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Apr 22

RI3D: Few-Shot Gaussian Splatting With Repair and Inpainting Diffusion Priors

In this paper, we propose RI3D, a novel 3DGS-based approach that harnesses the power of diffusion models to reconstruct high-quality novel views given a sparse set of input images. Our key contribution is separating the view synthesis process into two tasks of reconstructing visible regions and hallucinating missing regions, and introducing two personalized diffusion models, each tailored to one of these tasks. Specifically, one model ('repair') takes a rendered image as input and predicts the corresponding high-quality image, which in turn is used as a pseudo ground truth image to constrain the optimization. The other model ('inpainting') primarily focuses on hallucinating details in unobserved areas. To integrate these models effectively, we introduce a two-stage optimization strategy: the first stage reconstructs visible areas using the repair model, and the second stage reconstructs missing regions with the inpainting model while ensuring coherence through further optimization. Moreover, we augment the optimization with a novel Gaussian initialization method that obtains per-image depth by combining 3D-consistent and smooth depth with highly detailed relative depth. We demonstrate that by separating the process into two tasks and addressing them with the repair and inpainting models, we produce results with detailed textures in both visible and missing regions that outperform state-of-the-art approaches on a diverse set of scenes with extremely sparse inputs.

ZoeDepth: Zero-shot Transfer by Combining Relative and Metric Depth

This paper tackles the problem of depth estimation from a single image. Existing work either focuses on generalization performance disregarding metric scale, i.e. relative depth estimation, or state-of-the-art results on specific datasets, i.e. metric depth estimation. We propose the first approach that combines both worlds, leading to a model with excellent generalization performance while maintaining metric scale. Our flagship model, ZoeD-M12-NK, is pre-trained on 12 datasets using relative depth and fine-tuned on two datasets using metric depth. We use a lightweight head with a novel bin adjustment design called metric bins module for each domain. During inference, each input image is automatically routed to the appropriate head using a latent classifier. Our framework admits multiple configurations depending on the datasets used for relative depth pre-training and metric fine-tuning. Without pre-training, we can already significantly improve the state of the art (SOTA) on the NYU Depth v2 indoor dataset. Pre-training on twelve datasets and fine-tuning on the NYU Depth v2 indoor dataset, we can further improve SOTA for a total of 21% in terms of relative absolute error (REL). Finally, ZoeD-M12-NK is the first model that can jointly train on multiple datasets (NYU Depth v2 and KITTI) without a significant drop in performance and achieve unprecedented zero-shot generalization performance to eight unseen datasets from both indoor and outdoor domains. The code and pre-trained models are publicly available at https://github.com/isl-org/ZoeDepth .

RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering

Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.

ScaleDepth: Decomposing Metric Depth Estimation into Scale Prediction and Relative Depth Estimation

Estimating depth from a single image is a challenging visual task. Compared to relative depth estimation, metric depth estimation attracts more attention due to its practical physical significance and critical applications in real-life scenarios. However, existing metric depth estimation methods are typically trained on specific datasets with similar scenes, facing challenges in generalizing across scenes with significant scale variations. To address this challenge, we propose a novel monocular depth estimation method called ScaleDepth. Our method decomposes metric depth into scene scale and relative depth, and predicts them through a semantic-aware scale prediction (SASP) module and an adaptive relative depth estimation (ARDE) module, respectively. The proposed ScaleDepth enjoys several merits. First, the SASP module can implicitly combine structural and semantic features of the images to predict precise scene scales. Second, the ARDE module can adaptively estimate the relative depth distribution of each image within a normalized depth space. Third, our method achieves metric depth estimation for both indoor and outdoor scenes in a unified framework, without the need for setting the depth range or fine-tuning model. Extensive experiments demonstrate that our method attains state-of-the-art performance across indoor, outdoor, unconstrained, and unseen scenes. Project page: https://ruijiezhu94.github.io/ScaleDepth

PrimeDepth: Efficient Monocular Depth Estimation with a Stable Diffusion Preimage

This work addresses the task of zero-shot monocular depth estimation. A recent advance in this field has been the idea of utilising Text-to-Image foundation models, such as Stable Diffusion. Foundation models provide a rich and generic image representation, and therefore, little training data is required to reformulate them as a depth estimation model that predicts highly-detailed depth maps and has good generalisation capabilities. However, the realisation of this idea has so far led to approaches which are, unfortunately, highly inefficient at test-time due to the underlying iterative denoising process. In this work, we propose a different realisation of this idea and present PrimeDepth, a method that is highly efficient at test time while keeping, or even enhancing, the positive aspects of diffusion-based approaches. Our key idea is to extract from Stable Diffusion a rich, but frozen, image representation by running a single denoising step. This representation, we term preimage, is then fed into a refiner network with an architectural inductive bias, before entering the downstream task. We validate experimentally that PrimeDepth is two orders of magnitude faster than the leading diffusion-based method, Marigold, while being more robust for challenging scenarios and quantitatively marginally superior. Thereby, we reduce the gap to the currently leading data-driven approach, Depth Anything, which is still quantitatively superior, but predicts less detailed depth maps and requires 20 times more labelled data. Due to the complementary nature of our approach, even a simple averaging between PrimeDepth and Depth Anything predictions can improve upon both methods and sets a new state-of-the-art in zero-shot monocular depth estimation. In future, data-driven approaches may also benefit from integrating our preimage.

Putting People in their Place: Monocular Regression of 3D People in Depth

Given an image with multiple people, our goal is to directly regress the pose and shape of all the people as well as their relative depth. Inferring the depth of a person in an image, however, is fundamentally ambiguous without knowing their height. This is particularly problematic when the scene contains people of very different sizes, e.g. from infants to adults. To solve this, we need several things. First, we develop a novel method to infer the poses and depth of multiple people in a single image. While previous work that estimates multiple people does so by reasoning in the image plane, our method, called BEV, adds an additional imaginary Bird's-Eye-View representation to explicitly reason about depth. BEV reasons simultaneously about body centers in the image and in depth and, by combing these, estimates 3D body position. Unlike prior work, BEV is a single-shot method that is end-to-end differentiable. Second, height varies with age, making it impossible to resolve depth without also estimating the age of people in the image. To do so, we exploit a 3D body model space that lets BEV infer shapes from infants to adults. Third, to train BEV, we need a new dataset. Specifically, we create a "Relative Human" (RH) dataset that includes age labels and relative depth relationships between the people in the images. Extensive experiments on RH and AGORA demonstrate the effectiveness of the model and training scheme. BEV outperforms existing methods on depth reasoning, child shape estimation, and robustness to occlusion. The code and dataset are released for research purposes.

Calibrating Panoramic Depth Estimation for Practical Localization and Mapping

The absolute depth values of surrounding environments provide crucial cues for various assistive technologies, such as localization, navigation, and 3D structure estimation. We propose that accurate depth estimated from panoramic images can serve as a powerful and light-weight input for a wide range of downstream tasks requiring 3D information. While panoramic images can easily capture the surrounding context from commodity devices, the estimated depth shares the limitations of conventional image-based depth estimation; the performance deteriorates under large domain shifts and the absolute values are still ambiguous to infer from 2D observations. By taking advantage of the holistic view, we mitigate such effects in a self-supervised way and fine-tune the network with geometric consistency during the test phase. Specifically, we construct a 3D point cloud from the current depth prediction and project the point cloud at various viewpoints or apply stretches on the current input image to generate synthetic panoramas. Then we minimize the discrepancy of the 3D structure estimated from synthetic images without collecting additional data. We empirically evaluate our method in robot navigation and map-free localization where our method shows large performance enhancements. Our calibration method can therefore widen the applicability under various external conditions, serving as a key component for practical panorama-based machine vision systems.

Perception Tokens Enhance Visual Reasoning in Multimodal Language Models

Multimodal language models (MLMs) still face challenges in fundamental visual perception tasks where specialized models excel. Tasks requiring reasoning about 3D structures benefit from depth estimation, and reasoning about 2D object instances benefits from object detection. Yet, MLMs can not produce intermediate depth or boxes to reason over. Finetuning MLMs on relevant data doesn't generalize well and outsourcing computation to specialized vision tools is too compute-intensive and memory-inefficient. To address this, we introduce Perception Tokens, intrinsic image representations designed to assist reasoning tasks where language is insufficient. Perception tokens act as auxiliary reasoning tokens, akin to chain-of-thought prompts in language models. For example, in a depth-related task, an MLM augmented with perception tokens can reason by generating a depth map as tokens, enabling it to solve the problem effectively. We propose AURORA, a training method that augments MLMs with perception tokens for improved reasoning over visual inputs. AURORA leverages a VQVAE to transform intermediate image representations, such as depth maps into a tokenized format and bounding box tokens, which is then used in a multi-task training framework. AURORA achieves notable improvements across counting benchmarks: +10.8% on BLINK, +11.3% on CVBench, and +8.3% on SEED-Bench, outperforming finetuning approaches in generalization across datasets. It also improves on relative depth: over +6% on BLINK. With perception tokens, AURORA expands the scope of MLMs beyond language-based reasoning, paving the way for more effective visual reasoning capabilities.

OPEN: Object-wise Position Embedding for Multi-view 3D Object Detection

Accurate depth information is crucial for enhancing the performance of multi-view 3D object detection. Despite the success of some existing multi-view 3D detectors utilizing pixel-wise depth supervision, they overlook two significant phenomena: 1) the depth supervision obtained from LiDAR points is usually distributed on the surface of the object, which is not so friendly to existing DETR-based 3D detectors due to the lack of the depth of 3D object center; 2) for distant objects, fine-grained depth estimation of the whole object is more challenging. Therefore, we argue that the object-wise depth (or 3D center of the object) is essential for accurate detection. In this paper, we propose a new multi-view 3D object detector named OPEN, whose main idea is to effectively inject object-wise depth information into the network through our proposed object-wise position embedding. Specifically, we first employ an object-wise depth encoder, which takes the pixel-wise depth map as a prior, to accurately estimate the object-wise depth. Then, we utilize the proposed object-wise position embedding to encode the object-wise depth information into the transformer decoder, thereby producing 3D object-aware features for final detection. Extensive experiments verify the effectiveness of our proposed method. Furthermore, OPEN achieves a new state-of-the-art performance with 64.4% NDS and 56.7% mAP on the nuScenes test benchmark.

Video Depth Anything: Consistent Depth Estimation for Super-Long Videos

Depth Anything has achieved remarkable success in monocular depth estimation with strong generalization ability. However, it suffers from temporal inconsistency in videos, hindering its practical applications. Various methods have been proposed to alleviate this issue by leveraging video generation models or introducing priors from optical flow and camera poses. Nonetheless, these methods are only applicable to short videos (< 10 seconds) and require a trade-off between quality and computational efficiency. We propose Video Depth Anything for high-quality, consistent depth estimation in super-long videos (over several minutes) without sacrificing efficiency. We base our model on Depth Anything V2 and replace its head with an efficient spatial-temporal head. We design a straightforward yet effective temporal consistency loss by constraining the temporal depth gradient, eliminating the need for additional geometric priors. The model is trained on a joint dataset of video depth and unlabeled images, similar to Depth Anything V2. Moreover, a novel key-frame-based strategy is developed for long video inference. Experiments show that our model can be applied to arbitrarily long videos without compromising quality, consistency, or generalization ability. Comprehensive evaluations on multiple video benchmarks demonstrate that our approach sets a new state-of-the-art in zero-shot video depth estimation. We offer models of different scales to support a range of scenarios, with our smallest model capable of real-time performance at 30 FPS.

MonoDINO-DETR: Depth-Enhanced Monocular 3D Object Detection Using a Vision Foundation Model

This paper proposes novel methods to enhance the performance of monocular 3D object detection models by leveraging the generalized feature extraction capabilities of a vision foundation model. Unlike traditional CNN-based approaches, which often suffer from inaccurate depth estimation and rely on multi-stage object detection pipelines, this study employs a Vision Transformer (ViT)-based foundation model as the backbone, which excels at capturing global features for depth estimation. It integrates a detection transformer (DETR) architecture to improve both depth estimation and object detection performance in a one-stage manner. Specifically, a hierarchical feature fusion block is introduced to extract richer visual features from the foundation model, further enhancing feature extraction capabilities. Depth estimation accuracy is further improved by incorporating a relative depth estimation model trained on large-scale data and fine-tuning it through transfer learning. Additionally, the use of queries in the transformer's decoder, which consider reference points and the dimensions of 2D bounding boxes, enhances recognition performance. The proposed model outperforms recent state-of-the-art methods, as demonstrated through quantitative and qualitative evaluations on the KITTI 3D benchmark and a custom dataset collected from high-elevation racing environments. Code is available at https://github.com/JihyeokKim/MonoDINO-DETR.

The RoboDepth Challenge: Methods and Advancements Towards Robust Depth Estimation

Accurate depth estimation under out-of-distribution (OoD) scenarios, such as adverse weather conditions, sensor failure, and noise contamination, is desirable for safety-critical applications. Existing depth estimation systems, however, suffer inevitably from real-world corruptions and perturbations and are struggled to provide reliable depth predictions under such cases. In this paper, we summarize the winning solutions from the RoboDepth Challenge -- an academic competition designed to facilitate and advance robust OoD depth estimation. This challenge was developed based on the newly established KITTI-C and NYUDepth2-C benchmarks. We hosted two stand-alone tracks, with an emphasis on robust self-supervised and robust fully-supervised depth estimation, respectively. Out of more than two hundred participants, nine unique and top-performing solutions have appeared, with novel designs ranging from the following aspects: spatial- and frequency-domain augmentations, masked image modeling, image restoration and super-resolution, adversarial training, diffusion-based noise suppression, vision-language pre-training, learned model ensembling, and hierarchical feature enhancement. Extensive experimental analyses along with insightful observations are drawn to better understand the rationale behind each design. We hope this challenge could lay a solid foundation for future research on robust and reliable depth estimation and beyond. The datasets, competition toolkit, workshop recordings, and source code from the winning teams are publicly available on the challenge website.

One scalar is all you need -- absolute depth estimation using monocular self-supervision

Self-supervised monocular depth estimators can be trained or fine-tuned on new scenes using only images and no ground-truth depth data, achieving good accuracy. However, these estimators suffer from the inherent ambiguity of the depth scale, significantly limiting their applicability. In this work, we present a method for transferring the depth-scale from existing source datasets collected with ground-truth depths to depth estimators that are trained using self-supervision on a newly collected target dataset consisting of images only, solving a significant limiting factor. We show that self-supervision based on projective geometry results in predicted depths that are linearly correlated with their ground-truth depths. Moreover, the linearity of this relationship also holds when jointly training on images from two different (real or synthetic) source and target domains. We utilize this observed property and model the relationship between the ground-truth and the predicted up-to-scale depths of images from the source domain using a single global scalar. Then, we scale the predicted up-to-scale depths of images from the target domain using the estimated global scaling factor, performing depth-scale transfer between the two domains. This suggested method was evaluated on the target KITTI and DDAD datasets, while using other real or synthetic source datasets, that have a larger field-of-view, other image style or structural content. Our approach achieves competitive accuracy on KITTI, even without using the specially tailored vKITTI or vKITTI2 datasets, and higher accuracy on DDAD, when using both real or synthetic source datasets.

Radar Meets Vision: Robustifying Monocular Metric Depth Prediction for Mobile Robotics

Mobile robots require accurate and robust depth measurements to understand and interact with the environment. While existing sensing modalities address this problem to some extent, recent research on monocular depth estimation has leveraged the information richness, yet low cost and simplicity of monocular cameras. These works have shown significant generalization capabilities, mainly in automotive and indoor settings. However, robots often operate in environments with limited scale cues, self-similar appearances, and low texture. In this work, we encode measurements from a low-cost mmWave radar into the input space of a state-of-the-art monocular depth estimation model. Despite the radar's extreme point cloud sparsity, our method demonstrates generalization and robustness across industrial and outdoor experiments. Our approach reduces the absolute relative error of depth predictions by 9-64% across a range of unseen, real-world validation datasets. Importantly, we maintain consistency of all performance metrics across all experiments and scene depths where current vision-only approaches fail. We further address the present deficit of training data in mobile robotics environments by introducing a novel methodology for synthesizing rendered, realistic learning datasets based on photogrammetric data that simulate the radar sensor observations for training. Our code, datasets, and pre-trained networks are made available at https://github.com/ethz-asl/radarmeetsvision.

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/.

Learning Temporally Consistent Video Depth from Video Diffusion Priors

This work addresses the challenge of video depth estimation, which expects not only per-frame accuracy but, more importantly, cross-frame consistency. Instead of directly developing a depth estimator from scratch, we reformulate the prediction task into a conditional generation problem. This allows us to leverage the prior knowledge embedded in existing video generation models, thereby reducing learn- ing difficulty and enhancing generalizability. Concretely, we study how to tame the public Stable Video Diffusion (SVD) to predict reliable depth from input videos using a mixture of image depth and video depth datasets. We empirically confirm that a procedural training strategy - first optimizing the spatial layers of SVD and then optimizing the temporal layers while keeping the spatial layers frozen - yields the best results in terms of both spatial accuracy and temporal consistency. We further examine the sliding window strategy for inference on arbitrarily long videos. Our observations indicate a trade-off between efficiency and performance, with a one-frame overlap already producing favorable results. Extensive experimental results demonstrate the superiority of our approach, termed ChronoDepth, over existing alternatives, particularly in terms of the temporal consistency of the estimated depth. Additionally, we highlight the benefits of more consistent video depth in two practical applications: depth-conditioned video generation and novel view synthesis. Our project page is available at https://jhaoshao.github.io/ChronoDepth/{this http URL}.

Patch-Depth Fusion: Dichotomous Image Segmentation via Fine-Grained Patch Strategy and Depth Integrity-Prior

Dichotomous Image Segmentation (DIS) is a high-precision object segmentation task for high-resolution natural images. The current mainstream methods focus on the optimization of local details but overlook the fundamental challenge of modeling the integrity of objects. We have found that the depth integrity-prior implicit in the the pseudo-depth maps generated by Depth Anything Model v2 and the local detail features of image patches can jointly address the above dilemmas. Based on the above findings, we have designed a novel Patch-Depth Fusion Network (PDFNet) for high-precision dichotomous image segmentation. The core of PDFNet consists of three aspects. Firstly, the object perception is enhanced through multi-modal input fusion. By utilizing the patch fine-grained strategy, coupled with patch selection and enhancement, the sensitivity to details is improved. Secondly, by leveraging the depth integrity-prior distributed in the depth maps, we propose an integrity-prior loss to enhance the uniformity of the segmentation results in the depth maps. Finally, we utilize the features of the shared encoder and, through a simple depth refinement decoder, improve the ability of the shared encoder to capture subtle depth-related information in the images. Experiments on the DIS-5K dataset show that PDFNet significantly outperforms state-of-the-art non-diffusion methods. Due to the incorporation of the depth integrity-prior, PDFNet achieves or even surpassing the performance of the latest diffusion-based methods while using less than 11% of the parameters of diffusion-based methods. The source code at https://github.com/Tennine2077/PDFNet.

ZoomEye: Enhancing Multimodal LLMs with Human-Like Zooming Capabilities through Tree-Based Image Exploration

An image, especially with high-resolution, typically consists of numerous visual elements, ranging from dominant large objects to fine-grained detailed objects. When perceiving such images, multimodal large language models~(MLLMs) face limitations due to the restricted input resolution of the pretrained vision encoder and the cluttered, dense context of the image, resulting in a focus on primary objects while easily overlooking detailed ones. In this paper, we propose Zoom Eye, a tree search algorithm designed to navigate the hierarchical and visual nature of images to capture relevant information. Zoom Eye conceptualizes an image as a tree, with each children node representing a zoomed sub-patch of the parent node and the root represents the overall image. Moreover, Zoom Eye is model-agnostic and training-free, so it enables any MLLMs to simulate human zooming actions by searching along the image tree from root to leaf nodes, seeking out pertinent information, and accurately responding to related queries. We experiment on a series of elaborate high-resolution benchmarks and the results demonstrate that Zoom Eye not only consistently improves the performance of a series base MLLMs with large margin~(e.g., LLaVA-v1.5-7B increases by 34.57\% on V^* Bench and 17.88\% on HR-Bench), but also enables small 7B MLLMs to outperform strong large models such as GPT-4o. Our code is available at https://github.com/om-ai-lab/ZoomEye{https://github.com/om-ai-lab/ZoomEye}.

Spherical Space Feature Decomposition for Guided Depth Map Super-Resolution

Guided depth map super-resolution (GDSR), as a hot topic in multi-modal image processing, aims to upsample low-resolution (LR) depth maps with additional information involved in high-resolution (HR) RGB images from the same scene. The critical step of this task is to effectively extract domain-shared and domain-private RGB/depth features. In addition, three detailed issues, namely blurry edges, noisy surfaces, and over-transferred RGB texture, need to be addressed. In this paper, we propose the Spherical Space feature Decomposition Network (SSDNet) to solve the above issues. To better model cross-modality features, Restormer block-based RGB/depth encoders are employed for extracting local-global features. Then, the extracted features are mapped to the spherical space to complete the separation of private features and the alignment of shared features. Shared features of RGB are fused with the depth features to complete the GDSR task. Subsequently, a spherical contrast refinement (SCR) module is proposed to further address the detail issues. Patches that are classified according to imperfect categories are input into the SCR module, where the patch features are pulled closer to the ground truth and pushed away from the corresponding imperfect samples in the spherical feature space via contrastive learning. Extensive experiments demonstrate that our method can achieve state-of-the-art results on four test datasets, as well as successfully generalize to real-world scenes. The code is available at https://github.com/Zhaozixiang1228/GDSR-SSDNet.

ImageInWords: Unlocking Hyper-Detailed Image Descriptions

Despite the longstanding adage "an image is worth a thousand words," creating accurate and hyper-detailed image descriptions for training Vision-Language models remains challenging. Current datasets typically have web-scraped descriptions that are short, low-granularity, and often contain details unrelated to the visual content. As a result, models trained on such data generate descriptions replete with missing information, visual inconsistencies, and hallucinations. To address these issues, we introduce ImageInWords (IIW), a carefully designed human-in-the-loop annotation framework for curating hyper-detailed image descriptions and a new dataset resulting from this process. We validate the framework through evaluations focused on the quality of the dataset and its utility for fine-tuning with considerations for readability, comprehensiveness, specificity, hallucinations, and human-likeness. Our dataset significantly improves across these dimensions compared to recently released datasets (+66%) and GPT-4V outputs (+48%). Furthermore, models fine-tuned with IIW data excel by +31% against prior work along the same human evaluation dimensions. Given our fine-tuned models, we also evaluate text-to-image generation and vision-language reasoning. Our model's descriptions can generate images closest to the original, as judged by both automated and human metrics. We also find our model produces more compositionally rich descriptions, outperforming the best baseline by up to 6% on ARO, SVO-Probes, and Winoground datasets.

Proximity QA: Unleashing the Power of Multi-Modal Large Language Models for Spatial Proximity Analysis

Multi-modal large language models (MLLMs) have demonstrated remarkable vision-language capabilities, primarily due to the exceptional in-context understanding and multi-task learning strengths of large language models (LLMs). The advent of visual instruction tuning has further enhanced MLLMs' performance in vision-language understanding. However, while existing MLLMs adeptly recognize what objects are in an image, they still face challenges in effectively discerning where these objects are, particularly along the distance (scene depth) axis. To overcome this limitation in MLLMs, we introduce Proximity Question Answering (Proximity QA), a novel framework designed to enable MLLMs to infer the proximity relationship between objects in images. The framework operates in two phases: the first phase focuses on guiding the models to understand the relative depth of objects, and the second phase further encourages the models to infer the proximity relationships between objects based on their depth perceptions. We also propose a VQA dataset called Proximity-110K, containing additional instructions that incorporate depth information and the proximity relationships of objects. We have conducted extensive experiments to validate Proximity QA's superior ability in depth perception and proximity analysis, outperforming other state-of-the-art MLLMs. Code and dataset will be released at magenta{https://github.com/NorthSummer/ProximityQA.git}.

Q-Instruct: Improving Low-level Visual Abilities for Multi-modality Foundation Models

Multi-modality foundation models, as represented by GPT-4V, have brought a new paradigm for low-level visual perception and understanding tasks, that can respond to a broad range of natural human instructions in a model. While existing foundation models have shown exciting potentials on low-level visual tasks, their related abilities are still preliminary and need to be improved. In order to enhance these models, we conduct a large-scale subjective experiment collecting a vast number of real human feedbacks on low-level vision. Each feedback follows a pathway that starts with a detailed description on the low-level visual appearance (*e.g. clarity, color, brightness* of an image, and ends with an overall conclusion, with an average length of 45 words. The constructed **Q-Pathway** dataset includes 58K detailed human feedbacks on 18,973 images with diverse low-level appearance. Moreover, to enable foundation models to robustly respond to diverse types of questions, we design a GPT-participated conversion to process these feedbacks into diverse-format 200K instruction-response pairs. Experimental results indicate that the **Q-Instruct** consistently elevates low-level perception and understanding abilities across several foundational models. We anticipate that our datasets can pave the way for a future that general intelligence can perceive, understand low-level visual appearance and evaluate visual quality like a human. Our dataset, model zoo, and demo is published at: https://q-future.github.io/Q-Instruct.

Amodal Depth Anything: Amodal Depth Estimation in the Wild

Amodal depth estimation aims to predict the depth of occluded (invisible) parts of objects in a scene. This task addresses the question of whether models can effectively perceive the geometry of occluded regions based on visible cues. Prior methods primarily rely on synthetic datasets and focus on metric depth estimation, limiting their generalization to real-world settings due to domain shifts and scalability challenges. In this paper, we propose a novel formulation of amodal depth estimation in the wild, focusing on relative depth prediction to improve model generalization across diverse natural images. We introduce a new large-scale dataset, Amodal Depth In the Wild (ADIW), created using a scalable pipeline that leverages segmentation datasets and compositing techniques. Depth maps are generated using large pre-trained depth models, and a scale-and-shift alignment strategy is employed to refine and blend depth predictions, ensuring consistency in ground-truth annotations. To tackle the amodal depth task, we present two complementary frameworks: Amodal-DAV2, a deterministic model based on Depth Anything V2, and Amodal-DepthFM, a generative model that integrates conditional flow matching principles. Our proposed frameworks effectively leverage the capabilities of large pre-trained models with minimal modifications to achieve high-quality amodal depth predictions. Experiments validate our design choices, demonstrating the flexibility of our models in generating diverse, plausible depth structures for occluded regions. Our method achieves a 69.5% improvement in accuracy over the previous SoTA on the ADIW dataset.

DepthMaster: Taming Diffusion Models for Monocular Depth Estimation

Monocular depth estimation within the diffusion-denoising paradigm demonstrates impressive generalization ability but suffers from low inference speed. Recent methods adopt a single-step deterministic paradigm to improve inference efficiency while maintaining comparable performance. However, they overlook the gap between generative and discriminative features, leading to suboptimal results. In this work, we propose DepthMaster, a single-step diffusion model designed to adapt generative features for the discriminative depth estimation task. First, to mitigate overfitting to texture details introduced by generative features, we propose a Feature Alignment module, which incorporates high-quality semantic features to enhance the denoising network's representation capability. Second, to address the lack of fine-grained details in the single-step deterministic framework, we propose a Fourier Enhancement module to adaptively balance low-frequency structure and high-frequency details. We adopt a two-stage training strategy to fully leverage the potential of the two modules. In the first stage, we focus on learning the global scene structure with the Feature Alignment module, while in the second stage, we exploit the Fourier Enhancement module to improve the visual quality. Through these efforts, our model achieves state-of-the-art performance in terms of generalization and detail preservation, outperforming other diffusion-based methods across various datasets. Our project page can be found at https://indu1ge.github.io/DepthMaster_page.

FeatEnHancer: Enhancing Hierarchical Features for Object Detection and Beyond Under Low-Light Vision

Extracting useful visual cues for the downstream tasks is especially challenging under low-light vision. Prior works create enhanced representations by either correlating visual quality with machine perception or designing illumination-degrading transformation methods that require pre-training on synthetic datasets. We argue that optimizing enhanced image representation pertaining to the loss of the downstream task can result in more expressive representations. Therefore, in this work, we propose a novel module, FeatEnHancer, that hierarchically combines multiscale features using multiheaded attention guided by task-related loss function to create suitable representations. Furthermore, our intra-scale enhancement improves the quality of features extracted at each scale or level, as well as combines features from different scales in a way that reflects their relative importance for the task at hand. FeatEnHancer is a general-purpose plug-and-play module and can be incorporated into any low-light vision pipeline. We show with extensive experimentation that the enhanced representation produced with FeatEnHancer significantly and consistently improves results in several low-light vision tasks, including dark object detection (+5.7 mAP on ExDark), face detection (+1.5 mAPon DARK FACE), nighttime semantic segmentation (+5.1 mIoU on ACDC ), and video object detection (+1.8 mAP on DarkVision), highlighting the effectiveness of enhancing hierarchical features under low-light vision.

LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation

3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.

Flying Triangulation - towards the 3D movie camera

Flying Triangulation sensors enable a free-hand and motion-robust 3D data acquisition of complex shaped objects. The measurement principle is based on a multi-line light-sectioning approach and uses sophisticated algorithms for real-time registration (S. Ettl et al., Appl. Opt. 51 (2012) 281-289). As "single-shot principle", light sectioning enables the option to get surface data from one single camera exposure. But there is a drawback: A pixel-dense measurement is not possible because of fundamental information-theoretical reasons. By "pixel-dense" we understand that each pixel displays individually measured distance information, neither interpolated from its neighbour pixels nor using lateral context information. Hence, for monomodal single-shot principles, the 3D data generated from one 2D raw image display a significantly lower space-bandwidth than the camera permits. This is the price one must pay for motion robustness. Currently, our sensors project about 10 lines (each with 1000 pixels), reaching an considerable lower data efficiency than theoretically possible for a single-shot sensor. Our aim is to push Flying Triangulation to its information-theoretical limits. Therefore, the line density as well as the measurement depth needs to be significantly increased. This causes serious indexing ambiguities. On the road to a single-shot 3D movie camera, we are working on solutions to overcome the problem of false line indexing by utilizing yet unexploited information. We will present several approaches and will discuss profound information-theoretical questions about the information efficiency of 3D sensors.

GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image

We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.

A Hierarchical Representation Network for Accurate and Detailed Face Reconstruction from In-The-Wild Images

Limited by the nature of the low-dimensional representational capacity of 3DMM, most of the 3DMM-based face reconstruction (FR) methods fail to recover high-frequency facial details, such as wrinkles, dimples, etc. Some attempt to solve the problem by introducing detail maps or non-linear operations, however, the results are still not vivid. To this end, we in this paper present a novel hierarchical representation network (HRN) to achieve accurate and detailed face reconstruction from a single image. Specifically, we implement the geometry disentanglement and introduce the hierarchical representation to fulfill detailed face modeling. Meanwhile, 3D priors of facial details are incorporated to enhance the accuracy and authenticity of the reconstruction results. We also propose a de-retouching module to achieve better decoupling of the geometry and appearance. It is noteworthy that our framework can be extended to a multi-view fashion by considering detail consistency of different views. Extensive experiments on two single-view and two multi-view FR benchmarks demonstrate that our method outperforms the existing methods in both reconstruction accuracy and visual effects. Finally, we introduce a high-quality 3D face dataset FaceHD-100 to boost the research of high-fidelity face reconstruction. The project homepage is at https://younglbw.github.io/HRN-homepage/.

Feat2GS: Probing Visual Foundation Models with Gaussian Splatting

Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.

FutureDepth: Learning to Predict the Future Improves Video Depth Estimation

In this paper, we propose a novel video depth estimation approach, FutureDepth, which enables the model to implicitly leverage multi-frame and motion cues to improve depth estimation by making it learn to predict the future at training. More specifically, we propose a future prediction network, F-Net, which takes the features of multiple consecutive frames and is trained to predict multi-frame features one time step ahead iteratively. In this way, F-Net learns the underlying motion and correspondence information, and we incorporate its features into the depth decoding process. Additionally, to enrich the learning of multiframe correspondence cues, we further leverage a reconstruction network, R-Net, which is trained via adaptively masked auto-encoding of multiframe feature volumes. At inference time, both F-Net and R-Net are used to produce queries to work with the depth decoder, as well as a final refinement network. Through extensive experiments on several benchmarks, i.e., NYUDv2, KITTI, DDAD, and Sintel, which cover indoor, driving, and open-domain scenarios, we show that FutureDepth significantly improves upon baseline models, outperforms existing video depth estimation methods, and sets new state-of-the-art (SOTA) accuracy. Furthermore, FutureDepth is more efficient than existing SOTA video depth estimation models and has similar latencies when comparing to monocular models

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

How Good is a Video Summary? A New Benchmarking Dataset and Evaluation Framework Towards Realistic Video Summarization

Automatic video summarization is still an unsolved problem due to several challenges. The currently available datasets either have very short videos or have few long videos of only a particular type. We introduce a new benchmarking video dataset called VISIOCITY (VIdeo SummarIzatiOn based on Continuity, Intent and DiversiTY) which comprises of longer videos across six different categories with dense concept annotations capable of supporting different flavors of video summarization and other vision problems. For long videos, human reference summaries necessary for supervised video summarization techniques are difficult to obtain. We explore strategies to automatically generate multiple reference summaries from indirect ground truth present in VISIOCITY. We show that these summaries are at par with human summaries. We also present a study of different desired characteristics of a good summary and demonstrate how it is normal to have two good summaries with different characteristics. Thus we argue that evaluating a summary against one or more human summaries and using a single measure has its shortcomings. We propose an evaluation framework for better quantitative assessment of summary quality which is closer to human judgment. Lastly, we present insights into how a model can be enhanced to yield better summaries. Sepcifically, when multiple diverse ground truth summaries can exist, learning from them individually and using a combination of loss functions measuring different characteristics is better than learning from a single combined (oracle) ground truth summary using a single loss function. We demonstrate the effectiveness of doing so as compared to some of the representative state of the art techniques tested on VISIOCITY. We release VISIOCITY as a benchmarking dataset and invite researchers to test the effectiveness of their video summarization algorithms on VISIOCITY.

MonoDETR: Depth-guided Transformer for Monocular 3D Object Detection

Monocular 3D object detection has long been a challenging task in autonomous driving. Most existing methods follow conventional 2D detectors to first localize object centers, and then predict 3D attributes by neighboring features. However, only using local visual features is insufficient to understand the scene-level 3D spatial structures and ignores the long-range inter-object depth relations. In this paper, we introduce the first DETR framework for Monocular DEtection with a depth-guided TRansformer, named MonoDETR. We modify the vanilla transformer to be depth-aware and guide the whole detection process by contextual depth cues. Specifically, concurrent to the visual encoder that captures object appearances, we introduce to predict a foreground depth map, and specialize a depth encoder to extract non-local depth embeddings. Then, we formulate 3D object candidates as learnable queries and propose a depth-guided decoder to conduct object-scene depth interactions. In this way, each object query estimates its 3D attributes adaptively from the depth-guided regions on the image and is no longer constrained to local visual features. On KITTI benchmark with monocular images as input, MonoDETR achieves state-of-the-art performance and requires no extra dense depth annotations. Besides, our depth-guided modules can also be plug-and-play to enhance multi-view 3D object detectors on nuScenes dataset, demonstrating our superior generalization capacity. Code is available at https://github.com/ZrrSkywalker/MonoDETR.

HallE-Switch: Rethinking and Controlling Object Existence Hallucinations in Large Vision Language Models for Detailed Caption

Current large vision-language models (LVLMs) achieve remarkable progress, yet there remains significant uncertainty regarding their ability to accurately apprehend visual details, that is, in performing detailed captioning. To address this, we introduce CCEval, a GPT-4 assisted evaluation method tailored for detailed captioning. Interestingly, while LVLMs demonstrate minimal object existence hallucination in existing VQA benchmarks, our proposed evaluation reveals continued susceptibility to such hallucinations. In this paper, we make the first attempt to investigate and attribute such hallucinations, including image resolution, the language decoder size, and instruction data amount, quality, granularity. Our findings underscore the unwarranted inference when the language description includes details at a finer object granularity than what the vision module can ground or verify, thus inducing hallucination. To control such hallucinations, we further attribute the reliability of captioning to contextual knowledge (involving only contextually grounded objects) and parametric knowledge (containing inferred objects by the model). Thus, we introduce HallE-Switch, a controllable LVLM in terms of Hallucination in object Existence. HallE-Switch can condition the captioning to shift between (i) exclusively depicting contextual knowledge for grounded objects and (ii) blending it with parametric knowledge to imagine inferred objects. Our method reduces hallucination by 44% compared to LLaVA_{7B} and maintains the same object coverage.

3D-SPS: Single-Stage 3D Visual Grounding via Referred Point Progressive Selection

3D visual grounding aims to locate the referred target object in 3D point cloud scenes according to a free-form language description. Previous methods mostly follow a two-stage paradigm, i.e., language-irrelevant detection and cross-modal matching, which is limited by the isolated architecture. In such a paradigm, the detector needs to sample keypoints from raw point clouds due to the inherent properties of 3D point clouds (irregular and large-scale), to generate the corresponding object proposal for each keypoint. However, sparse proposals may leave out the target in detection, while dense proposals may confuse the matching model. Moreover, the language-irrelevant detection stage can only sample a small proportion of keypoints on the target, deteriorating the target prediction. In this paper, we propose a 3D Single-Stage Referred Point Progressive Selection (3D-SPS) method, which progressively selects keypoints with the guidance of language and directly locates the target. Specifically, we propose a Description-aware Keypoint Sampling (DKS) module to coarsely focus on the points of language-relevant objects, which are significant clues for grounding. Besides, we devise a Target-oriented Progressive Mining (TPM) module to finely concentrate on the points of the target, which is enabled by progressive intra-modal relation modeling and inter-modal target mining. 3D-SPS bridges the gap between detection and matching in the 3D visual grounding task, localizing the target at a single stage. Experiments demonstrate that 3D-SPS achieves state-of-the-art performance on both ScanRefer and Nr3D/Sr3D datasets.

Swin3D: A Pretrained Transformer Backbone for 3D Indoor Scene Understanding

The use of pretrained backbones with fine-tuning has been successful for 2D vision and natural language processing tasks, showing advantages over task-specific networks. In this work, we introduce a pretrained 3D backbone, called {\SST}, for 3D indoor scene understanding. We design a 3D Swin transformer as our backbone network, which enables efficient self-attention on sparse voxels with linear memory complexity, making the backbone scalable to large models and datasets. We also introduce a generalized contextual relative positional embedding scheme to capture various irregularities of point signals for improved network performance. We pretrained a large {\SST} model on a synthetic Structured3D dataset, which is an order of magnitude larger than the ScanNet dataset. Our model pretrained on the synthetic dataset not only generalizes well to downstream segmentation and detection on real 3D point datasets, but also outperforms state-of-the-art methods on downstream tasks with +2.3 mIoU and +2.2 mIoU on S3DIS Area5 and 6-fold semantic segmentation, +1.8 mIoU on ScanNet segmentation (val), +1.9 [email protected] on ScanNet detection, and +8.1 [email protected] on S3DIS detection. A series of extensive ablation studies further validate the scalability, generality, and superior performance enabled by our approach. The code and models are available at https://github.com/microsoft/Swin3D .

Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

Beyond the Contact: Discovering Comprehensive Affordance for 3D Objects from Pre-trained 2D Diffusion Models

Understanding the inherent human knowledge in interacting with a given environment (e.g., affordance) is essential for improving AI to better assist humans. While existing approaches primarily focus on human-object contacts during interactions, such affordance representation cannot fully address other important aspects of human-object interactions (HOIs), i.e., patterns of relative positions and orientations. In this paper, we introduce a novel affordance representation, named Comprehensive Affordance (ComA). Given a 3D object mesh, ComA models the distribution of relative orientation and proximity of vertices in interacting human meshes, capturing plausible patterns of contact, relative orientations, and spatial relationships. To construct the distribution, we present a novel pipeline that synthesizes diverse and realistic 3D HOI samples given any 3D object mesh. The pipeline leverages a pre-trained 2D inpainting diffusion model to generate HOI images from object renderings and lifts them into 3D. To avoid the generation of false affordances, we propose a new inpainting framework, Adaptive Mask Inpainting. Since ComA is built on synthetic samples, it can extend to any object in an unbounded manner. Through extensive experiments, we demonstrate that ComA outperforms competitors that rely on human annotations in modeling contact-based affordance. Importantly, we also showcase the potential of ComA to reconstruct human-object interactions in 3D through an optimization framework, highlighting its advantage in incorporating both contact and non-contact properties.

Distilling Coarse-to-Fine Semantic Matching Knowledge for Weakly Supervised 3D Visual Grounding

3D visual grounding involves finding a target object in a 3D scene that corresponds to a given sentence query. Although many approaches have been proposed and achieved impressive performance, they all require dense object-sentence pair annotations in 3D point clouds, which are both time-consuming and expensive. To address the problem that fine-grained annotated data is difficult to obtain, we propose to leverage weakly supervised annotations to learn the 3D visual grounding model, i.e., only coarse scene-sentence correspondences are used to learn object-sentence links. To accomplish this, we design a novel semantic matching model that analyzes the semantic similarity between object proposals and sentences in a coarse-to-fine manner. Specifically, we first extract object proposals and coarsely select the top-K candidates based on feature and class similarity matrices. Next, we reconstruct the masked keywords of the sentence using each candidate one by one, and the reconstructed accuracy finely reflects the semantic similarity of each candidate to the query. Additionally, we distill the coarse-to-fine semantic matching knowledge into a typical two-stage 3D visual grounding model, which reduces inference costs and improves performance by taking full advantage of the well-studied structure of the existing architectures. We conduct extensive experiments on ScanRefer, Nr3D, and Sr3D, which demonstrate the effectiveness of our proposed method.

The Impacts of Data, Ordering, and Intrinsic Dimensionality on Recall in Hierarchical Navigable Small Worlds

Vector search systems, pivotal in AI applications, often rely on the Hierarchical Navigable Small Worlds (HNSW) algorithm. However, the behaviour of HNSW under real-world scenarios using vectors generated with deep learning models remains under-explored. Existing Approximate Nearest Neighbours (ANN) benchmarks and research typically has an over-reliance on simplistic datasets like MNIST or SIFT1M and fail to reflect the complexity of current use-cases. Our investigation focuses on HNSW's efficacy across a spectrum of datasets, including synthetic vectors tailored to mimic specific intrinsic dimensionalities, widely-used retrieval benchmarks with popular embedding models, and proprietary e-commerce image data with CLIP models. We survey the most popular HNSW vector databases and collate their default parameters to provide a realistic fixed parameterisation for the duration of the paper. We discover that the recall of approximate HNSW search, in comparison to exact K Nearest Neighbours (KNN) search, is linked to the vector space's intrinsic dimensionality and significantly influenced by the data insertion sequence. Our methodology highlights how insertion order, informed by measurable properties such as the pointwise Local Intrinsic Dimensionality (LID) or known categories, can shift recall by up to 12 percentage points. We also observe that running popular benchmark datasets with HNSW instead of KNN can shift rankings by up to three positions for some models. This work underscores the need for more nuanced benchmarks and design considerations in developing robust vector search systems using approximate vector search algorithms. This study presents a number of scenarios with varying real world applicability which aim to better increase understanding and future development of ANN algorithms and embedding

MonoDGP: Monocular 3D Object Detection with Decoupled-Query and Geometry-Error Priors

Perspective projection has been extensively utilized in monocular 3D object detection methods. It introduces geometric priors from 2D bounding boxes and 3D object dimensions to reduce the uncertainty of depth estimation. However, due to depth errors originating from the object's visual surface, the height of the bounding box often fails to represent the actual projected central height, which undermines the effectiveness of geometric depth. Direct prediction for the projected height unavoidably results in a loss of 2D priors, while multi-depth prediction with complex branches does not fully leverage geometric depth. This paper presents a Transformer-based monocular 3D object detection method called MonoDGP, which adopts perspective-invariant geometry errors to modify the projection formula. We also try to systematically discuss and explain the mechanisms and efficacy behind geometry errors, which serve as a simple but effective alternative to multi-depth prediction. Additionally, MonoDGP decouples the depth-guided decoder and constructs a 2D decoder only dependent on visual features, providing 2D priors and initializing object queries without the disturbance of 3D detection. To further optimize and fine-tune input tokens of the transformer decoder, we also introduce a Region Segment Head (RSH) that generates enhanced features and segment embeddings. Our monocular method demonstrates state-of-the-art performance on the KITTI benchmark without extra data. Code is available at https://github.com/PuFanqi23/MonoDGP.

GVDepth: Zero-Shot Monocular Depth Estimation for Ground Vehicles based on Probabilistic Cue Fusion

Generalizing metric monocular depth estimation presents a significant challenge due to its ill-posed nature, while the entanglement between camera parameters and depth amplifies issues further, hindering multi-dataset training and zero-shot accuracy. This challenge is particularly evident in autonomous vehicles and mobile robotics, where data is collected with fixed camera setups, limiting the geometric diversity. Yet, this context also presents an opportunity: the fixed relationship between the camera and the ground plane imposes additional perspective geometry constraints, enabling depth regression via vertical image positions of objects. However, this cue is highly susceptible to overfitting, thus we propose a novel canonical representation that maintains consistency across varied camera setups, effectively disentangling depth from specific parameters and enhancing generalization across datasets. We also propose a novel architecture that adaptively and probabilistically fuses depths estimated via object size and vertical image position cues. A comprehensive evaluation demonstrates the effectiveness of the proposed approach on five autonomous driving datasets, achieving accurate metric depth estimation for varying resolutions, aspect ratios and camera setups. Notably, we achieve comparable accuracy to existing zero-shot methods, despite training on a single dataset with a single-camera setup.

Sherpa3D: Boosting High-Fidelity Text-to-3D Generation via Coarse 3D Prior

Recently, 3D content creation from text prompts has demonstrated remarkable progress by utilizing 2D and 3D diffusion models. While 3D diffusion models ensure great multi-view consistency, their ability to generate high-quality and diverse 3D assets is hindered by the limited 3D data. In contrast, 2D diffusion models find a distillation approach that achieves excellent generalization and rich details without any 3D data. However, 2D lifting methods suffer from inherent view-agnostic ambiguity thereby leading to serious multi-face Janus issues, where text prompts fail to provide sufficient guidance to learn coherent 3D results. Instead of retraining a costly viewpoint-aware model, we study how to fully exploit easily accessible coarse 3D knowledge to enhance the prompts and guide 2D lifting optimization for refinement. In this paper, we propose Sherpa3D, a new text-to-3D framework that achieves high-fidelity, generalizability, and geometric consistency simultaneously. Specifically, we design a pair of guiding strategies derived from the coarse 3D prior generated by the 3D diffusion model: a structural guidance for geometric fidelity and a semantic guidance for 3D coherence. Employing the two types of guidance, the 2D diffusion model enriches the 3D content with diversified and high-quality results. Extensive experiments show the superiority of our Sherpa3D over the state-of-the-art text-to-3D methods in terms of quality and 3D consistency.

3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering

The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.

Learning Precise Affordances from Egocentric Videos for Robotic Manipulation

Affordance, defined as the potential actions that an object offers, is crucial for robotic manipulation tasks. A deep understanding of affordance can lead to more intelligent AI systems. For example, such knowledge directs an agent to grasp a knife by the handle for cutting and by the blade when passing it to someone. In this paper, we present a streamlined affordance learning system that encompasses data collection, effective model training, and robot deployment. First, we collect training data from egocentric videos in an automatic manner. Different from previous methods that focus only on the object graspable affordance and represent it as coarse heatmaps, we cover both graspable (e.g., object handles) and functional affordances (e.g., knife blades, hammer heads) and extract data with precise segmentation masks. We then propose an effective model, termed Geometry-guided Affordance Transformer (GKT), to train on the collected data. GKT integrates an innovative Depth Feature Injector (DFI) to incorporate 3D shape and geometric priors, enhancing the model's understanding of affordances. To enable affordance-oriented manipulation, we further introduce Aff-Grasp, a framework that combines GKT with a grasp generation model. For comprehensive evaluation, we create an affordance evaluation dataset with pixel-wise annotations, and design real-world tasks for robot experiments. The results show that GKT surpasses the state-of-the-art by 15.9% in mIoU, and Aff-Grasp achieves high success rates of 95.5% in affordance prediction and 77.1% in successful grasping among 179 trials, including evaluations with seen, unseen objects, and cluttered scenes.

Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI

We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.

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.

CroCo v2: Improved Cross-view Completion Pre-training for Stereo Matching and Optical Flow

Despite impressive performance for high-level downstream tasks, self-supervised pre-training methods have not yet fully delivered on dense geometric vision tasks such as stereo matching or optical flow. The application of self-supervised concepts, such as instance discrimination or masked image modeling, to geometric tasks is an active area of research. In this work, we build on the recent cross-view completion framework, a variation of masked image modeling that leverages a second view from the same scene which makes it well suited for binocular downstream tasks. The applicability of this concept has so far been limited in at least two ways: (a) by the difficulty of collecting real-world image pairs -- in practice only synthetic data have been used -- and (b) by the lack of generalization of vanilla transformers to dense downstream tasks for which relative position is more meaningful than absolute position. We explore three avenues of improvement. First, we introduce a method to collect suitable real-world image pairs at large scale. Second, we experiment with relative positional embeddings and show that they enable vision transformers to perform substantially better. Third, we scale up vision transformer based cross-completion architectures, which is made possible by the use of large amounts of data. With these improvements, we show for the first time that state-of-the-art results on stereo matching and optical flow can be reached without using any classical task-specific techniques like correlation volume, iterative estimation, image warping or multi-scale reasoning, thus paving the way towards universal vision models.

Detailed 3D Human Body Reconstruction from Multi-view Images Combining Voxel Super-Resolution and Learned Implicit Representation

The task of reconstructing detailed 3D human body models from images is interesting but challenging in computer vision due to the high freedom of human bodies. In order to tackle the problem, we propose a coarse-to-fine method to reconstruct a detailed 3D human body from multi-view images combining voxel super-resolution based on learning the implicit representation. Firstly, the coarse 3D models are estimated by learning an implicit representation based on multi-scale features which are extracted by multi-stage hourglass networks from the multi-view images. Then, taking the low resolution voxel grids which are generated by the coarse 3D models as input, the voxel super-resolution based on an implicit representation is learned through a multi-stage 3D convolutional neural network. Finally, the refined detailed 3D human body models can be produced by the voxel super-resolution which can preserve the details and reduce the false reconstruction of the coarse 3D models. Benefiting from the implicit representation, the training process in our method is memory efficient and the detailed 3D human body produced by our method from multi-view images is the continuous decision boundary with high-resolution geometry. In addition, the coarse-to-fine method based on voxel super-resolution can remove false reconstructions and preserve the appearance details in the final reconstruction, simultaneously. In the experiments, our method quantitatively and qualitatively achieves the competitive 3D human body reconstructions from images with various poses and shapes on both the real and synthetic datasets.

AI Playground: Unreal Engine-based Data Ablation Tool for Deep Learning

Machine learning requires data, but acquiring and labeling real-world data is challenging, expensive, and time-consuming. More importantly, it is nearly impossible to alter real data post-acquisition (e.g., change the illumination of a room), making it very difficult to measure how specific properties of the data affect performance. In this paper, we present AI Playground (AIP), an open-source, Unreal Engine-based tool for generating and labeling virtual image data. With AIP, it is trivial to capture the same image under different conditions (e.g., fidelity, lighting, etc.) and with different ground truths (e.g., depth or surface normal values). AIP is easily extendable and can be used with or without code. To validate our proposed tool, we generated eight datasets of otherwise identical but varying lighting and fidelity conditions. We then trained deep neural networks to predict (1) depth values, (2) surface normals, or (3) object labels and assessed each network's intra- and cross-dataset performance. Among other insights, we verified that sensitivity to different settings is problem-dependent. We confirmed the findings of other studies that segmentation models are very sensitive to fidelity, but we also found that they are just as sensitive to lighting. In contrast, depth and normal estimation models seem to be less sensitive to fidelity or lighting and more sensitive to the structure of the image. Finally, we tested our trained depth-estimation networks on two real-world datasets and obtained results comparable to training on real data alone, confirming that our virtual environments are realistic enough for real-world tasks.

Scaling Vision Pre-Training to 4K Resolution

High-resolution perception of visual details is crucial for daily tasks. Current vision pre-training, however, is still limited to low resolutions (e.g., 378 x 378 pixels) due to the quadratic cost of processing larger images. We introduce PS3 that scales CLIP-style vision pre-training to 4K resolution with a near-constant cost. Instead of contrastive learning on global image representation, PS3 is pre-trained by selectively processing local regions and contrasting them with local detailed captions, enabling high-resolution representation learning with greatly reduced computational overhead. The pre-trained PS3 is able to both encode the global image at low resolution and selectively process local high-resolution regions based on their saliency or relevance to a text prompt. When applying PS3 to multi-modal LLM (MLLM), the resulting model, named VILA-HD, significantly improves high-resolution visual perception compared to baselines without high-resolution vision pre-training such as AnyRes and S^2 while using up to 4.3x fewer tokens. PS3 also unlocks appealing scaling properties of VILA-HD, including scaling up resolution for free and scaling up test-time compute for better performance. Compared to state of the arts, VILA-HD outperforms previous MLLMs such as NVILA and Qwen2-VL across multiple benchmarks and achieves better efficiency than latest token pruning approaches. Finally, we find current benchmarks do not require 4K-resolution perception, which motivates us to propose 4KPro, a new benchmark of image QA at 4K resolution, on which VILA-HD outperforms all previous MLLMs, including a 14.5% improvement over GPT-4o, and a 3.2% improvement and 2.96x speedup over Qwen2-VL.

FineCIR: Explicit Parsing of Fine-Grained Modification Semantics for Composed Image Retrieval

Composed Image Retrieval (CIR) facilitates image retrieval through a multimodal query consisting of a reference image and modification text. The reference image defines the retrieval context, while the modification text specifies desired alterations. However, existing CIR datasets predominantly employ coarse-grained modification text (CoarseMT), which inadequately captures fine-grained retrieval intents. This limitation introduces two key challenges: (1) ignoring detailed differences leads to imprecise positive samples, and (2) greater ambiguity arises when retrieving visually similar images. These issues degrade retrieval accuracy, necessitating manual result filtering or repeated queries. To address these limitations, we develop a robust fine-grained CIR data annotation pipeline that minimizes imprecise positive samples and enhances CIR systems' ability to discern modification intents accurately. Using this pipeline, we refine the FashionIQ and CIRR datasets to create two fine-grained CIR datasets: Fine-FashionIQ and Fine-CIRR. Furthermore, we introduce FineCIR, the first CIR framework explicitly designed to parse the modification text. FineCIR effectively captures fine-grained modification semantics and aligns them with ambiguous visual entities, enhancing retrieval precision. Extensive experiments demonstrate that FineCIR consistently outperforms state-of-the-art CIR baselines on both fine-grained and traditional CIR benchmark datasets. Our FineCIR code and fine-grained CIR datasets are available at https://github.com/SDU-L/FineCIR.git.

When Do We Not Need Larger Vision Models?

Scaling up the size of vision models has been the de facto standard to obtain more powerful visual representations. In this work, we discuss the point beyond which larger vision models are not necessary. First, we demonstrate the power of Scaling on Scales (S^2), whereby a pre-trained and frozen smaller vision model (e.g., ViT-B or ViT-L), run over multiple image scales, can outperform larger models (e.g., ViT-H or ViT-G) on classification, segmentation, depth estimation, Multimodal LLM (MLLM) benchmarks, and robotic manipulation. Notably, S^2 achieves state-of-the-art performance in detailed understanding of MLLM on the V* benchmark, surpassing models such as GPT-4V. We examine the conditions under which S^2 is a preferred scaling approach compared to scaling on model size. While larger models have the advantage of better generalization on hard examples, we show that features of larger vision models can be well approximated by those of multi-scale smaller models. This suggests most, if not all, of the representations learned by current large pre-trained models can also be obtained from multi-scale smaller models. Our results show that a multi-scale smaller model has comparable learning capacity to a larger model, and pre-training smaller models with S^2 can match or even exceed the advantage of larger models. We release a Python package that can apply S^2 on any vision model with one line of code: https://github.com/bfshi/scaling_on_scales.

Parametric Depth Based Feature Representation Learning for Object Detection and Segmentation in Bird's Eye View

Recent vision-only perception models for autonomous driving achieved promising results by encoding multi-view image features into Bird's-Eye-View (BEV) space. A critical step and the main bottleneck of these methods is transforming image features into the BEV coordinate frame. This paper focuses on leveraging geometry information, such as depth, to model such feature transformation. Existing works rely on non-parametric depth distribution modeling leading to significant memory consumption, or ignore the geometry information to address this problem. In contrast, we propose to use parametric depth distribution modeling for feature transformation. We first lift the 2D image features to the 3D space defined for the ego vehicle via a predicted parametric depth distribution for each pixel in each view. Then, we aggregate the 3D feature volume based on the 3D space occupancy derived from depth to the BEV frame. Finally, we use the transformed features for downstream tasks such as object detection and semantic segmentation. Existing semantic segmentation methods do also suffer from an hallucination problem as they do not take visibility information into account. This hallucination can be particularly problematic for subsequent modules such as control and planning. To mitigate the issue, our method provides depth uncertainty and reliable visibility-aware estimations. We further leverage our parametric depth modeling to present a novel visibility-aware evaluation metric that, when taken into account, can mitigate the hallucination problem. Extensive experiments on object detection and semantic segmentation on the nuScenes datasets demonstrate that our method outperforms existing methods on both tasks.

Painting with Words: Elevating Detailed Image Captioning with Benchmark and Alignment Learning

Image captioning has long been a pivotal task in visual understanding, with recent advancements in vision-language models (VLMs) significantly enhancing the ability to generate detailed image captions. However, the evaluation of detailed image captioning remains underexplored due to outdated evaluation metrics and coarse annotations. In this paper, we introduce DeCapBench along with a novel metric, DCScore, specifically designed for detailed captioning tasks. DCScore evaluates hallucinations and fine-grained comprehensiveness by deconstructing responses into the smallest self-sufficient units, termed primitive information units, and assessing them individually. Our evaluation shows that DCScore aligns more closely with human judgment than other rule-based or model-based metrics. Concurrently, DeCapBench exhibits a high correlation with VLM arena results on descriptive tasks, surpassing existing benchmarks for vision-language models. Additionally, we present an automatic fine-grained feedback collection method, FeedQuill, for preference optimization based on our advanced metric, showing robust generalization capabilities across auto-generated preference data. Extensive experiments on multiple VLMs demonstrate that our method not only significantly reduces hallucinations but also enhances performance across various benchmarks, achieving superior detail captioning performance while surpassing GPT-4o.

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.