively leverages the high rate and high dynamic range advantages of event data for tracking and mapping. Specifically, EN-SLAM proposes a differentiable CRF (Camera Response Function) rendering technique to generate distinct RGB and event camera data via a shared radiance field, which is optimized by learning a unified implicit representation with the captured event and RGBD supervision. Moreover, based on the temporal difference property of events, we propose a temporal aggregating optimization strategy for the event joint tracking and global bundle adjustment, capitalizing on the consecutive difference constraints of events, significantly enhancing tracking accuracy and robustness. Finally, we construct the simulated dataset DEV-Indoors and real captured dataset DEV-Reals containing 6 scenes, 17 sequences with practical motion blur and lighting changes for evaluations. Experimental results show that our method outperforms the SOTA methods in both tracking ATE and mapping ACC with a real-time 17 FPS in various challenging environments. Project page: https://delinqu.github.io/EN-SLAM.
Generalizable Articulated Object Reconstruction from Casually Captured RGBD Videos
Articulated objects are prevalent in daily life. Understanding their kinematic structure and reconstructing them have numerous applications in embodied AI and robotics. However, current methods require carefully captured data for training or inference, preventing practical, scalable, and generalizable reconstruction of articulated objects. We focus on reconstruction of an articulated object from a casually captured RGBD video shot with a hand-held camera. A casually captured video of an interaction with an articulated object is easy to acquire at scale using smartphones. However, this setting is quite challenging, as the object and camera move simultaneously and there are significant occlusions as the person interacts with the object. To tackle these challenges, we introduce a coarse-to-fine framework that infers joint parameters and segments movable parts of the object from a dynamic RGBD video. To evaluate our method under this new setting, we build a 20times larger synthetic dataset of 784 videos containing 284 objects across 11 categories. We compare our approach with existing methods that also take video as input. Experiments show that our method can reconstruct synthetic and real articulated objects across different categories from dynamic RGBD videos, outperforming existing methods significantly.
DIODE: A Dense Indoor and Outdoor DEpth Dataset
We introduce DIODE, a dataset that contains thousands of diverse high resolution color images with accurate, dense, long-range depth measurements. DIODE (Dense Indoor/Outdoor DEpth) is the first public dataset to include RGBD images of indoor and outdoor scenes obtained with one sensor suite. This is in contrast to existing datasets that focus on just one domain/scene type and employ different sensors, making generalization across domains difficult. The dataset is available for download at http://diode-dataset.org
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes
We present ScanNet++, a large-scale dataset that couples together capture of high-quality and commodity-level geometry and color of indoor scenes. Each scene is captured with a high-end laser scanner at sub-millimeter resolution, along with registered 33-megapixel images from a DSLR camera, and RGB-D streams from an iPhone. Scene reconstructions are further annotated with an open vocabulary of semantics, with label-ambiguous scenarios explicitly annotated for comprehensive semantic understanding. ScanNet++ enables a new real-world benchmark for novel view synthesis, both from high-quality RGB capture, and importantly also from commodity-level images, in addition to a new benchmark for 3D semantic scene understanding that comprehensively encapsulates diverse and ambiguous semantic labeling scenarios. Currently, ScanNet++ contains 460 scenes, 280,000 captured DSLR images, and over 3.7M iPhone RGBD frames.
Learning to Synthesize a 4D RGBD Light Field from a Single Image
We present a machine learning algorithm that takes as input a 2D RGB image and synthesizes a 4D RGBD light field (color and depth of the scene in each ray direction). For training, we introduce the largest public light field dataset, consisting of over 3300 plenoptic camera light fields of scenes containing flowers and plants. Our synthesis pipeline consists of a convolutional neural network (CNN) that estimates scene geometry, a stage that renders a Lambertian light field using that geometry, and a second CNN that predicts occluded rays and non-Lambertian effects. Our algorithm builds on recent view synthesis methods, but is unique in predicting RGBD for each light field ray and improving unsupervised single image depth estimation by enforcing consistency of ray depths that should intersect the same scene point. Please see our supplementary video at https://youtu.be/yLCvWoQLnms
DFormer: Rethinking RGBD Representation Learning for Semantic Segmentation
We present DFormer, a novel RGB-D pretraining framework to learn transferable representations for RGB-D segmentation tasks. DFormer has two new key innovations: 1) Unlike previous works that encode RGB-D information with RGB pretrained backbone, we pretrain the backbone using image-depth pairs from ImageNet-1K, and hence the DFormer is endowed with the capacity to encode RGB-D representations; 2) DFormer comprises a sequence of RGB-D blocks, which are tailored for encoding both RGB and depth information through a novel building block design. DFormer avoids the mismatched encoding of the 3D geometry relationships in depth maps by RGB pretrained backbones, which widely lies in existing methods but has not been resolved. We finetune the pretrained DFormer on two popular RGB-D tasks, i.e., RGB-D semantic segmentation and RGB-D salient object detection, with a lightweight decoder head. Experimental results show that our DFormer achieves new state-of-the-art performance on these two tasks with less than half of the computational cost of the current best methods on two RGB-D semantic segmentation datasets and five RGB-D salient object detection datasets. Our code is available at: https://github.com/VCIP-RGBD/DFormer.
IDCNet: Guided Video Diffusion for Metric-Consistent RGBD Scene Generation with Precise Camera Control
We present IDC-Net (Image-Depth Consistency Network), a novel framework designed to generate RGB-D video sequences under explicit camera trajectory control. Unlike approaches that treat RGB and depth generation separately, IDC-Net jointly synthesizes both RGB images and corresponding depth maps within a unified geometry-aware diffusion model. The joint learning framework strengthens spatial and geometric alignment across frames, enabling more precise camera control in the generated sequences. To support the training of this camera-conditioned model and ensure high geometric fidelity, we construct a camera-image-depth consistent dataset with metric-aligned RGB videos, depth maps, and accurate camera poses, which provides precise geometric supervision with notably improved inter-frame geometric consistency. Moreover, we introduce a geometry-aware transformer block that enables fine-grained camera control, enhancing control over the generated sequences. Extensive experiments show that IDC-Net achieves improvements over state-of-the-art approaches in both visual quality and geometric consistency of generated scene sequences. Notably, the generated RGB-D sequences can be directly feed for downstream 3D Scene reconstruction tasks without extra post-processing steps, showcasing the practical benefits of our joint learning framework. See more at https://idcnet-scene.github.io.
Robust 6DoF Pose Estimation Against Depth Noise and a Comprehensive Evaluation on a Mobile Dataset
Robust 6DoF pose estimation with mobile devices is the foundation for applications in robotics, augmented reality, and digital twin localization. In this paper, we extensively investigate the robustness of existing RGBD-based 6DoF pose estimation methods against varying levels of depth sensor noise. We highlight that existing 6DoF pose estimation methods suffer significant performance discrepancies due to depth measurement inaccuracies. In response to the robustness issue, we present a simple and effective transformer-based 6DoF pose estimation approach called DTTDNet, featuring a novel geometric feature filtering module and a Chamfer distance loss for training. Moreover, we advance the field of robust 6DoF pose estimation and introduce a new dataset -- Digital Twin Tracking Dataset Mobile (DTTD-Mobile), tailored for digital twin object tracking with noisy depth data from the mobile RGBD sensor suite of the Apple iPhone 14 Pro. Extensive experiments demonstrate that DTTDNet significantly outperforms state-of-the-art methods at least 4.32, up to 60.74 points in ADD metrics on the DTTD-Mobile. More importantly, our approach exhibits superior robustness to varying levels of measurement noise, setting a new benchmark for robustness to measurement noise. The project page is publicly available at https://openark-berkeley.github.io/DTTDNet/.
CoDA: Collaborative Novel Box Discovery and Cross-modal Alignment for Open-vocabulary 3D Object Detection
Open-vocabulary 3D Object Detection (OV-3DDet) aims to detect objects from an arbitrary list of categories within a 3D scene, which remains seldom explored in the literature. There are primarily two fundamental problems in OV-3DDet, i.e., localizing and classifying novel objects. This paper aims at addressing the two problems simultaneously via a unified framework, under the condition of limited base categories. To localize novel 3D objects, we propose an effective 3D Novel Object Discovery strategy, which utilizes both the 3D box geometry priors and 2D semantic open-vocabulary priors to generate pseudo box labels of the novel objects. To classify novel object boxes, we further develop a cross-modal alignment module based on discovered novel boxes, to align feature spaces between 3D point cloud and image/text modalities. Specifically, the alignment process contains a class-agnostic and a class-discriminative alignment, incorporating not only the base objects with annotations but also the increasingly discovered novel objects, resulting in an iteratively enhanced alignment. The novel box discovery and crossmodal alignment are jointly learned to collaboratively benefit each other. The novel object discovery can directly impact the cross-modal alignment, while a better feature alignment can, in turn, boost the localization capability, leading to a unified OV-3DDet framework, named CoDA, for simultaneous novel object localization and classification. Extensive experiments on two challenging datasets (i.e., SUN-RGBD and ScanNet) demonstrate the effectiveness of our method and also show a significant mAP improvement upon the best-performing alternative method by 80%. Codes and pre-trained models are released on the project page.
Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition
Dynamics of human body skeletons convey significant information for human action recognition. Conventional approaches for modeling skeletons usually rely on hand-crafted parts or traversal rules, thus resulting in limited expressive power and difficulties of generalization. In this work, we propose a novel model of dynamic skeletons called Spatial-Temporal Graph Convolutional Networks (ST-GCN), which moves beyond the limitations of previous methods by automatically learning both the spatial and temporal patterns from data. This formulation not only leads to greater expressive power but also stronger generalization capability. On two large datasets, Kinetics and NTU-RGBD, it achieves substantial improvements over mainstream methods.
COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos
The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.
GenDoP: Auto-regressive Camera Trajectory Generation as a Director of Photography
Camera trajectory design plays a crucial role in video production, serving as a fundamental tool for conveying directorial intent and enhancing visual storytelling. In cinematography, Directors of Photography meticulously craft camera movements to achieve expressive and intentional framing. However, existing methods for camera trajectory generation remain limited: Traditional approaches rely on geometric optimization or handcrafted procedural systems, while recent learning-based methods often inherit structural biases or lack textual alignment, constraining creative synthesis. In this work, we introduce an auto-regressive model inspired by the expertise of Directors of Photography to generate artistic and expressive camera trajectories. We first introduce DataDoP, a large-scale multi-modal dataset containing 29K real-world shots with free-moving camera trajectories, depth maps, and detailed captions in specific movements, interaction with the scene, and directorial intent. Thanks to the comprehensive and diverse database, we further train an auto-regressive, decoder-only Transformer for high-quality, context-aware camera movement generation based on text guidance and RGBD inputs, named GenDoP. Extensive experiments demonstrate that compared to existing methods, GenDoP offers better controllability, finer-grained trajectory adjustments, and higher motion stability. We believe our approach establishes a new standard for learning-based cinematography, paving the way for future advancements in camera control and filmmaking. Our project website: https://kszpxxzmc.github.io/GenDoP/.
LoopSplat: Loop Closure by Registering 3D Gaussian Splats
Simultaneous Localization and Mapping (SLAM) based on 3D Gaussian Splats (3DGS) has recently shown promise towards more accurate, dense 3D scene maps. However, existing 3DGS-based methods fail to address the global consistency of the scene via loop closure and/or global bundle adjustment. To this end, we propose LoopSplat, which takes RGB-D images as input and performs dense mapping with 3DGS submaps and frame-to-model tracking. LoopSplat triggers loop closure online and computes relative loop edge constraints between submaps directly via 3DGS registration, leading to improvements in efficiency and accuracy over traditional global-to-local point cloud registration. It uses a robust pose graph optimization formulation and rigidly aligns the submaps to achieve global consistency. Evaluation on the synthetic Replica and real-world TUM-RGBD, ScanNet, and ScanNet++ datasets demonstrates competitive or superior tracking, mapping, and rendering compared to existing methods for dense RGB-D SLAM. Code is available at loopsplat.github.io.
End-to-end Autonomous Driving with Semantic Depth Cloud Mapping and Multi-agent
Focusing on the task of point-to-point navigation for an autonomous driving vehicle, we propose a novel deep learning model trained with end-to-end and multi-task learning manners to perform both perception and control tasks simultaneously. The model is used to drive the ego vehicle safely by following a sequence of routes defined by the global planner. The perception part of the model is used to encode high-dimensional observation data provided by an RGBD camera while performing semantic segmentation, semantic depth cloud (SDC) mapping, and traffic light state and stop sign prediction. Then, the control part decodes the encoded features along with additional information provided by GPS and speedometer to predict waypoints that come with a latent feature space. Furthermore, two agents are employed to process these outputs and make a control policy that determines the level of steering, throttle, and brake as the final action. The model is evaluated on CARLA simulator with various scenarios made of normal-adversarial situations and different weathers to mimic real-world conditions. In addition, we do a comparative study with some recent models to justify the performance in multiple aspects of driving. Moreover, we also conduct an ablation study on SDC mapping and multi-agent to understand their roles and behavior. As a result, our model achieves the highest driving score even with fewer parameters and computation load. To support future studies, we share our codes at https://github.com/oskarnatan/end-to-end-driving.
UNO: Unified Self-Supervised Monocular Odometry for Platform-Agnostic Deployment
This work presents UNO, a unified monocular visual odometry framework that enables robust and adaptable pose estimation across diverse environments, platforms, and motion patterns. Unlike traditional methods that rely on deployment-specific tuning or predefined motion priors, our approach generalizes effectively across a wide range of real-world scenarios, including autonomous vehicles, aerial drones, mobile robots, and handheld devices. To this end, we introduce a Mixture-of-Experts strategy for local state estimation, with several specialized decoders that each handle a distinct class of ego-motion patterns. Moreover, we introduce a fully differentiable Gumbel-Softmax module that constructs a robust inter-frame correlation graph, selects the optimal expert decoder, and prunes erroneous estimates. These cues are then fed into a unified back-end that combines pre-trained, scale-independent depth priors with a lightweight bundling adjustment to enforce geometric consistency. We extensively evaluate our method on three major benchmark datasets: KITTI (outdoor/autonomous driving), EuRoC-MAV (indoor/aerial drones), and TUM-RGBD (indoor/handheld), demonstrating state-of-the-art performance.
High-Fidelity SLAM Using Gaussian Splatting with Rendering-Guided Densification and Regularized Optimization
We propose a dense RGBD SLAM system based on 3D Gaussian Splatting that provides metrically accurate pose tracking and visually realistic reconstruction. To this end, we first propose a Gaussian densification strategy based on the rendering loss to map unobserved areas and refine reobserved areas. Second, we introduce extra regularization parameters to alleviate the forgetting problem in the continuous mapping problem, where parameters tend to overfit the latest frame and result in decreasing rendering quality for previous frames. Both mapping and tracking are performed with Gaussian parameters by minimizing re-rendering loss in a differentiable way. Compared to recent neural and concurrently developed gaussian splatting RGBD SLAM baselines, our method achieves state-of-the-art results on the synthetic dataset Replica and competitive results on the real-world dataset TUM.
OPD: Single-view 3D Openable Part Detection
We address the task of predicting what parts of an object can open and how they move when they do so. The input is a single image of an object, and as output we detect what parts of the object can open, and the motion parameters describing the articulation of each openable part. To tackle this task, we create two datasets of 3D objects: OPDSynth based on existing synthetic objects, and OPDReal based on RGBD reconstructions of real objects. We then design OPDRCNN, a neural architecture that detects openable parts and predicts their motion parameters. Our experiments show that this is a challenging task especially when considering generalization across object categories, and the limited amount of information in a single image. Our architecture outperforms baselines and prior work especially for RGB image inputs. Short video summary at https://www.youtube.com/watch?v=P85iCaD0rfc
LDM3D: Latent Diffusion Model for 3D
This research paper proposes a Latent Diffusion Model for 3D (LDM3D) that generates both image and depth map data from a given text prompt, allowing users to generate RGBD images from text prompts. The LDM3D model is fine-tuned on a dataset of tuples containing an RGB image, depth map and caption, and validated through extensive experiments. We also develop an application called DepthFusion, which uses the generated RGB images and depth maps to create immersive and interactive 360-degree-view experiences using TouchDesigner. This technology has the potential to transform a wide range of industries, from entertainment and gaming to architecture and design. Overall, this paper presents a significant contribution to the field of generative AI and computer vision, and showcases the potential of LDM3D and DepthFusion to revolutionize content creation and digital experiences. A short video summarizing the approach can be found at https://t.ly/tdi2.
GS2Pose: Two-stage 6D Object Pose Estimation Guided by Gaussian Splatting
This paper proposes a new method for accurate and robust 6D pose estimation of novel objects, named GS2Pose. By introducing 3D Gaussian splatting, GS2Pose can utilize the reconstruction results without requiring a high-quality CAD model, which means it only requires segmented RGBD images as input. Specifically, GS2Pose employs a two-stage structure consisting of coarse estimation followed by refined estimation. In the coarse stage, a lightweight U-Net network with a polarization attention mechanism, called Pose-Net, is designed. By using the 3DGS model for supervised training, Pose-Net can generate NOCS images to compute a coarse pose. In the refinement stage, GS2Pose formulates a pose regression algorithm following the idea of reprojection or Bundle Adjustment (BA), referred to as GS-Refiner. By leveraging Lie algebra to extend 3DGS, GS-Refiner obtains a pose-differentiable rendering pipeline that refines the coarse pose by comparing the input images with the rendered images. GS-Refiner also selectively updates parameters in the 3DGS model to achieve environmental adaptation, thereby enhancing the algorithm's robustness and flexibility to illuminative variation, occlusion, and other challenging disruptive factors. GS2Pose was evaluated through experiments conducted on the LineMod dataset, where it was compared with similar algorithms, yielding highly competitive results. The code for GS2Pose will soon be released on GitHub.
Collaborative Multi-Modal Coding for High-Quality 3D Generation
3D content inherently encompasses multi-modal characteristics and can be projected into different modalities (e.g., RGB images, RGBD, and point clouds). Each modality exhibits distinct advantages in 3D asset modeling: RGB images contain vivid 3D textures, whereas point clouds define fine-grained 3D geometries. However, most existing 3D-native generative architectures either operate predominantly within single-modality paradigms-thus overlooking the complementary benefits of multi-modality data-or restrict themselves to 3D structures, thereby limiting the scope of available training datasets. To holistically harness multi-modalities for 3D modeling, we present TriMM, the first feed-forward 3D-native generative model that learns from basic multi-modalities (e.g., RGB, RGBD, and point cloud). Specifically, 1) TriMM first introduces collaborative multi-modal coding, which integrates modality-specific features while preserving their unique representational strengths. 2) Furthermore, auxiliary 2D and 3D supervision are introduced to raise the robustness and performance of multi-modal coding. 3) Based on the embedded multi-modal code, TriMM employs a triplane latent diffusion model to generate 3D assets of superior quality, enhancing both the texture and the geometric detail. Extensive experiments on multiple well-known datasets demonstrate that TriMM, by effectively leveraging multi-modality, achieves competitive performance with models trained on large-scale datasets, despite utilizing a small amount of training data. Furthermore, we conduct additional experiments on recent RGB-D datasets, verifying the feasibility of incorporating other multi-modal datasets into 3D generation.
X-Capture: An Open-Source Portable Device for Multi-Sensory Learning
Understanding objects through multiple sensory modalities is fundamental to human perception, enabling cross-sensory integration and richer comprehension. For AI and robotic systems to replicate this ability, access to diverse, high-quality multi-sensory data is critical. Existing datasets are often limited by their focus on controlled environments, simulated objects, or restricted modality pairings. We introduce X-Capture, an open-source, portable, and cost-effective device for real-world multi-sensory data collection, capable of capturing correlated RGBD images, tactile readings, and impact audio. With a build cost under $1,000, X-Capture democratizes the creation of multi-sensory datasets, requiring only consumer-grade tools for assembly. Using X-Capture, we curate a sample dataset of 3,000 total points on 500 everyday objects from diverse, real-world environments, offering both richness and variety. Our experiments demonstrate the value of both the quantity and the sensory breadth of our data for both pretraining and fine-tuning multi-modal representations for object-centric tasks such as cross-sensory retrieval and reconstruction. X-Capture lays the groundwork for advancing human-like sensory representations in AI, emphasizing scalability, accessibility, and real-world applicability.
SensatUrban: Learning Semantics from Urban-Scale Photogrammetric Point Clouds
With the recent availability and affordability of commercial depth sensors and 3D scanners, an increasing number of 3D (i.e., RGBD, point cloud) datasets have been publicized to facilitate research in 3D computer vision. However, existing datasets either cover relatively small areas or have limited semantic annotations. Fine-grained understanding of urban-scale 3D scenes is still in its infancy. In this paper, we introduce SensatUrban, an urban-scale UAV photogrammetry point cloud dataset consisting of nearly three billion points collected from three UK cities, covering 7.6 km^2. Each point in the dataset has been labelled with fine-grained semantic annotations, resulting in a dataset that is three times the size of the previous existing largest photogrammetric point cloud dataset. In addition to the more commonly encountered categories such as road and vegetation, urban-level categories including rail, bridge, and river are also included in our dataset. Based on this dataset, we further build a benchmark to evaluate the performance of state-of-the-art segmentation algorithms. In particular, we provide a comprehensive analysis and identify several key challenges limiting urban-scale point cloud understanding. The dataset is available at http://point-cloud-analysis.cs.ox.ac.uk.
Hallucinating robots: Inferring Obstacle Distances from Partial Laser Measurements
Many mobile robots rely on 2D laser scanners for localization, mapping, and navigation. However, those sensors are unable to correctly provide distance to obstacles such as glass panels and tables whose actual occupancy is invisible at the height the sensor is measuring. In this work, instead of estimating the distance to obstacles from richer sensor readings such as 3D lasers or RGBD sensors, we present a method to estimate the distance directly from raw 2D laser data. To learn a mapping from raw 2D laser distances to obstacle distances we frame the problem as a learning task and train a neural network formed as an autoencoder. A novel configuration of network hyperparameters is proposed for the task at hand and is quantitatively validated on a test set. Finally, we qualitatively demonstrate in real time on a Care-O-bot 4 that the trained network can successfully infer obstacle distances from partial 2D laser readings.
ECoDepth: Effective Conditioning of Diffusion Models for Monocular Depth Estimation
In the absence of parallax cues, a learning-based single image depth estimation (SIDE) model relies heavily on shading and contextual cues in the image. While this simplicity is attractive, it is necessary to train such models on large and varied datasets, which are difficult to capture. It has been shown that using embeddings from pre-trained foundational models, such as CLIP, improves zero shot transfer in several applications. Taking inspiration from this, in our paper we explore the use of global image priors generated from a pre-trained ViT model to provide more detailed contextual information. We argue that the embedding vector from a ViT model, pre-trained on a large dataset, captures greater relevant information for SIDE than the usual route of generating pseudo image captions, followed by CLIP based text embeddings. Based on this idea, we propose a new SIDE model using a diffusion backbone which is conditioned on ViT embeddings. Our proposed design establishes a new state-of-the-art (SOTA) for SIDE on NYUv2 dataset, achieving Abs Rel error of 0.059 (14% improvement) compared to 0.069 by the current SOTA (VPD). And on KITTI dataset, achieving Sq Rel error of 0.139 (2% improvement) compared to 0.142 by the current SOTA (GEDepth). For zero-shot transfer with a model trained on NYUv2, we report mean relative improvement of (20%, 23%, 81%, 25%) over NeWCRFs on (Sun-RGBD, iBims1, DIODE, HyperSim) datasets, compared to (16%, 18%, 45%, 9%) by ZoeDepth. The project page is available at https://ecodepth-iitd.github.io
DIML/CVL RGB-D Dataset: 2M RGB-D Images of Natural Indoor and Outdoor Scenes
This manual is intended to provide a detailed description of the DIML/CVL RGB-D dataset. This dataset is comprised of 2M color images and their corresponding depth maps from a great variety of natural indoor and outdoor scenes. The indoor dataset was constructed using the Microsoft Kinect v2, while the outdoor dataset was built using the stereo cameras (ZED stereo camera and built-in stereo camera). Table I summarizes the details of our dataset, including acquisition, processing, format, and toolbox. Refer to Section II and III for more details.
Matterport3D: Learning from RGB-D Data in Indoor Environments
Access to large, diverse RGB-D datasets is critical for training RGB-D scene understanding algorithms. However, existing datasets still cover only a limited number of views or a restricted scale of spaces. In this paper, we introduce Matterport3D, a large-scale RGB-D dataset containing 10,800 panoramic views from 194,400 RGB-D images of 90 building-scale scenes. Annotations are provided with surface reconstructions, camera poses, and 2D and 3D semantic segmentations. The precise global alignment and comprehensive, diverse panoramic set of views over entire buildings enable a variety of supervised and self-supervised computer vision tasks, including keypoint matching, view overlap prediction, normal prediction from color, semantic segmentation, and region classification.
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.
UniPose: Unified Cross-modality Pose Prior Propagation towards RGB-D data for Weakly Supervised 3D Human Pose Estimation
In this paper, we present UniPose, a unified cross-modality pose prior propagation method for weakly supervised 3D human pose estimation (HPE) using unannotated single-view RGB-D sequences (RGB, depth, and point cloud data). UniPose transfers 2D HPE annotations from large-scale RGB datasets (e.g., MS COCO) to the 3D domain via self-supervised learning on easily acquired RGB-D sequences, eliminating the need for labor-intensive 3D keypoint annotations. This approach bridges the gap between 2D and 3D domains without suffering from issues related to multi-view camera calibration or synthetic-to-real data shifts. During training, UniPose leverages off-the-shelf 2D pose estimations as weak supervision for point cloud networks, incorporating spatial-temporal constraints like body symmetry and joint motion. The 2D-to-3D back-projection loss and cross-modality interaction further enhance this process. By treating the point cloud network's 3D HPE results as pseudo ground truth, our anchor-to-joint prediction method performs 3D lifting on RGB and depth networks, making it more robust against inaccuracies in 2D HPE results compared to state-of-the-art methods. Experiments on CMU Panoptic and ITOP datasets show that UniPose achieves comparable performance to fully supervised methods. Incorporating large-scale unlabeled data (e.g., NTU RGB+D 60) enhances its performance under challenging conditions, demonstrating its potential for practical applications. Our proposed 3D lifting method also achieves state-of-the-art results.
Frustum PointNets for 3D Object Detection from RGB-D Data
In this work, we study 3D object detection from RGB-D data in both indoor and outdoor scenes. While previous methods focus on images or 3D voxels, often obscuring natural 3D patterns and invariances of 3D data, we directly operate on raw point clouds by popping up RGB-D scans. However, a key challenge of this approach is how to efficiently localize objects in point clouds of large-scale scenes (region proposal). Instead of solely relying on 3D proposals, our method leverages both mature 2D object detectors and advanced 3D deep learning for object localization, achieving efficiency as well as high recall for even small objects. Benefited from learning directly in raw point clouds, our method is also able to precisely estimate 3D bounding boxes even under strong occlusion or with very sparse points. Evaluated on KITTI and SUN RGB-D 3D detection benchmarks, our method outperforms the state of the art by remarkable margins while having real-time capability.
MM-OR: A Large Multimodal Operating Room Dataset for Semantic Understanding of High-Intensity Surgical Environments
Operating rooms (ORs) are complex, high-stakes environments requiring precise understanding of interactions among medical staff, tools, and equipment for enhancing surgical assistance, situational awareness, and patient safety. Current datasets fall short in scale, realism and do not capture the multimodal nature of OR scenes, limiting progress in OR modeling. To this end, we introduce MM-OR, a realistic and large-scale multimodal spatiotemporal OR dataset, and the first dataset to enable multimodal scene graph generation. MM-OR captures comprehensive OR scenes containing RGB-D data, detail views, audio, speech transcripts, robotic logs, and tracking data and is annotated with panoptic segmentations, semantic scene graphs, and downstream task labels. Further, we propose MM2SG, the first multimodal large vision-language model for scene graph generation, and through extensive experiments, demonstrate its ability to effectively leverage multimodal inputs. Together, MM-OR and MM2SG establish a new benchmark for holistic OR understanding, and open the path towards multimodal scene analysis in complex, high-stakes environments. Our code, and data is available at https://github.com/egeozsoy/MM-OR.
IAM: Enhancing RGB-D Instance Segmentation with New Benchmarks
Image segmentation is a vital task for providing human assistance and enhancing autonomy in our daily lives. In particular, RGB-D segmentation-leveraging both visual and depth cues-has attracted increasing attention as it promises richer scene understanding than RGB-only methods. However, most existing efforts have primarily focused on semantic segmentation and thus leave a critical gap. There is a relative scarcity of instance-level RGB-D segmentation datasets, which restricts current methods to broad category distinctions rather than fully capturing the fine-grained details required for recognizing individual objects. To bridge this gap, we introduce three RGB-D instance segmentation benchmarks, distinguished at the instance level. These datasets are versatile, supporting a wide range of applications from indoor navigation to robotic manipulation. In addition, we present an extensive evaluation of various baseline models on these benchmarks. This comprehensive analysis identifies both their strengths and shortcomings, guiding future work toward more robust, generalizable solutions. Finally, we propose a simple yet effective method for RGB-D data integration. Extensive evaluations affirm the effectiveness of our approach, offering a robust framework for advancing toward more nuanced scene understanding.
Bifurcated backbone strategy for RGB-D salient object detection
Multi-level feature fusion is a fundamental topic in computer vision. It has been exploited to detect, segment and classify objects at various scales. When multi-level features meet multi-modal cues, the optimal feature aggregation and multi-modal learning strategy become a hot potato. In this paper, we leverage the inherent multi-modal and multi-level nature of RGB-D salient object detection to devise a novel cascaded refinement network. In particular, first, we propose to regroup the multi-level features into teacher and student features using a bifurcated backbone strategy (BBS). Second, we introduce a depth-enhanced module (DEM) to excavate informative depth cues from the channel and spatial views. Then, RGB and depth modalities are fused in a complementary way. Our architecture, named Bifurcated Backbone Strategy Network (BBS-Net), is simple, efficient, and backbone-independent. Extensive experiments show that BBS-Net significantly outperforms eighteen SOTA models on eight challenging datasets under five evaluation measures, demonstrating the superiority of our approach (sim 4 % improvement in S-measure vs. the top-ranked model: DMRA-iccv2019). In addition, we provide a comprehensive analysis on the generalization ability of different RGB-D datasets and provide a powerful training set for future research.
PointMBF: A Multi-scale Bidirectional Fusion Network for Unsupervised RGB-D Point Cloud Registration
Point cloud registration is a task to estimate the rigid transformation between two unaligned scans, which plays an important role in many computer vision applications. Previous learning-based works commonly focus on supervised registration, which have limitations in practice. Recently, with the advance of inexpensive RGB-D sensors, several learning-based works utilize RGB-D data to achieve unsupervised registration. However, most of existing unsupervised methods follow a cascaded design or fuse RGB-D data in a unidirectional manner, which do not fully exploit the complementary information in the RGB-D data. To leverage the complementary information more effectively, we propose a network implementing multi-scale bidirectional fusion between RGB images and point clouds generated from depth images. By bidirectionally fusing visual and geometric features in multi-scales, more distinctive deep features for correspondence estimation can be obtained, making our registration more accurate. Extensive experiments on ScanNet and 3DMatch demonstrate that our method achieves new state-of-the-art performance. Code will be released at https://github.com/phdymz/PointMBF
Intent3D: 3D Object Detection in RGB-D Scans Based on Human Intention
In real-life scenarios, humans seek out objects in the 3D world to fulfill their daily needs or intentions. This inspires us to introduce 3D intention grounding, a new task in 3D object detection employing RGB-D, based on human intention, such as "I want something to support my back". Closely related, 3D visual grounding focuses on understanding human reference. To achieve detection based on human intention, it relies on humans to observe the scene, reason out the target that aligns with their intention ("pillow" in this case), and finally provide a reference to the AI system, such as "A pillow on the couch". Instead, 3D intention grounding challenges AI agents to automatically observe, reason and detect the desired target solely based on human intention. To tackle this challenge, we introduce the new Intent3D dataset, consisting of 44,990 intention texts associated with 209 fine-grained classes from 1,042 scenes of the ScanNet dataset. We also establish several baselines based on different language-based 3D object detection models on our benchmark. Finally, we propose IntentNet, our unique approach, designed to tackle this intention-based detection problem. It focuses on three key aspects: intention understanding, reasoning to identify object candidates, and cascaded adaptive learning that leverages the intrinsic priority logic of different losses for multiple objective optimization.
Headset: Human emotion awareness under partial occlusions multimodal dataset
The volumetric representation of human interactions is one of the fundamental domains in the development of immersive media productions and telecommunication applications. Particularly in the context of the rapid advancement of Extended Reality (XR) applications, this volumetric data has proven to be an essential technology for future XR elaboration. In this work, we present a new multimodal database to help advance the development of immersive technologies. Our proposed database provides ethically compliant and diverse volumetric data, in particular 27 participants displaying posed facial expressions and subtle body movements while speaking, plus 11 participants wearing head-mounted displays (HMDs). The recording system consists of a volumetric capture (VoCap) studio, including 31 synchronized modules with 62 RGB cameras and 31 depth cameras. In addition to textured meshes, point clouds, and multi-view RGB-D data, we use one Lytro Illum camera for providing light field (LF) data simultaneously. Finally, we also provide an evaluation of our dataset employment with regard to the tasks of facial expression classification, HMDs removal, and point cloud reconstruction. The dataset can be helpful in the evaluation and performance testing of various XR algorithms, including but not limited to facial expression recognition and reconstruction, facial reenactment, and volumetric video. HEADSET and its all associated raw data and license agreement will be publicly available for research purposes.
FusionVision: A comprehensive approach of 3D object reconstruction and segmentation from RGB-D cameras using YOLO and fast segment anything
In the realm of computer vision, the integration of advanced techniques into the processing of RGB-D camera inputs poses a significant challenge, given the inherent complexities arising from diverse environmental conditions and varying object appearances. Therefore, this paper introduces FusionVision, an exhaustive pipeline adapted for the robust 3D segmentation of objects in RGB-D imagery. Traditional computer vision systems face limitations in simultaneously capturing precise object boundaries and achieving high-precision object detection on depth map as they are mainly proposed for RGB cameras. To address this challenge, FusionVision adopts an integrated approach by merging state-of-the-art object detection techniques, with advanced instance segmentation methods. The integration of these components enables a holistic (unified analysis of information obtained from both color RGB and depth D channels) interpretation of RGB-D data, facilitating the extraction of comprehensive and accurate object information. The proposed FusionVision pipeline employs YOLO for identifying objects within the RGB image domain. Subsequently, FastSAM, an innovative semantic segmentation model, is applied to delineate object boundaries, yielding refined segmentation masks. The synergy between these components and their integration into 3D scene understanding ensures a cohesive fusion of object detection and segmentation, enhancing overall precision in 3D object segmentation. The code and pre-trained models are publicly available at https://github.com/safouaneelg/FusionVision/.
ANIM: Accurate Neural Implicit Model for Human Reconstruction from a single RGB-D image
Recent progress in human shape learning, shows that neural implicit models are effective in generating 3D human surfaces from limited number of views, and even from a single RGB image. However, existing monocular approaches still struggle to recover fine geometric details such as face, hands or cloth wrinkles. They are also easily prone to depth ambiguities that result in distorted geometries along the camera optical axis. In this paper, we explore the benefits of incorporating depth observations in the reconstruction process by introducing ANIM, a novel method that reconstructs arbitrary 3D human shapes from single-view RGB-D images with an unprecedented level of accuracy. Our model learns geometric details from both multi-resolution pixel-aligned and voxel-aligned features to leverage depth information and enable spatial relationships, mitigating depth ambiguities. We further enhance the quality of the reconstructed shape by introducing a depth-supervision strategy, which improves the accuracy of the signed distance field estimation of points that lie on the reconstructed surface. Experiments demonstrate that ANIM outperforms state-of-the-art works that use RGB, surface normals, point cloud or RGB-D data as input. In addition, we introduce ANIM-Real, a new multi-modal dataset comprising high-quality scans paired with consumer-grade RGB-D camera, and our protocol to fine-tune ANIM, enabling high-quality reconstruction from real-world human capture.
Weak Cube R-CNN: Weakly Supervised 3D Detection using only 2D Bounding Boxes
Monocular 3D object detection is an essential task in computer vision, and it has several applications in robotics and virtual reality. However, 3D object detectors are typically trained in a fully supervised way, relying extensively on 3D labeled data, which is labor-intensive and costly to annotate. This work focuses on weakly-supervised 3D detection to reduce data needs using a monocular method that leverages a singlecamera system over expensive LiDAR sensors or multi-camera setups. We propose a general model Weak Cube R-CNN, which can predict objects in 3D at inference time, requiring only 2D box annotations for training by exploiting the relationship between 2D projections of 3D cubes. Our proposed method utilizes pre-trained frozen foundation 2D models to estimate depth and orientation information on a training set. We use these estimated values as pseudo-ground truths during training. We design loss functions that avoid 3D labels by incorporating information from the external models into the loss. In this way, we aim to implicitly transfer knowledge from these large foundation 2D models without having access to 3D bounding box annotations. Experimental results on the SUN RGB-D dataset show increased performance in accuracy compared to an annotation time equalized Cube R-CNN baseline. While not precise for centimetre-level measurements, this method provides a strong foundation for further research.
Diff3DETR:Agent-based Diffusion Model for Semi-supervised 3D Object Detection
3D object detection is essential for understanding 3D scenes. Contemporary techniques often require extensive annotated training data, yet obtaining point-wise annotations for point clouds is time-consuming and laborious. Recent developments in semi-supervised methods seek to mitigate this problem by employing a teacher-student framework to generate pseudo-labels for unlabeled point clouds. However, these pseudo-labels frequently suffer from insufficient diversity and inferior quality. To overcome these hurdles, we introduce an Agent-based Diffusion Model for Semi-supervised 3D Object Detection (Diff3DETR). Specifically, an agent-based object query generator is designed to produce object queries that effectively adapt to dynamic scenes while striking a balance between sampling locations and content embedding. Additionally, a box-aware denoising module utilizes the DDIM denoising process and the long-range attention in the transformer decoder to refine bounding boxes incrementally. Extensive experiments on ScanNet and SUN RGB-D datasets demonstrate that Diff3DETR outperforms state-of-the-art semi-supervised 3D object detection methods.
Using Detection, Tracking and Prediction in Visual SLAM to Achieve Real-time Semantic Mapping of Dynamic Scenarios
In this paper, we propose a lightweight system, RDS-SLAM, based on ORB-SLAM2, which can accurately estimate poses and build semantic maps at object level for dynamic scenarios in real time using only one commonly used Intel Core i7 CPU. In RDS-SLAM, three major improvements, as well as major architectural modifications, are proposed to overcome the limitations of ORB-SLAM2. Firstly, it adopts a lightweight object detection neural network in key frames. Secondly, an efficient tracking and prediction mechanism is embedded into the system to remove the feature points belonging to movable objects in all incoming frames. Thirdly, a semantic octree map is built by probabilistic fusion of detection and tracking results, which enables a robot to maintain a semantic description at object level for potential interactions in dynamic scenarios. We evaluate RDS-SLAM in TUM RGB-D dataset, and experimental results show that RDS-SLAM can run with 30.3 ms per frame in dynamic scenarios using only an Intel Core i7 CPU, and achieves comparable accuracy compared with the state-of-the-art SLAM systems which heavily rely on both Intel Core i7 CPUs and powerful GPUs.
Mask3D: Pre-training 2D Vision Transformers by Learning Masked 3D Priors
Current popular backbones in computer vision, such as Vision Transformers (ViT) and ResNets are trained to perceive the world from 2D images. However, to more effectively understand 3D structural priors in 2D backbones, we propose Mask3D to leverage existing large-scale RGB-D data in a self-supervised pre-training to embed these 3D priors into 2D learned feature representations. In contrast to traditional 3D contrastive learning paradigms requiring 3D reconstructions or multi-view correspondences, our approach is simple: we formulate a pre-text reconstruction task by masking RGB and depth patches in individual RGB-D frames. We demonstrate the Mask3D is particularly effective in embedding 3D priors into the powerful 2D ViT backbone, enabling improved representation learning for various scene understanding tasks, such as semantic segmentation, instance segmentation and object detection. Experiments show that Mask3D notably outperforms existing self-supervised 3D pre-training approaches on ScanNet, NYUv2, and Cityscapes image understanding tasks, with an improvement of +6.5% mIoU against the state-of-the-art Pri3D on ScanNet image semantic segmentation.
Revealing Occlusions with 4D Neural Fields
For computer vision systems to operate in dynamic situations, they need to be able to represent and reason about object permanence. We introduce a framework for learning to estimate 4D visual representations from monocular RGB-D, which is able to persist objects, even once they become obstructed by occlusions. Unlike traditional video representations, we encode point clouds into a continuous representation, which permits the model to attend across the spatiotemporal context to resolve occlusions. On two large video datasets that we release along with this paper, our experiments show that the representation is able to successfully reveal occlusions for several tasks, without any architectural changes. Visualizations show that the attention mechanism automatically learns to follow occluded objects. Since our approach can be trained end-to-end and is easily adaptable, we believe it will be useful for handling occlusions in many video understanding tasks. Data, code, and models are available at https://occlusions.cs.columbia.edu/.
Self6D: Self-Supervised Monocular 6D Object Pose Estimation
6D object pose estimation is a fundamental problem in computer vision. Convolutional Neural Networks (CNNs) have recently proven to be capable of predicting reliable 6D pose estimates even from monocular images. Nonetheless, CNNs are identified as being extremely data-driven, and acquiring adequate annotations is oftentimes very time-consuming and labor intensive. To overcome this shortcoming, we propose the idea of monocular 6D pose estimation by means of self-supervised learning, removing the need for real annotations. After training our proposed network fully supervised with synthetic RGB data, we leverage recent advances in neural rendering to further self-supervise the model on unannotated real RGB-D data, seeking for a visually and geometrically optimal alignment. Extensive evaluations demonstrate that our proposed self-supervision is able to significantly enhance the model's original performance, outperforming all other methods relying on synthetic data or employing elaborate techniques from the domain adaptation realm.
Multi-view Self-supervised Deep Learning for 6D Pose Estimation in the Amazon Picking Challenge
Robot warehouse automation has attracted significant interest in recent years, perhaps most visibly in the Amazon Picking Challenge (APC). A fully autonomous warehouse pick-and-place system requires robust vision that reliably recognizes and locates objects amid cluttered environments, self-occlusions, sensor noise, and a large variety of objects. In this paper we present an approach that leverages multi-view RGB-D data and self-supervised, data-driven learning to overcome those difficulties. The approach was part of the MIT-Princeton Team system that took 3rd- and 4th- place in the stowing and picking tasks, respectively at APC 2016. In the proposed approach, we segment and label multiple views of a scene with a fully convolutional neural network, and then fit pre-scanned 3D object models to the resulting segmentation to get the 6D object pose. Training a deep neural network for segmentation typically requires a large amount of training data. We propose a self-supervised method to generate a large labeled dataset without tedious manual segmentation. We demonstrate that our system can reliably estimate the 6D pose of objects under a variety of scenarios. All code, data, and benchmarks are available at http://apc.cs.princeton.edu/
V-DETR: DETR with Vertex Relative Position Encoding for 3D Object Detection
We introduce a highly performant 3D object detector for point clouds using the DETR framework. The prior attempts all end up with suboptimal results because they fail to learn accurate inductive biases from the limited scale of training data. In particular, the queries often attend to points that are far away from the target objects, violating the locality principle in object detection. To address the limitation, we introduce a novel 3D Vertex Relative Position Encoding (3DV-RPE) method which computes position encoding for each point based on its relative position to the 3D boxes predicted by the queries in each decoder layer, thus providing clear information to guide the model to focus on points near the objects, in accordance with the principle of locality. In addition, we systematically improve the pipeline from various aspects such as data normalization based on our understanding of the task. We show exceptional results on the challenging ScanNetV2 benchmark, achieving significant improvements over the previous 3DETR in AP_{25}/AP_{50} from 65.0\%/47.0\% to 77.8\%/66.0\%, respectively. In addition, our method sets a new record on ScanNetV2 and SUN RGB-D datasets.Code will be released at http://github.com/yichaoshen-MS/V-DETR.
IEBins: Iterative Elastic Bins for Monocular Depth Estimation
Monocular depth estimation (MDE) is a fundamental topic of geometric computer vision and a core technique for many downstream applications. Recently, several methods reframe the MDE as a classification-regression problem where a linear combination of probabilistic distribution and bin centers is used to predict depth. In this paper, we propose a novel concept of iterative elastic bins (IEBins) for the classification-regression-based MDE. The proposed IEBins aims to search for high-quality depth by progressively optimizing the search range, which involves multiple stages and each stage performs a finer-grained depth search in the target bin on top of its previous stage. To alleviate the possible error accumulation during the iterative process, we utilize a novel elastic target bin to replace the original target bin, the width of which is adjusted elastically based on the depth uncertainty. Furthermore, we develop a dedicated framework composed of a feature extractor and an iterative optimizer that has powerful temporal context modeling capabilities benefiting from the GRU-based architecture. Extensive experiments on the KITTI, NYU-Depth-v2 and SUN RGB-D datasets demonstrate that the proposed method surpasses prior state-of-the-art competitors. The source code is publicly available at https://github.com/ShuweiShao/IEBins.
Just Add $π$! Pose Induced Video Transformers for Understanding Activities of Daily Living
Video transformers have become the de facto standard for human action recognition, yet their exclusive reliance on the RGB modality still limits their adoption in certain domains. One such domain is Activities of Daily Living (ADL), where RGB alone is not sufficient to distinguish between visually similar actions, or actions observed from multiple viewpoints. To facilitate the adoption of video transformers for ADL, we hypothesize that the augmentation of RGB with human pose information, known for its sensitivity to fine-grained motion and multiple viewpoints, is essential. Consequently, we introduce the first Pose Induced Video Transformer: PI-ViT (or pi-ViT), a novel approach that augments the RGB representations learned by video transformers with 2D and 3D pose information. The key elements of pi-ViT are two plug-in modules, 2D Skeleton Induction Module and 3D Skeleton Induction Module, that are responsible for inducing 2D and 3D pose information into the RGB representations. These modules operate by performing pose-aware auxiliary tasks, a design choice that allows pi-ViT to discard the modules during inference. Notably, pi-ViT achieves the state-of-the-art performance on three prominent ADL datasets, encompassing both real-world and large-scale RGB-D datasets, without requiring poses or additional computational overhead at inference.
OSMa-Bench: Evaluating Open Semantic Mapping Under Varying Lighting Conditions
Open Semantic Mapping (OSM) is a key technology in robotic perception, combining semantic segmentation and SLAM techniques. This paper introduces a dynamically configurable and highly automated LLM/LVLM-powered pipeline for evaluating OSM solutions called OSMa-Bench (Open Semantic Mapping Benchmark). The study focuses on evaluating state-of-the-art semantic mapping algorithms under varying indoor lighting conditions, a critical challenge in indoor environments. We introduce a novel dataset with simulated RGB-D sequences and ground truth 3D reconstructions, facilitating the rigorous analysis of mapping performance across different lighting conditions. Through experiments on leading models such as ConceptGraphs, BBQ and OpenScene, we evaluate the semantic fidelity of object recognition and segmentation. Additionally, we introduce a Scene Graph evaluation method to analyze the ability of models to interpret semantic structure. The results provide insights into the robustness of these models, forming future research directions for developing resilient and adaptable robotic systems. Project page is available at https://be2rlab.github.io/OSMa-Bench/.
LuSeg: Efficient Negative and Positive Obstacles Segmentation via Contrast-Driven Multi-Modal Feature Fusion on the Lunar
As lunar exploration missions grow increasingly complex, ensuring safe and autonomous rover-based surface exploration has become one of the key challenges in lunar exploration tasks. In this work, we have developed a lunar surface simulation system called the Lunar Exploration Simulator System (LESS) and the LunarSeg dataset, which provides RGB-D data for lunar obstacle segmentation that includes both positive and negative obstacles. Additionally, we propose a novel two-stage segmentation network called LuSeg. Through contrastive learning, it enforces semantic consistency between the RGB encoder from Stage I and the depth encoder from Stage II. Experimental results on our proposed LunarSeg dataset and additional public real-world NPO road obstacle dataset demonstrate that LuSeg achieves state-of-the-art segmentation performance for both positive and negative obstacles while maintaining a high inference speed of approximately 57\,Hz. We have released the implementation of our LESS system, LunarSeg dataset, and the code of LuSeg at:https://github.com/nubot-nudt/LuSeg.
Joint Representation Learning for Text and 3D Point Cloud
Recent advancements in vision-language pre-training (e.g. CLIP) have shown that vision models can benefit from language supervision. While many models using language modality have achieved great success on 2D vision tasks, the joint representation learning of 3D point cloud with text remains under-explored due to the difficulty of 3D-Text data pair acquisition and the irregularity of 3D data structure. In this paper, we propose a novel Text4Point framework to construct language-guided 3D point cloud models. The key idea is utilizing 2D images as a bridge to connect the point cloud and the language modalities. The proposed Text4Point follows the pre-training and fine-tuning paradigm. During the pre-training stage, we establish the correspondence of images and point clouds based on the readily available RGB-D data and use contrastive learning to align the image and point cloud representations. Together with the well-aligned image and text features achieved by CLIP, the point cloud features are implicitly aligned with the text embeddings. Further, we propose a Text Querying Module to integrate language information into 3D representation learning by querying text embeddings with point cloud features. For fine-tuning, the model learns task-specific 3D representations under informative language guidance from the label set without 2D images. Extensive experiments demonstrate that our model shows consistent improvement on various downstream tasks, such as point cloud semantic segmentation, instance segmentation, and object detection. The code will be available here: https://github.com/LeapLabTHU/Text4Point
VG-Mapping: Variation-Aware 3D Gaussians for Online Semi-static Scene Mapping
Maintaining an up-to-date map that accurately reflects recent changes in the environment is crucial, especially for robots that repeatedly traverse the same space. Failing to promptly update the changed regions can degrade map quality, resulting in poor localization, inefficient operations, and even lost robots. 3D Gaussian Splatting (3DGS) has recently seen widespread adoption in online map reconstruction due to its dense, differentiable, and photorealistic properties, yet accurately and efficiently updating the regions of change remains a challenge. In this paper, we propose VG-Mapping, a novel online 3DGS-based mapping system tailored for such semi-static scenes. Our approach introduces a hybrid representation that augments 3DGS with a TSDF-based voxel map to efficiently identify changed regions in a scene, along with a variation-aware density control strategy that inserts or deletes Gaussian primitives in regions undergoing change. Furthermore, to address the absence of public benchmarks for this task, we construct a RGB-D dataset comprising both synthetic and real-world semi-static environments. Experimental results demonstrate that our method substantially improves the rendering quality and map update efficiency in semi-static scenes. The code and dataset are available at https://github.com/heyicheng-never/VG-Mapping.
NDDepth: Normal-Distance Assisted Monocular Depth Estimation
Monocular depth estimation has drawn widespread attention from the vision community due to its broad applications. In this paper, we propose a novel physics (geometry)-driven deep learning framework for monocular depth estimation by assuming that 3D scenes are constituted by piece-wise planes. Particularly, we introduce a new normal-distance head that outputs pixel-level surface normal and plane-to-origin distance for deriving depth at each position. Meanwhile, the normal and distance are regularized by a developed plane-aware consistency constraint. We further integrate an additional depth head to improve the robustness of the proposed framework. To fully exploit the strengths of these two heads, we develop an effective contrastive iterative refinement module that refines depth in a complementary manner according to the depth uncertainty. Extensive experiments indicate that the proposed method exceeds previous state-of-the-art competitors on the NYU-Depth-v2, KITTI and SUN RGB-D datasets. Notably, it ranks 1st among all submissions on the KITTI depth prediction online benchmark at the submission time.
Ponder: Point Cloud Pre-training via Neural Rendering
We propose a novel approach to self-supervised learning of point cloud representations by differentiable neural rendering. Motivated by the fact that informative point cloud features should be able to encode rich geometry and appearance cues and render realistic images, we train a point-cloud encoder within a devised point-based neural renderer by comparing the rendered images with real images on massive RGB-D data. The learned point-cloud encoder can be easily integrated into various downstream tasks, including not only high-level tasks like 3D detection and segmentation, but low-level tasks like 3D reconstruction and image synthesis. Extensive experiments on various tasks demonstrate the superiority of our approach compared to existing pre-training methods.
