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Subscribe360MonoDepth: High-Resolution 360° Monocular Depth Estimation
360{\deg} cameras can capture complete environments in a single shot, which makes 360{\deg} imagery alluring in many computer vision tasks. However, monocular depth estimation remains a challenge for 360{\deg} data, particularly for high resolutions like 2K (2048x1024) and beyond that are important for novel-view synthesis and virtual reality applications. Current CNN-based methods do not support such high resolutions due to limited GPU memory. In this work, we propose a flexible framework for monocular depth estimation from high-resolution 360{\deg} images using tangent images. We project the 360{\deg} input image onto a set of tangent planes that produce perspective views, which are suitable for the latest, most accurate state-of-the-art perspective monocular depth estimators. To achieve globally consistent disparity estimates, we recombine the individual depth estimates using deformable multi-scale alignment followed by gradient-domain blending. The result is a dense, high-resolution 360{\deg} depth map with a high level of detail, also for outdoor scenes which are not supported by existing methods. Our source code and data are available at https://manurare.github.io/360monodepth/.
Imagine360: Immersive 360 Video Generation from Perspective Anchor
360^circ videos offer a hyper-immersive experience that allows the viewers to explore a dynamic scene from full 360 degrees. To achieve more user-friendly and personalized content creation in 360^circ video format, we seek to lift standard perspective videos into 360^circ equirectangular videos. To this end, we introduce Imagine360, the first perspective-to-360^circ video generation framework that creates high-quality 360^circ videos with rich and diverse motion patterns from video anchors. Imagine360 learns fine-grained spherical visual and motion patterns from limited 360^circ video data with several key designs. 1) Firstly we adopt the dual-branch design, including a perspective and a panorama video denoising branch to provide local and global constraints for 360^circ video generation, with motion module and spatial LoRA layers fine-tuned on extended web 360^circ videos. 2) Additionally, an antipodal mask is devised to capture long-range motion dependencies, enhancing the reversed camera motion between antipodal pixels across hemispheres. 3) To handle diverse perspective video inputs, we propose elevation-aware designs that adapt to varying video masking due to changing elevations across frames. Extensive experiments show Imagine360 achieves superior graphics quality and motion coherence among state-of-the-art 360^circ video generation methods. We believe Imagine360 holds promise for advancing personalized, immersive 360^circ video creation.
360VOT: A New Benchmark Dataset for Omnidirectional Visual Object Tracking
360{\deg} images can provide an omnidirectional field of view which is important for stable and long-term scene perception. In this paper, we explore 360{\deg} images for visual object tracking and perceive new challenges caused by large distortion, stitching artifacts, and other unique attributes of 360{\deg} images. To alleviate these problems, we take advantage of novel representations of target localization, i.e., bounding field-of-view, and then introduce a general 360 tracking framework that can adopt typical trackers for omnidirectional tracking. More importantly, we propose a new large-scale omnidirectional tracking benchmark dataset, 360VOT, in order to facilitate future research. 360VOT contains 120 sequences with up to 113K high-resolution frames in equirectangular projection. The tracking targets cover 32 categories in diverse scenarios. Moreover, we provide 4 types of unbiased ground truth, including (rotated) bounding boxes and (rotated) bounding field-of-views, as well as new metrics tailored for 360{\deg} images which allow for the accurate evaluation of omnidirectional tracking performance. Finally, we extensively evaluated 20 state-of-the-art visual trackers and provided a new baseline for future comparisons. Homepage: https://360vot.hkustvgd.com
Depth Anywhere: Enhancing 360 Monocular Depth Estimation via Perspective Distillation and Unlabeled Data Augmentation
Accurately estimating depth in 360-degree imagery is crucial for virtual reality, autonomous navigation, and immersive media applications. Existing depth estimation methods designed for perspective-view imagery fail when applied to 360-degree images due to different camera projections and distortions, whereas 360-degree methods perform inferior due to the lack of labeled data pairs. We propose a new depth estimation framework that utilizes unlabeled 360-degree data effectively. Our approach uses state-of-the-art perspective depth estimation models as teacher models to generate pseudo labels through a six-face cube projection technique, enabling efficient labeling of depth in 360-degree images. This method leverages the increasing availability of large datasets. Our approach includes two main stages: offline mask generation for invalid regions and an online semi-supervised joint training regime. We tested our approach on benchmark datasets such as Matterport3D and Stanford2D3D, showing significant improvements in depth estimation accuracy, particularly in zero-shot scenarios. Our proposed training pipeline can enhance any 360 monocular depth estimator and demonstrates effective knowledge transfer across different camera projections and data types. See our project page for results: https://albert100121.github.io/Depth-Anywhere/
360Recon: An Accurate Reconstruction Method Based on Depth Fusion from 360 Images
360-degree images offer a significantly wider field of view compared to traditional pinhole cameras, enabling sparse sampling and dense 3D reconstruction in low-texture environments. This makes them crucial for applications in VR, AR, and related fields. However, the inherent distortion caused by the wide field of view affects feature extraction and matching, leading to geometric consistency issues in subsequent multi-view reconstruction. In this work, we propose 360Recon, an innovative MVS algorithm for ERP images. The proposed spherical feature extraction module effectively mitigates distortion effects, and by combining the constructed 3D cost volume with multi-scale enhanced features from ERP images, our approach achieves high-precision scene reconstruction while preserving local geometric consistency. Experimental results demonstrate that 360Recon achieves state-of-the-art performance and high efficiency in depth estimation and 3D reconstruction on existing public panoramic reconstruction datasets.
PanDORA: Casual HDR Radiance Acquisition for Indoor Scenes
Most novel view synthesis methods such as NeRF are unable to capture the true high dynamic range (HDR) radiance of scenes since they are typically trained on photos captured with standard low dynamic range (LDR) cameras. While the traditional exposure bracketing approach which captures several images at different exposures has recently been adapted to the multi-view case, we find such methods to fall short of capturing the full dynamic range of indoor scenes, which includes very bright light sources. In this paper, we present PanDORA: a PANoramic Dual-Observer Radiance Acquisition system for the casual capture of indoor scenes in high dynamic range. Our proposed system comprises two 360{\deg} cameras rigidly attached to a portable tripod. The cameras simultaneously acquire two 360{\deg} videos: one at a regular exposure and the other at a very fast exposure, allowing a user to simply wave the apparatus casually around the scene in a matter of minutes. The resulting images are fed to a NeRF-based algorithm that reconstructs the scene's full high dynamic range. Compared to HDR baselines from previous work, our approach reconstructs the full HDR radiance of indoor scenes without sacrificing the visual quality while retaining the ease of capture from recent NeRF-like approaches.
360 in the Wild: Dataset for Depth Prediction and View Synthesis
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or omnidirectional image datasets, including essential information, such as pose and depth, are mostly made with synthetic scenes. In this work, we introduce a large scale 360^{circ} videos dataset in the wild. This dataset has been carefully scraped from the Internet and has been captured from various locations worldwide. Hence, this dataset exhibits very diversified environments (e.g., indoor and outdoor) and contexts (e.g., with and without moving objects). Each of the 25K images constituting our dataset is provided with its respective camera's pose and depth map. We illustrate the relevance of our dataset for two main tasks, namely, single image depth estimation and view synthesis.
360DVD: Controllable Panorama Video Generation with 360-Degree Video Diffusion Model
Panorama video recently attracts more interest in both study and application, courtesy of its immersive experience. Due to the expensive cost of capturing 360-degree panoramic videos, generating desirable panorama videos by prompts is urgently required. Lately, the emerging text-to-video (T2V) diffusion methods demonstrate notable effectiveness in standard video generation. However, due to the significant gap in content and motion patterns between panoramic and standard videos, these methods encounter challenges in yielding satisfactory 360-degree panoramic videos. In this paper, we propose a pipeline named 360-Degree Video Diffusion model (360DVD) for generating 360-degree panoramic videos based on the given prompts and motion conditions. Specifically, we introduce a lightweight 360-Adapter accompanied by 360 Enhancement Techniques to transform pre-trained T2V models for panorama video generation. We further propose a new panorama dataset named WEB360 consisting of panoramic video-text pairs for training 360DVD, addressing the absence of captioned panoramic video datasets. Extensive experiments demonstrate the superiority and effectiveness of 360DVD for panorama video generation. Our project page is at https://akaneqwq.github.io/360DVD/.
Gyroscope-aided Relative Pose Estimation for Rolling Shutter Cameras
The rolling shutter camera has received great attention due to its low cost imaging capability, however, the estimation of relative pose between rolling shutter cameras still remains a difficult problem owing to its line-by-line image capturing characteristics. To alleviate this problem, we exploit gyroscope measurements, angular velocity, along with image measurement to compute the relative pose between rolling shutter cameras. The gyroscope measurements provide the information about instantaneous motion that causes the rolling shutter distortion. Having gyroscope measurements in one hand, we simplify the relative pose estimation problem and find a minimal solution for the problem based on the Grobner basis polynomial solver. The proposed method requires only five points to compute relative pose between rolling shutter cameras, whereas previous methods require 20 or 44 corresponding points for linear and uniform rolling shutter geometry models, respectively. Experimental results on synthetic and real data verify the superiority of the proposed method over existing relative pose estimation methods.
PanSplat: 4K Panorama Synthesis with Feed-Forward Gaussian Splatting
With the advent of portable 360{\deg} cameras, panorama has gained significant attention in applications like virtual reality (VR), virtual tours, robotics, and autonomous driving. As a result, wide-baseline panorama view synthesis has emerged as a vital task, where high resolution, fast inference, and memory efficiency are essential. Nevertheless, existing methods are typically constrained to lower resolutions (512 times 1024) due to demanding memory and computational requirements. In this paper, we present PanSplat, a generalizable, feed-forward approach that efficiently supports resolution up to 4K (2048 times 4096). Our approach features a tailored spherical 3D Gaussian pyramid with a Fibonacci lattice arrangement, enhancing image quality while reducing information redundancy. To accommodate the demands of high resolution, we propose a pipeline that integrates a hierarchical spherical cost volume and Gaussian heads with local operations, enabling two-step deferred backpropagation for memory-efficient training on a single A100 GPU. Experiments demonstrate that PanSplat achieves state-of-the-art results with superior efficiency and image quality across both synthetic and real-world datasets. Code will be available at https://github.com/chengzhag/PanSplat.
MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views
We introduce MVSplat360, a feed-forward approach for 360{\deg} novel view synthesis (NVS) of diverse real-world scenes, using only sparse observations. This setting is inherently ill-posed due to minimal overlap among input views and insufficient visual information provided, making it challenging for conventional methods to achieve high-quality results. Our MVSplat360 addresses this by effectively combining geometry-aware 3D reconstruction with temporally consistent video generation. Specifically, it refactors a feed-forward 3D Gaussian Splatting (3DGS) model to render features directly into the latent space of a pre-trained Stable Video Diffusion (SVD) model, where these features then act as pose and visual cues to guide the denoising process and produce photorealistic 3D-consistent views. Our model is end-to-end trainable and supports rendering arbitrary views with as few as 5 sparse input views. To evaluate MVSplat360's performance, we introduce a new benchmark using the challenging DL3DV-10K dataset, where MVSplat360 achieves superior visual quality compared to state-of-the-art methods on wide-sweeping or even 360{\deg} NVS tasks. Experiments on the existing benchmark RealEstate10K also confirm the effectiveness of our model. The video results are available on our project page: https://donydchen.github.io/mvsplat360.
Vanishing Point Estimation in Uncalibrated Images with Prior Gravity Direction
We tackle the problem of estimating a Manhattan frame, i.e. three orthogonal vanishing points, and the unknown focal length of the camera, leveraging a prior vertical direction. The direction can come from an Inertial Measurement Unit that is a standard component of recent consumer devices, e.g., smartphones. We provide an exhaustive analysis of minimal line configurations and derive two new 2-line solvers, one of which does not suffer from singularities affecting existing solvers. Additionally, we design a new non-minimal method, running on an arbitrary number of lines, to boost the performance in local optimization. Combining all solvers in a hybrid robust estimator, our method achieves increased accuracy even with a rough prior. Experiments on synthetic and real-world datasets demonstrate the superior accuracy of our method compared to the state of the art, while having comparable runtimes. We further demonstrate the applicability of our solvers for relative rotation estimation. The code is available at https://github.com/cvg/VP-Estimation-with-Prior-Gravity.
Robust 360-8PA: Redesigning The Normalized 8-point Algorithm for 360-FoV Images
This paper presents a novel preconditioning strategy for the classic 8-point algorithm (8-PA) for estimating an essential matrix from 360-FoV images (i.e., equirectangular images) in spherical projection. To alleviate the effect of uneven key-feature distributions and outlier correspondences, which can potentially decrease the accuracy of an essential matrix, our method optimizes a non-rigid transformation to deform a spherical camera into a new spatial domain, defining a new constraint and a more robust and accurate solution for an essential matrix. Through several experiments using random synthetic points, 360-FoV, and fish-eye images, we demonstrate that our normalization can increase the camera pose accuracy by about 20% without significantly overhead the computation time. In addition, we present further benefits of our method through both a constant weighted least-square optimization that improves further the well known Gold Standard Method (GSM) (i.e., the non-linear optimization by using epipolar errors); and a relaxation of the number of RANSAC iterations, both showing that our normalization outcomes a more reliable, robust, and accurate solution.
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.
Visual Gyroscope: Combination of Deep Learning Features and Direct Alignment for Panoramic Stabilization
In this article we present a visual gyroscope based on equirectangular panoramas. We propose a new pipeline where we take advantage of combining three different methods to obtain a robust and accurate estimation of the attitude of the camera. We quantitatively and qualitatively validate our method on two image sequences taken with a 360^circ dual-fisheye camera mounted on different aerial vehicles.
Depth Any Camera: Zero-Shot Metric Depth Estimation from Any Camera
While recent depth estimation methods exhibit strong zero-shot generalization, achieving accurate metric depth across diverse camera types-particularly those with large fields of view (FoV) such as fisheye and 360-degree cameras-remains a significant challenge. This paper presents Depth Any Camera (DAC), a powerful zero-shot metric depth estimation framework that extends a perspective-trained model to effectively handle cameras with varying FoVs. The framework is designed to ensure that all existing 3D data can be leveraged, regardless of the specific camera types used in new applications. Remarkably, DAC is trained exclusively on perspective images but generalizes seamlessly to fisheye and 360-degree cameras without the need for specialized training data. DAC employs Equi-Rectangular Projection (ERP) as a unified image representation, enabling consistent processing of images with diverse FoVs. Its key components include a pitch-aware Image-to-ERP conversion for efficient online augmentation in ERP space, a FoV alignment operation to support effective training across a wide range of FoVs, and multi-resolution data augmentation to address resolution disparities between training and testing. DAC achieves state-of-the-art zero-shot metric depth estimation, improving delta-1 (delta_1) accuracy by up to 50% on multiple fisheye and 360-degree datasets compared to prior metric depth foundation models, demonstrating robust generalization across camera types.
FlowMap: High-Quality Camera Poses, Intrinsics, and Depth via Gradient Descent
This paper introduces FlowMap, an end-to-end differentiable method that solves for precise camera poses, camera intrinsics, and per-frame dense depth of a video sequence. Our method performs per-video gradient-descent minimization of a simple least-squares objective that compares the optical flow induced by depth, intrinsics, and poses against correspondences obtained via off-the-shelf optical flow and point tracking. Alongside the use of point tracks to encourage long-term geometric consistency, we introduce differentiable re-parameterizations of depth, intrinsics, and pose that are amenable to first-order optimization. We empirically show that camera parameters and dense depth recovered by our method enable photo-realistic novel view synthesis on 360-degree trajectories using Gaussian Splatting. Our method not only far outperforms prior gradient-descent based bundle adjustment methods, but surprisingly performs on par with COLMAP, the state-of-the-art SfM method, on the downstream task of 360-degree novel view synthesis (even though our method is purely gradient-descent based, fully differentiable, and presents a complete departure from conventional SfM).
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Customizing 360-Degree Panoramas through Text-to-Image Diffusion Models
Personalized text-to-image (T2I) synthesis based on diffusion models has attracted significant attention in recent research. However, existing methods primarily concentrate on customizing subjects or styles, neglecting the exploration of global geometry. In this study, we propose an approach that focuses on the customization of 360-degree panoramas, which inherently possess global geometric properties, using a T2I diffusion model. To achieve this, we curate a paired image-text dataset specifically designed for the task and subsequently employ it to fine-tune a pre-trained T2I diffusion model with LoRA. Nevertheless, the fine-tuned model alone does not ensure the continuity between the leftmost and rightmost sides of the synthesized images, a crucial characteristic of 360-degree panoramas. To address this issue, we propose a method called StitchDiffusion. Specifically, we perform pre-denoising operations twice at each time step of the denoising process on the stitch block consisting of the leftmost and rightmost image regions. Furthermore, a global cropping is adopted to synthesize seamless 360-degree panoramas. Experimental results demonstrate the effectiveness of our customized model combined with the proposed StitchDiffusion in generating high-quality 360-degree panoramic images. Moreover, our customized model exhibits exceptional generalization ability in producing scenes unseen in the fine-tuning dataset. Code is available at https://github.com/littlewhitesea/StitchDiffusion.
NeO 360: Neural Fields for Sparse View Synthesis of Outdoor Scenes
Recent implicit neural representations have shown great results for novel view synthesis. However, existing methods require expensive per-scene optimization from many views hence limiting their application to real-world unbounded urban settings where the objects of interest or backgrounds are observed from very few views. To mitigate this challenge, we introduce a new approach called NeO 360, Neural fields for sparse view synthesis of outdoor scenes. NeO 360 is a generalizable method that reconstructs 360{\deg} scenes from a single or a few posed RGB images. The essence of our approach is in capturing the distribution of complex real-world outdoor 3D scenes and using a hybrid image-conditional triplanar representation that can be queried from any world point. Our representation combines the best of both voxel-based and bird's-eye-view (BEV) representations and is more effective and expressive than each. NeO 360's representation allows us to learn from a large collection of unbounded 3D scenes while offering generalizability to new views and novel scenes from as few as a single image during inference. We demonstrate our approach on the proposed challenging 360{\deg} unbounded dataset, called NeRDS 360, and show that NeO 360 outperforms state-of-the-art generalizable methods for novel view synthesis while also offering editing and composition capabilities. Project page: https://zubair-irshad.github.io/projects/neo360.html
Compatibility of Fundamental Matrices for Complete Viewing Graphs
This paper studies the problem of recovering cameras from a set of fundamental matrices. A set of fundamental matrices is said to be compatible if a set of cameras exists for which they are the fundamental matrices. We focus on the complete graph, where fundamental matrices for each pair of cameras are given. Previous work has established necessary and sufficient conditions for compatibility as rank and eigenvalue conditions on the n-view fundamental matrix obtained by concatenating the individual fundamental matrices. In this work, we show that the eigenvalue condition is redundant. We provide explicit homogeneous polynomials that describe necessary and sufficient conditions for compatibility in terms of the fundamental matrices and their epipoles. In this direction, we find that quadruple-wise compatibility is enough to ensure global compatibility for any number of cameras. We demonstrate that for four cameras, compatibility is generically described by triple-wise conditions and one additional equation involving all fundamental matrices.
PanoDreamer: 3D Panorama Synthesis from a Single Image
In this paper, we present PanoDreamer, a novel method for producing a coherent 360^circ 3D scene from a single input image. Unlike existing methods that generate the scene sequentially, we frame the problem as single-image panorama and depth estimation. Once the coherent panoramic image and its corresponding depth are obtained, the scene can be reconstructed by inpainting the small occluded regions and projecting them into 3D space. Our key contribution is formulating single-image panorama and depth estimation as two optimization tasks and introducing alternating minimization strategies to effectively solve their objectives. We demonstrate that our approach outperforms existing techniques in single-image 360^circ scene reconstruction in terms of consistency and overall quality.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
OmniFusion: 360 Monocular Depth Estimation via Geometry-Aware Fusion
A well-known challenge in applying deep-learning methods to omnidirectional images is spherical distortion. In dense regression tasks such as depth estimation, where structural details are required, using a vanilla CNN layer on the distorted 360 image results in undesired information loss. In this paper, we propose a 360 monocular depth estimation pipeline, OmniFusion, to tackle the spherical distortion issue. Our pipeline transforms a 360 image into less-distorted perspective patches (i.e. tangent images) to obtain patch-wise predictions via CNN, and then merge the patch-wise results for final output. To handle the discrepancy between patch-wise predictions which is a major issue affecting the merging quality, we propose a new framework with the following key components. First, we propose a geometry-aware feature fusion mechanism that combines 3D geometric features with 2D image features to compensate for the patch-wise discrepancy. Second, we employ the self-attention-based transformer architecture to conduct a global aggregation of patch-wise information, which further improves the consistency. Last, we introduce an iterative depth refinement mechanism, to further refine the estimated depth based on the more accurate geometric features. Experiments show that our method greatly mitigates the distortion issue, and achieves state-of-the-art performances on several 360 monocular depth estimation benchmark datasets.
Helvipad: A Real-World Dataset for Omnidirectional Stereo Depth Estimation
Despite considerable progress in stereo depth estimation, omnidirectional imaging remains underexplored, mainly due to the lack of appropriate data. We introduce Helvipad, a real-world dataset for omnidirectional stereo depth estimation, consisting of 40K frames from video sequences across diverse environments, including crowded indoor and outdoor scenes with diverse lighting conditions. Collected using two 360{\deg} cameras in a top-bottom setup and a LiDAR sensor, the dataset includes accurate depth and disparity labels by projecting 3D point clouds onto equirectangular images. Additionally, we provide an augmented training set with a significantly increased label density by using depth completion. We benchmark leading stereo depth estimation models for both standard and omnidirectional images. The results show that while recent stereo methods perform decently, a significant challenge persists in accurately estimating depth in omnidirectional imaging. To address this, we introduce necessary adaptations to stereo models, achieving improved performance.
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control
We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.
ADen: Adaptive Density Representations for Sparse-view Camera Pose Estimation
Recovering camera poses from a set of images is a foundational task in 3D computer vision, which powers key applications such as 3D scene/object reconstructions. Classic methods often depend on feature correspondence, such as keypoints, which require the input images to have large overlap and small viewpoint changes. Such requirements present considerable challenges in scenarios with sparse views. Recent data-driven approaches aim to directly output camera poses, either through regressing the 6DoF camera poses or formulating rotation as a probability distribution. However, each approach has its limitations. On one hand, directly regressing the camera poses can be ill-posed, since it assumes a single mode, which is not true under symmetry and leads to sub-optimal solutions. On the other hand, probabilistic approaches are capable of modeling the symmetry ambiguity, yet they sample the entire space of rotation uniformly by brute-force. This leads to an inevitable trade-off between high sample density, which improves model precision, and sample efficiency that determines the runtime. In this paper, we propose ADen to unify the two frameworks by employing a generator and a discriminator: the generator is trained to output multiple hypotheses of 6DoF camera pose to represent a distribution and handle multi-mode ambiguity, and the discriminator is trained to identify the hypothesis that best explains the data. This allows ADen to combine the best of both worlds, achieving substantially higher precision as well as lower runtime than previous methods in empirical evaluations.
Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh Reconstruction
As it is hard to calibrate single-view RGB images in the wild, existing 3D human mesh reconstruction (3DHMR) methods either use a constant large focal length or estimate one based on the background environment context, which can not tackle the problem of the torso, limb, hand or face distortion caused by perspective camera projection when the camera is close to the human body. The naive focal length assumptions can harm this task with the incorrectly formulated projection matrices. To solve this, we propose Zolly, the first 3DHMR method focusing on perspective-distorted images. Our approach begins with analysing the reason for perspective distortion, which we find is mainly caused by the relative location of the human body to the camera center. We propose a new camera model and a novel 2D representation, termed distortion image, which describes the 2D dense distortion scale of the human body. We then estimate the distance from distortion scale features rather than environment context features. Afterwards, we integrate the distortion feature with image features to reconstruct the body mesh. To formulate the correct projection matrix and locate the human body position, we simultaneously use perspective and weak-perspective projection loss. Since existing datasets could not handle this task, we propose the first synthetic dataset PDHuman and extend two real-world datasets tailored for this task, all containing perspective-distorted human images. Extensive experiments show that Zolly outperforms existing state-of-the-art methods on both perspective-distorted datasets and the standard benchmark (3DPW).
Efficient Hybrid Zoom using Camera Fusion on Mobile Phones
DSLR cameras can achieve multiple zoom levels via shifting lens distances or swapping lens types. However, these techniques are not possible on smartphone devices due to space constraints. Most smartphone manufacturers adopt a hybrid zoom system: commonly a Wide (W) camera at a low zoom level and a Telephoto (T) camera at a high zoom level. To simulate zoom levels between W and T, these systems crop and digitally upsample images from W, leading to significant detail loss. In this paper, we propose an efficient system for hybrid zoom super-resolution on mobile devices, which captures a synchronous pair of W and T shots and leverages machine learning models to align and transfer details from T to W. We further develop an adaptive blending method that accounts for depth-of-field mismatches, scene occlusion, flow uncertainty, and alignment errors. To minimize the domain gap, we design a dual-phone camera rig to capture real-world inputs and ground-truths for supervised training. Our method generates a 12-megapixel image in 500ms on a mobile platform and compares favorably against state-of-the-art methods under extensive evaluation on real-world scenarios.
Camera Calibration through Geometric Constraints from Rotation and Projection Matrices
The process of camera calibration involves estimating the intrinsic and extrinsic parameters, which are essential for accurately performing tasks such as 3D reconstruction, object tracking and augmented reality. In this work, we propose a novel constraints-based loss for measuring the intrinsic (focal length: (f_x, f_y) and principal point: (p_x, p_y)) and extrinsic (baseline: (b), disparity: (d), translation: (t_x, t_y, t_z), and rotation specifically pitch: (theta_p)) camera parameters. Our novel constraints are based on geometric properties inherent in the camera model, including the anatomy of the projection matrix (vanishing points, image of world origin, axis planes) and the orthonormality of the rotation matrix. Thus we proposed a novel Unsupervised Geometric Constraint Loss (UGCL) via a multitask learning framework. Our methodology is a hybrid approach that employs the learning power of a neural network to estimate the desired parameters along with the underlying mathematical properties inherent in the camera projection matrix. This distinctive approach not only enhances the interpretability of the model but also facilitates a more informed learning process. Additionally, we introduce a new CVGL Camera Calibration dataset, featuring over 900 configurations of camera parameters, incorporating 63,600 image pairs that closely mirror real-world conditions. By training and testing on both synthetic and real-world datasets, our proposed approach demonstrates improvements across all parameters when compared to the state-of-the-art (SOTA) benchmarks. The code and the updated dataset can be found here: https://github.com/CVLABLUMS/CVGL-Camera-Calibration
UniFuse: Unidirectional Fusion for 360^{circ} Panorama Depth Estimation
Learning depth from spherical panoramas is becoming a popular research topic because a panorama has a full field-of-view of the environment and provides a relatively complete description of a scene. However, applying well-studied CNNs for perspective images to the standard representation of spherical panoramas, i.e., the equirectangular projection, is suboptimal, as it becomes distorted towards the poles. Another representation is the cubemap projection, which is distortion-free but discontinued on edges and limited in the field-of-view. This paper introduces a new framework to fuse features from the two projections, unidirectionally feeding the cubemap features to the equirectangular features only at the decoding stage. Unlike the recent bidirectional fusion approach operating at both the encoding and decoding stages, our fusion scheme is much more efficient. Besides, we also designed a more effective fusion module for our fusion scheme. Experiments verify the effectiveness of our proposed fusion strategy and module, and our model achieves state-of-the-art performance on four popular datasets. Additional experiments show that our model also has the advantages of model complexity and generalization capability.The code is available at https://github.com/alibaba/UniFuse-Unidirectional-Fusion.
360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.
HybridDepth: Robust Depth Fusion for Mobile AR by Leveraging Depth from Focus and Single-Image Priors
We propose HYBRIDDEPTH, a robust depth estimation pipeline that addresses the unique challenges of depth estimation for mobile AR, such as scale ambiguity, hardware heterogeneity, and generalizability. HYBRIDDEPTH leverages the camera features available on mobile devices. It effectively combines the scale accuracy inherent in Depth from Focus (DFF) methods with the generalization capabilities enabled by strong single-image depth priors. By utilizing the focal planes of a mobile camera, our approach accurately captures depth values from focused pixels and applies these values to compute scale and shift parameters for transforming relative depths into metric depths. We test our pipeline as an end-to-end system, with a newly developed mobile client to capture focal stacks, which are then sent to a GPU-powered server for depth estimation. Through comprehensive quantitative and qualitative analyses, we demonstrate that HYBRIDDEPTH not only outperforms state-of-the-art (SOTA) models in common datasets (DDFF12, NYU Depth v2) and a real-world AR dataset ARKitScenes but also demonstrates strong zero-shot generalization. For example, HYBRIDDEPTH trained on NYU Depth v2 achieves comparable performance on the DDFF12 to existing models trained on DDFF12. it also outperforms all the SOTA models in zero-shot performance on the ARKitScenes dataset. Additionally, we conduct a qualitative comparison between our model and the ARCore framework, demonstrating that our models output depth maps are significantly more accurate in terms of structural details and metric accuracy. The source code of this project is available at github.
iComMa: Inverting 3D Gaussian Splatting for Camera Pose Estimation via Comparing and Matching
We present a method named iComMa to address the 6D camera pose estimation problem in computer vision. Conventional pose estimation methods typically rely on the target's CAD model or necessitate specific network training tailored to particular object classes. Some existing methods have achieved promising results in mesh-free object and scene pose estimation by inverting the Neural Radiance Fields (NeRF). However, they still struggle with adverse initializations such as large rotations and translations. To address this issue, we propose an efficient method for accurate camera pose estimation by inverting 3D Gaussian Splatting (3DGS). Specifically, a gradient-based differentiable framework optimizes camera pose by minimizing the residual between the query image and the rendered image, requiring no training. An end-to-end matching module is designed to enhance the model's robustness against adverse initializations, while minimizing pixel-level comparing loss aids in precise pose estimation. Experimental results on synthetic and complex real-world data demonstrate the effectiveness of the proposed approach in challenging conditions and the accuracy of camera pose estimation.
Multi-Cali Anything: Dense Feature Multi-Frame Structure-from-Motion for Large-Scale Camera Array Calibration
Calibrating large-scale camera arrays, such as those in dome-based setups, is time-intensive and typically requires dedicated captures of known patterns. While extrinsics in such arrays are fixed due to the physical setup, intrinsics often vary across sessions due to factors like lens adjustments or temperature changes. In this paper, we propose a dense-feature-driven multi-frame calibration method that refines intrinsics directly from scene data, eliminating the necessity for additional calibration captures. Our approach enhances traditional Structure-from-Motion (SfM) pipelines by introducing an extrinsics regularization term to progressively align estimated extrinsics with ground-truth values, a dense feature reprojection term to reduce keypoint errors by minimizing reprojection loss in the feature space, and an intrinsics variance term for joint optimization across multiple frames. Experiments on the Multiface dataset show that our method achieves nearly the same precision as dedicated calibration processes, and significantly enhances intrinsics and 3D reconstruction accuracy. Fully compatible with existing SfM pipelines, our method provides an efficient and practical plug-and-play solution for large-scale camera setups. Our code is publicly available at: https://github.com/YJJfish/Multi-Cali-Anything
Self-Supervised Learning of 3D Human Pose using Multi-view Geometry
Training accurate 3D human pose estimators requires large amount of 3D ground-truth data which is costly to collect. Various weakly or self supervised pose estimation methods have been proposed due to lack of 3D data. Nevertheless, these methods, in addition to 2D ground-truth poses, require either additional supervision in various forms (e.g. unpaired 3D ground truth data, a small subset of labels) or the camera parameters in multiview settings. To address these problems, we present EpipolarPose, a self-supervised learning method for 3D human pose estimation, which does not need any 3D ground-truth data or camera extrinsics. During training, EpipolarPose estimates 2D poses from multi-view images, and then, utilizes epipolar geometry to obtain a 3D pose and camera geometry which are subsequently used to train a 3D pose estimator. We demonstrate the effectiveness of our approach on standard benchmark datasets i.e. Human3.6M and MPI-INF-3DHP where we set the new state-of-the-art among weakly/self-supervised methods. Furthermore, we propose a new performance measure Pose Structure Score (PSS) which is a scale invariant, structure aware measure to evaluate the structural plausibility of a pose with respect to its ground truth. Code and pretrained models are available at https://github.com/mkocabas/EpipolarPose
EpipolarNVS: leveraging on Epipolar geometry for single-image Novel View Synthesis
Novel-view synthesis (NVS) can be tackled through different approaches, depending on the general setting: a single source image to a short video sequence, exact or noisy camera pose information, 3D-based information such as point clouds etc. The most challenging scenario, the one where we stand in this work, only considers a unique source image to generate a novel one from another viewpoint. However, in such a tricky situation, the latest learning-based solutions often struggle to integrate the camera viewpoint transformation. Indeed, the extrinsic information is often passed as-is, through a low-dimensional vector. It might even occur that such a camera pose, when parametrized as Euler angles, is quantized through a one-hot representation. This vanilla encoding choice prevents the learnt architecture from inferring novel views on a continuous basis (from a camera pose perspective). We claim it exists an elegant way to better encode relative camera pose, by leveraging 3D-related concepts such as the epipolar constraint. We, therefore, introduce an innovative method that encodes the viewpoint transformation as a 2D feature image. Such a camera encoding strategy gives meaningful insights to the network regarding how the camera has moved in space between the two views. By encoding the camera pose information as a finite number of coloured epipolar lines, we demonstrate through our experiments that our strategy outperforms vanilla encoding.
DUSt3R: Geometric 3D Vision Made Easy
Multi-view stereo reconstruction (MVS) in the wild requires to first estimate the camera parameters e.g. intrinsic and extrinsic parameters. These are usually tedious and cumbersome to obtain, yet they are mandatory to triangulate corresponding pixels in 3D space, which is the core of all best performing MVS algorithms. In this work, we take an opposite stance and introduce DUSt3R, a radically novel paradigm for Dense and Unconstrained Stereo 3D Reconstruction of arbitrary image collections, i.e. operating without prior information about camera calibration nor viewpoint poses. We cast the pairwise reconstruction problem as a regression of pointmaps, relaxing the hard constraints of usual projective camera models. We show that this formulation smoothly unifies the monocular and binocular reconstruction cases. In the case where more than two images are provided, we further propose a simple yet effective global alignment strategy that expresses all pairwise pointmaps in a common reference frame. We base our network architecture on standard Transformer encoders and decoders, allowing us to leverage powerful pretrained models. Our formulation directly provides a 3D model of the scene as well as depth information, but interestingly, we can seamlessly recover from it, pixel matches, relative and absolute camera. Exhaustive experiments on all these tasks showcase that the proposed DUSt3R can unify various 3D vision tasks and set new SoTAs on monocular/multi-view depth estimation as well as relative pose estimation. In summary, DUSt3R makes many geometric 3D vision tasks easy.
Theoretical and Numerical Analysis of 3D Reconstruction Using Point and Line Incidences
We study the joint image of lines incident to points, meaning the set of image tuples obtained from fixed cameras observing a varying 3D point-line incidence. We prove a formula for the number of complex critical points of the triangulation problem that aims to compute a 3D point-line incidence from noisy images. Our formula works for an arbitrary number of images and measures the intrinsic difficulty of this triangulation. Additionally, we conduct numerical experiments using homotopy continuation methods, comparing different approaches of triangulation of such incidences. In our setup, exploiting the incidence relations gives both a faster point reconstruction and in three views more accurate.
Correspondences of the Third Kind: Camera Pose Estimation from Object Reflection
Computer vision has long relied on two kinds of correspondences: pixel correspondences in images and 3D correspondences on object surfaces. Is there another kind, and if there is, what can they do for us? In this paper, we introduce correspondences of the third kind we call reflection correspondences and show that they can help estimate camera pose by just looking at objects without relying on the background. Reflection correspondences are point correspondences in the reflected world, i.e., the scene reflected by the object surface. The object geometry and reflectance alters the scene geometrically and radiometrically, respectively, causing incorrect pixel correspondences. Geometry recovered from each image is also hampered by distortions, namely generalized bas-relief ambiguity, leading to erroneous 3D correspondences. We show that reflection correspondences can resolve the ambiguities arising from these distortions. We introduce a neural correspondence estimator and a RANSAC algorithm that fully leverages all three kinds of correspondences for robust and accurate joint camera pose and object shape estimation just from the object appearance. The method expands the horizon of numerous downstream tasks, including camera pose estimation for appearance modeling (e.g., NeRF) and motion estimation of reflective objects (e.g., cars on the road), to name a few, as it relieves the requirement of overlapping background.
PoP-Net: Pose over Parts Network for Multi-Person 3D Pose Estimation from a Depth Image
In this paper, a real-time method called PoP-Net is proposed to predict multi-person 3D poses from a depth image. PoP-Net learns to predict bottom-up part representations and top-down global poses in a single shot. Specifically, a new part-level representation, called Truncated Part Displacement Field (TPDF), is introduced which enables an explicit fusion process to unify the advantages of bottom-up part detection and global pose detection. Meanwhile, an effective mode selection scheme is introduced to automatically resolve the conflicting cases between global pose and part detections. Finally, due to the lack of high-quality depth datasets for developing multi-person 3D pose estimation, we introduce Multi-Person 3D Human Pose Dataset (MP-3DHP) as a new benchmark. MP-3DHP is designed to enable effective multi-person and background data augmentation in model training, and to evaluate 3D human pose estimators under uncontrolled multi-person scenarios. We show that PoP-Net achieves the state-of-the-art results both on MP-3DHP and on the widely used ITOP dataset, and has significant advantages in efficiency for multi-person processing. To demonstrate one of the applications of our algorithm pipeline, we also show results of virtual avatars driven by our calculated 3D joint positions. MP-3DHP Dataset and the evaluation code have been made available at: https://github.com/oppo-us-research/PoP-Net.
RUBIK: A Structured Benchmark for Image Matching across Geometric Challenges
Camera pose estimation is crucial for many computer vision applications, yet existing benchmarks offer limited insight into method limitations across different geometric challenges. We introduce RUBIK, a novel benchmark that systematically evaluates image matching methods across well-defined geometric difficulty levels. Using three complementary criteria - overlap, scale ratio, and viewpoint angle - we organize 16.5K image pairs from nuScenes into 33 difficulty levels. Our comprehensive evaluation of 14 methods reveals that while recent detector-free approaches achieve the best performance (>47% success rate), they come with significant computational overhead compared to detector-based methods (150-600ms vs. 40-70ms). Even the best performing method succeeds on only 54.8% of the pairs, highlighting substantial room for improvement, particularly in challenging scenarios combining low overlap, large scale differences, and extreme viewpoint changes. Benchmark will be made publicly available.
Camera calibration for the surround-view system: a benchmark and dataset
Surround-view system (SVS) is widely used in the Advanced Driver Assistance System (ADAS). SVS uses four fisheye lenses to monitor real-time scenes around the vehicle. However, accurate intrinsic and extrinsic parameter estimation is required for the proper functioning of the system. At present, the intrinsic calibration can be pipeline by utilizing checkerboard algorithm, while extrinsic calibration is still immature. Therefore, we proposed a specific calibration pipeline to estimate extrinsic parameters robustly. This scheme takes a driving sequence of four cameras as input. It firstly utilizes lane line to roughly estimate each camera pose. Considering the environmental condition differences in each camera, we separately select strategies from two methods to accurately estimate the extrinsic parameters. To achieve accurate estimates for both front and rear camera, we proposed a method that mutually iterating line detection and pose estimation. As for bilateral camera, we iteratively adjust the camera pose and position by minimizing texture and edge error between ground projections of adjacent cameras. After estimating the extrinsic parameters, the surround-view image can be synthesized by homography-based transformation. The proposed pipeline can robustly estimate the four SVS camera extrinsic parameters in real driving environments. In addition, to evaluate the proposed scheme, we build a surround-view fisheye dataset, which contains 40 videos with 32,000 frames, acquired from different real traffic scenarios. All the frames in each video are manually labeled with lane annotation, with its GT extrinsic parameters. Moreover, this surround-view dataset could be used by other researchers to evaluate their performance. The dataset will be available soon.
Towards Cross-View-Consistent Self-Supervised Surround Depth Estimation
Depth estimation is a cornerstone for autonomous driving, yet acquiring per-pixel depth ground truth for supervised learning is challenging. Self-Supervised Surround Depth Estimation (SSSDE) from consecutive images offers an economical alternative. While previous SSSDE methods have proposed different mechanisms to fuse information across images, few of them explicitly consider the cross-view constraints, leading to inferior performance, particularly in overlapping regions. This paper proposes an efficient and consistent pose estimation design and two loss functions to enhance cross-view consistency for SSSDE. For pose estimation, we propose to use only front-view images to reduce training memory and sustain pose estimation consistency. The first loss function is the dense depth consistency loss, which penalizes the difference between predicted depths in overlapping regions. The second one is the multi-view reconstruction consistency loss, which aims to maintain consistency between reconstruction from spatial and spatial-temporal contexts. Additionally, we introduce a novel flipping augmentation to improve the performance further. Our techniques enable a simple neural model to achieve state-of-the-art performance on the DDAD and nuScenes datasets. Last but not least, our proposed techniques can be easily applied to other methods. The code will be made public.
Day-to-Night Image Synthesis for Training Nighttime Neural ISPs
Many flagship smartphone cameras now use a dedicated neural image signal processor (ISP) to render noisy raw sensor images to the final processed output. Training nightmode ISP networks relies on large-scale datasets of image pairs with: (1) a noisy raw image captured with a short exposure and a high ISO gain; and (2) a ground truth low-noise raw image captured with a long exposure and low ISO that has been rendered through the ISP. Capturing such image pairs is tedious and time-consuming, requiring careful setup to ensure alignment between the image pairs. In addition, ground truth images are often prone to motion blur due to the long exposure. To address this problem, we propose a method that synthesizes nighttime images from daytime images. Daytime images are easy to capture, exhibit low-noise (even on smartphone cameras) and rarely suffer from motion blur. We outline a processing framework to convert daytime raw images to have the appearance of realistic nighttime raw images with different levels of noise. Our procedure allows us to easily produce aligned noisy and clean nighttime image pairs. We show the effectiveness of our synthesis framework by training neural ISPs for nightmode rendering. Furthermore, we demonstrate that using our synthetic nighttime images together with small amounts of real data (e.g., 5% to 10%) yields performance almost on par with training exclusively on real nighttime images. Our dataset and code are available at https://github.com/SamsungLabs/day-to-night.
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses
3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.
R3D3: Dense 3D Reconstruction of Dynamic Scenes from Multiple Cameras
Dense 3D reconstruction and ego-motion estimation are key challenges in autonomous driving and robotics. Compared to the complex, multi-modal systems deployed today, multi-camera systems provide a simpler, low-cost alternative. However, camera-based 3D reconstruction of complex dynamic scenes has proven extremely difficult, as existing solutions often produce incomplete or incoherent results. We propose R3D3, a multi-camera system for dense 3D reconstruction and ego-motion estimation. Our approach iterates between geometric estimation that exploits spatial-temporal information from multiple cameras, and monocular depth refinement. We integrate multi-camera feature correlation and dense bundle adjustment operators that yield robust geometric depth and pose estimates. To improve reconstruction where geometric depth is unreliable, e.g. for moving objects or low-textured regions, we introduce learnable scene priors via a depth refinement network. We show that this design enables a dense, consistent 3D reconstruction of challenging, dynamic outdoor environments. Consequently, we achieve state-of-the-art dense depth prediction on the DDAD and NuScenes benchmarks.
Mo2Cap2: Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye Camera
We propose the first real-time approach for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capture sessions with fast recovery from tracking failures. We tackle these challenges based on a novel lightweight setup that converts a standard baseball cap to a device for high-quality pose estimation based on a single cap-mounted fisheye camera. From the captured egocentric live stream, our CNN based 3D pose estimation approach runs at 60Hz on a consumer-level GPU. In addition to the novel hardware setup, our other main contributions are: 1) a large ground truth training corpus of top-down fisheye images and 2) a novel disentangled 3D pose estimation approach that takes the unique properties of the egocentric viewpoint into account. As shown by our evaluation, we achieve lower 3D joint error as well as better 2D overlay than the existing baselines.
Deep Learning for Camera Calibration and Beyond: A Survey
Camera calibration involves estimating camera parameters to infer geometric features from captured sequences, which is crucial for computer vision and robotics. However, conventional calibration is laborious and requires dedicated collection. Recent efforts show that learning-based solutions have the potential to be used in place of the repeatability works of manual calibrations. Among these solutions, various learning strategies, networks, geometric priors, and datasets have been investigated. In this paper, we provide a comprehensive survey of learning-based camera calibration techniques, by analyzing their strengths and limitations. Our main calibration categories include the standard pinhole camera model, distortion camera model, cross-view model, and cross-sensor model, following the research trend and extended applications. As there is no unified benchmark in this community, we collect a holistic calibration dataset that can serve as a public platform to evaluate the generalization of existing methods. It comprises both synthetic and real-world data, with images and videos captured by different cameras in diverse scenes. Toward the end of this paper, we discuss the challenges and provide further research directions. To our knowledge, this is the first survey for the learning-based camera calibration (spanned 10 years). The summarized methods, datasets, and benchmarks are available and will be regularly updated at https://github.com/KangLiao929/Awesome-Deep-Camera-Calibration.
3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark
3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of areas, such as autonomous navigation, robotics, and AR/VR. While large multi-modal models (LMMs) have achieved remarkable progress in a wide range of image and video understanding tasks, their capabilities to perform 3D spatial reasoning on diverse natural images are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 2,772 manually annotated visual question-answer pairs across 12 question types. We conduct robust and thorough evaluation of 3D spatial reasoning capabilities by balancing the data distribution and adopting a novel FlipEval strategy. To further study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench includes two subsets with 3D spatial reasoning questions on paired images with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, uncovering their limitations in various aspects of 3D awareness, such as height, orientation, location, and multi-object reasoning, as well as their degraded performance on images with uncommon camera viewpoints. Our 3DSRBench provide valuable findings and insights about the future development of LMMs with strong 3D reasoning capabilities. Our project page and dataset is available https://3dsrbench.github.io.
EffLoc: Lightweight Vision Transformer for Efficient 6-DOF Camera Relocalization
Camera relocalization is pivotal in computer vision, with applications in AR, drones, robotics, and autonomous driving. It estimates 3D camera position and orientation (6-DoF) from images. Unlike traditional methods like SLAM, recent strides use deep learning for direct end-to-end pose estimation. We propose EffLoc, a novel efficient Vision Transformer for single-image camera relocalization. EffLoc's hierarchical layout, memory-bound self-attention, and feed-forward layers boost memory efficiency and inter-channel communication. Our introduced sequential group attention (SGA) module enhances computational efficiency by diversifying input features, reducing redundancy, and expanding model capacity. EffLoc excels in efficiency and accuracy, outperforming prior methods, such as AtLoc and MapNet. It thrives on large-scale outdoor car-driving scenario, ensuring simplicity, end-to-end trainability, and eliminating handcrafted loss functions.
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
Conditional 360-degree Image Synthesis for Immersive Indoor Scene Decoration
In this paper, we address the problem of conditional scene decoration for 360-degree images. Our method takes a 360-degree background photograph of an indoor scene and generates decorated images of the same scene in the panorama view. To do this, we develop a 360-aware object layout generator that learns latent object vectors in the 360-degree view to enable a variety of furniture arrangements for an input 360-degree background image. We use this object layout to condition a generative adversarial network to synthesize images of an input scene. To further reinforce the generation capability of our model, we develop a simple yet effective scene emptier that removes the generated furniture and produces an emptied scene for our model to learn a cyclic constraint. We train the model on the Structure3D dataset and show that our model can generate diverse decorations with controllable object layout. Our method achieves state-of-the-art performance on the Structure3D dataset and generalizes well to the Zillow indoor scene dataset. Our user study confirms the immersive experiences provided by the realistic image quality and furniture layout in our generation results. Our implementation will be made available.
PanoDiffusion: 360-degree Panorama Outpainting via Diffusion
Generating complete 360-degree panoramas from narrow field of view images is ongoing research as omnidirectional RGB data is not readily available. Existing GAN-based approaches face some barriers to achieving higher quality output, and have poor generalization performance over different mask types. In this paper, we present our 360-degree indoor RGB-D panorama outpainting model using latent diffusion models (LDM), called PanoDiffusion. We introduce a new bi-modal latent diffusion structure that utilizes both RGB and depth panoramic data during training, which works surprisingly well to outpaint depth-free RGB images during inference. We further propose a novel technique of introducing progressive camera rotations during each diffusion denoising step, which leads to substantial improvement in achieving panorama wraparound consistency. Results show that our PanoDiffusion not only significantly outperforms state-of-the-art methods on RGB-D panorama outpainting by producing diverse well-structured results for different types of masks, but can also synthesize high-quality depth panoramas to provide realistic 3D indoor models.
YCB-Ev 1.1: Event-vision dataset for 6DoF object pose estimation
Our work introduces the YCB-Ev dataset, which contains synchronized RGB-D frames and event data that enables evaluating 6DoF object pose estimation algorithms using these modalities. This dataset provides ground truth 6DoF object poses for the same 21 YCB objects that were used in the YCB-Video (YCB-V) dataset, allowing for cross-dataset algorithm performance evaluation. The dataset consists of 21 synchronized event and RGB-D sequences, totalling 13,851 frames (7 minutes and 43 seconds of event data). Notably, 12 of these sequences feature the same object arrangement as the YCB-V subset used in the BOP challenge. Ground truth poses are generated by detecting objects in the RGB-D frames, interpolating the poses to align with the event timestamps, and then transferring them to the event coordinate frame using extrinsic calibration. Our dataset is the first to provide ground truth 6DoF pose data for event streams. Furthermore, we evaluate the generalization capabilities of two state-of-the-art algorithms, which were pre-trained for the BOP challenge, using our novel YCB-V sequences. The dataset is publicly available at https://github.com/paroj/ycbev.
3D Cinemagraphy from a Single Image
We present 3D Cinemagraphy, a new technique that marries 2D image animation with 3D photography. Given a single still image as input, our goal is to generate a video that contains both visual content animation and camera motion. We empirically find that naively combining existing 2D image animation and 3D photography methods leads to obvious artifacts or inconsistent animation. Our key insight is that representing and animating the scene in 3D space offers a natural solution to this task. To this end, we first convert the input image into feature-based layered depth images using predicted depth values, followed by unprojecting them to a feature point cloud. To animate the scene, we perform motion estimation and lift the 2D motion into the 3D scene flow. Finally, to resolve the problem of hole emergence as points move forward, we propose to bidirectionally displace the point cloud as per the scene flow and synthesize novel views by separately projecting them into target image planes and blending the results. Extensive experiments demonstrate the effectiveness of our method. A user study is also conducted to validate the compelling rendering results of our method.
UniDepth: Universal Monocular Metric Depth Estimation
Accurate monocular metric depth estimation (MMDE) is crucial to solving downstream tasks in 3D perception and modeling. However, the remarkable accuracy of recent MMDE methods is confined to their training domains. These methods fail to generalize to unseen domains even in the presence of moderate domain gaps, which hinders their practical applicability. We propose a new model, UniDepth, capable of reconstructing metric 3D scenes from solely single images across domains. Departing from the existing MMDE methods, UniDepth directly predicts metric 3D points from the input image at inference time without any additional information, striving for a universal and flexible MMDE solution. In particular, UniDepth implements a self-promptable camera module predicting dense camera representation to condition depth features. Our model exploits a pseudo-spherical output representation, which disentangles camera and depth representations. In addition, we propose a geometric invariance loss that promotes the invariance of camera-prompted depth features. Thorough evaluations on ten datasets in a zero-shot regime consistently demonstrate the superior performance of UniDepth, even when compared with methods directly trained on the testing domains. Code and models are available at: https://github.com/lpiccinelli-eth/unidepth
Consistent4D: Consistent 360° Dynamic Object Generation from Monocular Video
In this paper, we present Consistent4D, a novel approach for generating 4D dynamic objects from uncalibrated monocular videos. Uniquely, we cast the 360-degree dynamic object reconstruction as a 4D generation problem, eliminating the need for tedious multi-view data collection and camera calibration. This is achieved by leveraging the object-level 3D-aware image diffusion model as the primary supervision signal for training Dynamic Neural Radiance Fields (DyNeRF). Specifically, we propose a Cascade DyNeRF to facilitate stable convergence and temporal continuity under the supervision signal which is discrete along the time axis. To achieve spatial and temporal consistency, we further introduce an Interpolation-driven Consistency Loss. It is optimized by minimizing the discrepancy between rendered frames from DyNeRF and interpolated frames from a pre-trained video interpolation model. Extensive experiments show that our Consistent4D can perform competitively to prior art alternatives, opening up new possibilities for 4D dynamic object generation from monocular videos, whilst also demonstrating advantage for conventional text-to-3D generation tasks. Our project page is https://consistent4d.github.io/.
Robust Camera Pose Refinement for Multi-Resolution Hash Encoding
Multi-resolution hash encoding has recently been proposed to reduce the computational cost of neural renderings, such as NeRF. This method requires accurate camera poses for the neural renderings of given scenes. However, contrary to previous methods jointly optimizing camera poses and 3D scenes, the naive gradient-based camera pose refinement method using multi-resolution hash encoding severely deteriorates performance. We propose a joint optimization algorithm to calibrate the camera pose and learn a geometric representation using efficient multi-resolution hash encoding. Showing that the oscillating gradient flows of hash encoding interfere with the registration of camera poses, our method addresses the issue by utilizing smooth interpolation weighting to stabilize the gradient oscillation for the ray samplings across hash grids. Moreover, the curriculum training procedure helps to learn the level-wise hash encoding, further increasing the pose refinement. Experiments on the novel-view synthesis datasets validate that our learning frameworks achieve state-of-the-art performance and rapid convergence of neural rendering, even when initial camera poses are unknown.
OmniZoomer: Learning to Move and Zoom in on Sphere at High-Resolution
Omnidirectional images (ODIs) have become increasingly popular, as their large field-of-view (FoV) can offer viewers the chance to freely choose the view directions in immersive environments such as virtual reality. The M\"obius transformation is typically employed to further provide the opportunity for movement and zoom on ODIs, but applying it to the image level often results in blurry effect and aliasing problem. In this paper, we propose a novel deep learning-based approach, called OmniZoomer, to incorporate the M\"obius transformation into the network for movement and zoom on ODIs. By learning various transformed feature maps under different conditions, the network is enhanced to handle the increasing edge curvatures, which alleviates the blurry effect. Moreover, to address the aliasing problem, we propose two key components. Firstly, to compensate for the lack of pixels for describing curves, we enhance the feature maps in the high-resolution (HR) space and calculate the transformed index map with a spatial index generation module. Secondly, considering that ODIs are inherently represented in the spherical space, we propose a spherical resampling module that combines the index map and HR feature maps to transform the feature maps for better spherical correlation. The transformed feature maps are decoded to output a zoomed ODI. Experiments show that our method can produce HR and high-quality ODIs with the flexibility to move and zoom in to the object of interest. Project page is available at http://vlislab22.github.io/OmniZoomer/.
Towards Efficient and Scale-Robust Ultra-High-Definition Image Demoireing
With the rapid development of mobile devices, modern widely-used mobile phones typically allow users to capture 4K resolution (i.e., ultra-high-definition) images. However, for image demoireing, a challenging task in low-level vision, existing works are generally carried out on low-resolution or synthetic images. Hence, the effectiveness of these methods on 4K resolution images is still unknown. In this paper, we explore moire pattern removal for ultra-high-definition images. To this end, we propose the first ultra-high-definition demoireing dataset (UHDM), which contains 5,000 real-world 4K resolution image pairs, and conduct a benchmark study on current state-of-the-art methods. Further, we present an efficient baseline model ESDNet for tackling 4K moire images, wherein we build a semantic-aligned scale-aware module to address the scale variation of moire patterns. Extensive experiments manifest the effectiveness of our approach, which outperforms state-of-the-art methods by a large margin while being much more lightweight. Code and dataset are available at https://xinyu-andy.github.io/uhdm-page.
Floating No More: Object-Ground Reconstruction from a Single Image
Recent advancements in 3D object reconstruction from single images have primarily focused on improving the accuracy of object shapes. Yet, these techniques often fail to accurately capture the inter-relation between the object, ground, and camera. As a result, the reconstructed objects often appear floating or tilted when placed on flat surfaces. This limitation significantly affects 3D-aware image editing applications like shadow rendering and object pose manipulation. To address this issue, we introduce ORG (Object Reconstruction with Ground), a novel task aimed at reconstructing 3D object geometry in conjunction with the ground surface. Our method uses two compact pixel-level representations to depict the relationship between camera, object, and ground. Experiments show that the proposed ORG model can effectively reconstruct object-ground geometry on unseen data, significantly enhancing the quality of shadow generation and pose manipulation compared to conventional single-image 3D reconstruction techniques.
Refinement Module based on Parse Graph of Feature Map for Human Pose Estimation
Parse graphs of the human body can be obtained in the human brain to help humans complete the human pose estimation (HPE). It contains a hierarchical structure, like a tree structure, and context relations among nodes. Many researchers pre-design the parse graph of body structure, and then design framework for HPE. However, these frameworks are difficulty adapting when encountering situations that differ from the preset human structure. Different from them, we regard the feature map as a whole, similarly to human body, so the feature map can be optimized based on parse graphs and each node feature is learned implicitly instead of explicitly, which means it can flexibly respond to different human body structure. In this paper, we design the Refinement Module based on the Parse Graph of feature map (RMPG), which includes two stages: top-down decomposition and bottom-up combination. In the top-down decomposition stage, the feature map is decomposed into multiple sub-feature maps along the channel and their context relations are calculated to obtain their respective context information. In the bottom-up combination stage, the sub-feature maps and their context information are combined to obtain refined sub-feature maps, and then these refined sub-feature maps are concatenated to obtain the refined feature map. Additionally ,we design a top-down framework by using multiple RMPG modules for HPE, some of which are supervised to obtain context relations among body parts. Our framework achieves excellent results on the COCO keypoint detection, CrowdPose and MPII human pose datasets. More importantly, our experiments also demonstrate the effectiveness of RMPG on different methods, including SimpleBaselines, Hourglass, and ViTPose.
ZeroNVS: Zero-Shot 360-Degree View Synthesis from a Single Real Image
We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at http://kylesargent.github.io/zeronvs/
PoRF: Pose Residual Field for Accurate Neural Surface Reconstruction
Neural surface reconstruction is sensitive to the camera pose noise, even if state-of-the-art pose estimators like COLMAP or ARKit are used. More importantly, existing Pose-NeRF joint optimisation methods have struggled to improve pose accuracy in challenging real-world scenarios. To overcome the challenges, we introduce the pose residual field (PoRF), a novel implicit representation that uses an MLP for regressing pose updates. This is more robust than the conventional pose parameter optimisation due to parameter sharing that leverages global information over the entire sequence. Furthermore, we propose an epipolar geometry loss to enhance the supervision that leverages the correspondences exported from COLMAP results without the extra computational overhead. Our method yields promising results. On the DTU dataset, we reduce the rotation error by 78\% for COLMAP poses, leading to the decreased reconstruction Chamfer distance from 3.48mm to 0.85mm. On the MobileBrick dataset that contains casually captured unbounded 360-degree videos, our method refines ARKit poses and improves the reconstruction F1 score from 69.18 to 75.67, outperforming that with the dataset provided ground-truth pose (75.14). These achievements demonstrate the efficacy of our approach in refining camera poses and improving the accuracy of neural surface reconstruction in real-world scenarios.
PARTNER: Level up the Polar Representation for LiDAR 3D Object Detection
Recently, polar-based representation has shown promising properties in perceptual tasks. In addition to Cartesian-based approaches, which separate point clouds unevenly, representing point clouds as polar grids has been recognized as an alternative due to (1) its advantage in robust performance under different resolutions and (2) its superiority in streaming-based approaches. However, state-of-the-art polar-based detection methods inevitably suffer from the feature distortion problem because of the non-uniform division of polar representation, resulting in a non-negligible performance gap compared to Cartesian-based approaches. To tackle this issue, we present PARTNER, a novel 3D object detector in the polar coordinate. PARTNER alleviates the dilemma of feature distortion with global representation re-alignment and facilitates the regression by introducing instance-level geometric information into the detection head. Extensive experiments show overwhelming advantages in streaming-based detection and different resolutions. Furthermore, our method outperforms the previous polar-based works with remarkable margins of 3.68% and 9.15% on Waymo and ONCE validation set, thus achieving competitive results over the state-of-the-art methods.
FAR: Flexible, Accurate and Robust 6DoF Relative Camera Pose Estimation
Estimating relative camera poses between images has been a central problem in computer vision. Methods that find correspondences and solve for the fundamental matrix offer high precision in most cases. Conversely, methods predicting pose directly using neural networks are more robust to limited overlap and can infer absolute translation scale, but at the expense of reduced precision. We show how to combine the best of both methods; our approach yields results that are both precise and robust, while also accurately inferring translation scales. At the heart of our model lies a Transformer that (1) learns to balance between solved and learned pose estimations, and (2) provides a prior to guide a solver. A comprehensive analysis supports our design choices and demonstrates that our method adapts flexibly to various feature extractors and correspondence estimators, showing state-of-the-art performance in 6DoF pose estimation on Matterport3D, InteriorNet, StreetLearn, and Map-free Relocalization.
Novel Object 6D Pose Estimation with a Single Reference View
Existing novel object 6D pose estimation methods typically rely on CAD models or dense reference views, which are both difficult to acquire. Using only a single reference view is more scalable, but challenging due to large pose discrepancies and limited geometric and spatial information. To address these issues, we propose a Single-Reference-based novel object 6D (SinRef-6D) pose estimation method. Our key idea is to iteratively establish point-wise alignment in the camera coordinate system based on state space models (SSMs). Specifically, iterative camera-space point-wise alignment can effectively handle large pose discrepancies, while our proposed RGB and Points SSMs can capture long-range dependencies and spatial information from a single view, offering linear complexity and superior spatial modeling capability. Once pre-trained on synthetic data, SinRef-6D can estimate the 6D pose of a novel object using only a single reference view, without requiring retraining or a CAD model. Extensive experiments on six popular datasets and real-world robotic scenes demonstrate that we achieve on-par performance with CAD-based and dense reference view-based methods, despite operating in the more challenging single reference setting. Code will be released at https://github.com/CNJianLiu/SinRef-6D.
Sequence Matters: Harnessing Video Models in 3D Super-Resolution
3D super-resolution aims to reconstruct high-fidelity 3D models from low-resolution (LR) multi-view images. Early studies primarily focused on single-image super-resolution (SISR) models to upsample LR images into high-resolution images. However, these methods often lack view consistency because they operate independently on each image. Although various post-processing techniques have been extensively explored to mitigate these inconsistencies, they have yet to fully resolve the issues. In this paper, we perform a comprehensive study of 3D super-resolution by leveraging video super-resolution (VSR) models. By utilizing VSR models, we ensure a higher degree of spatial consistency and can reference surrounding spatial information, leading to more accurate and detailed reconstructions. Our findings reveal that VSR models can perform remarkably well even on sequences that lack precise spatial alignment. Given this observation, we propose a simple yet practical approach to align LR images without involving fine-tuning or generating 'smooth' trajectory from the trained 3D models over LR images. The experimental results show that the surprisingly simple algorithms can achieve the state-of-the-art results of 3D super-resolution tasks on standard benchmark datasets, such as the NeRF-synthetic and MipNeRF-360 datasets. Project page: https://ko-lani.github.io/Sequence-Matters
RecRecNet: Rectangling Rectified Wide-Angle Images by Thin-Plate Spline Model and DoF-based Curriculum Learning
The wide-angle lens shows appealing applications in VR technologies, but it introduces severe radial distortion into its captured image. To recover the realistic scene, previous works devote to rectifying the content of the wide-angle image. However, such a rectification solution inevitably distorts the image boundary, which potentially changes related geometric distributions and misleads the current vision perception models. In this work, we explore constructing a win-win representation on both content and boundary by contributing a new learning model, i.e., Rectangling Rectification Network (RecRecNet). In particular, we propose a thin-plate spline (TPS) module to formulate the non-linear and non-rigid transformation for rectangling images. By learning the control points on the rectified image, our model can flexibly warp the source structure to the target domain and achieves an end-to-end unsupervised deformation. To relieve the complexity of structure approximation, we then inspire our RecRecNet to learn the gradual deformation rules with a DoF (Degree of Freedom)-based curriculum learning. By increasing the DoF in each curriculum stage, namely, from similarity transformation (4-DoF) to homography transformation (8-DoF), the network is capable of investigating more detailed deformations, offering fast convergence on the final rectangling task. Experiments show the superiority of our solution over the compared methods on both quantitative and qualitative evaluations. The code and dataset will be made available.
Cameras as Rays: Pose Estimation via Ray Diffusion
Estimating camera poses is a fundamental task for 3D reconstruction and remains challenging given sparsely sampled views (<10). In contrast to existing approaches that pursue top-down prediction of global parametrizations of camera extrinsics, we propose a distributed representation of camera pose that treats a camera as a bundle of rays. This representation allows for a tight coupling with spatial image features improving pose precision. We observe that this representation is naturally suited for set-level transformers and develop a regression-based approach that maps image patches to corresponding rays. To capture the inherent uncertainties in sparse-view pose inference, we adapt this approach to learn a denoising diffusion model which allows us to sample plausible modes while improving performance. Our proposed methods, both regression- and diffusion-based, demonstrate state-of-the-art performance on camera pose estimation on CO3D while generalizing to unseen object categories and in-the-wild captures.
FB-BEV: BEV Representation from Forward-Backward View Transformations
View Transformation Module (VTM), where transformations happen between multi-view image features and Bird-Eye-View (BEV) representation, is a crucial step in camera-based BEV perception systems. Currently, the two most prominent VTM paradigms are forward projection and backward projection. Forward projection, represented by Lift-Splat-Shoot, leads to sparsely projected BEV features without post-processing. Backward projection, with BEVFormer being an example, tends to generate false-positive BEV features from incorrect projections due to the lack of utilization on depth. To address the above limitations, we propose a novel forward-backward view transformation module. Our approach compensates for the deficiencies in both existing methods, allowing them to enhance each other to obtain higher quality BEV representations mutually. We instantiate the proposed module with FB-BEV, which achieves a new state-of-the-art result of 62.4% NDS on the nuScenes test set. Code and models are available at https://github.com/NVlabs/FB-BEV.
DiffCalib: Reformulating Monocular Camera Calibration as Diffusion-Based Dense Incident Map Generation
Monocular camera calibration is a key precondition for numerous 3D vision applications. Despite considerable advancements, existing methods often hinge on specific assumptions and struggle to generalize across varied real-world scenarios, and the performance is limited by insufficient training data. Recently, diffusion models trained on expansive datasets have been confirmed to maintain the capability to generate diverse, high-quality images. This success suggests a strong potential of the models to effectively understand varied visual information. In this work, we leverage the comprehensive visual knowledge embedded in pre-trained diffusion models to enable more robust and accurate monocular camera intrinsic estimation. Specifically, we reformulate the problem of estimating the four degrees of freedom (4-DoF) of camera intrinsic parameters as a dense incident map generation task. The map details the angle of incidence for each pixel in the RGB image, and its format aligns well with the paradigm of diffusion models. The camera intrinsic then can be derived from the incident map with a simple non-learning RANSAC algorithm during inference. Moreover, to further enhance the performance, we jointly estimate a depth map to provide extra geometric information for the incident map estimation. Extensive experiments on multiple testing datasets demonstrate that our model achieves state-of-the-art performance, gaining up to a 40% reduction in prediction errors. Besides, the experiments also show that the precise camera intrinsic and depth maps estimated by our pipeline can greatly benefit practical applications such as 3D reconstruction from a single in-the-wild image.
BEVerse: Unified Perception and Prediction in Birds-Eye-View for Vision-Centric Autonomous Driving
In this paper, we present BEVerse, a unified framework for 3D perception and prediction based on multi-camera systems. Unlike existing studies focusing on the improvement of single-task approaches, BEVerse features in producing spatio-temporal Birds-Eye-View (BEV) representations from multi-camera videos and jointly reasoning about multiple tasks for vision-centric autonomous driving. Specifically, BEVerse first performs shared feature extraction and lifting to generate 4D BEV representations from multi-timestamp and multi-view images. After the ego-motion alignment, the spatio-temporal encoder is utilized for further feature extraction in BEV. Finally, multiple task decoders are attached for joint reasoning and prediction. Within the decoders, we propose the grid sampler to generate BEV features with different ranges and granularities for different tasks. Also, we design the method of iterative flow for memory-efficient future prediction. We show that the temporal information improves 3D object detection and semantic map construction, while the multi-task learning can implicitly benefit motion prediction. With extensive experiments on the nuScenes dataset, we show that the multi-task BEVerse outperforms existing single-task methods on 3D object detection, semantic map construction, and motion prediction. Compared with the sequential paradigm, BEVerse also favors in significantly improved efficiency. The code and trained models will be released at https://github.com/zhangyp15/BEVerse.
Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion
High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.
Beyond Top-Grasps Through Scene Completion
Current end-to-end grasp planning methods propose grasps in the order of seconds that attain high grasp success rates on a diverse set of objects, but often by constraining the workspace to top-grasps. In this work, we present a method that allows end-to-end top-grasp planning methods to generate full six-degree-of-freedom grasps using a single RGB-D view as input. This is achieved by estimating the complete shape of the object to be grasped, then simulating different viewpoints of the object, passing the simulated viewpoints to an end-to-end grasp generation method, and finally executing the overall best grasp. The method was experimentally validated on a Franka Emika Panda by comparing 429 grasps generated by the state-of-the-art Fully Convolutional Grasp Quality CNN, both on simulated and real camera images. The results show statistically significant improvements in terms of grasp success rate when using simulated images over real camera images, especially when the real camera viewpoint is angled. Code and video are available at https://irobotics.aalto.fi/beyond-top-grasps-through-scene-completion/.
VidPanos: Generative Panoramic Videos from Casual Panning Videos
Panoramic image stitching provides a unified, wide-angle view of a scene that extends beyond the camera's field of view. Stitching frames of a panning video into a panoramic photograph is a well-understood problem for stationary scenes, but when objects are moving, a still panorama cannot capture the scene. We present a method for synthesizing a panoramic video from a casually-captured panning video, as if the original video were captured with a wide-angle camera. We pose panorama synthesis as a space-time outpainting problem, where we aim to create a full panoramic video of the same length as the input video. Consistent completion of the space-time volume requires a powerful, realistic prior over video content and motion, for which we adapt generative video models. Existing generative models do not, however, immediately extend to panorama completion, as we show. We instead apply video generation as a component of our panorama synthesis system, and demonstrate how to exploit the strengths of the models while minimizing their limitations. Our system can create video panoramas for a range of in-the-wild scenes including people, vehicles, and flowing water, as well as stationary background features.
Open Panoramic Segmentation
Panoramic images, capturing a 360{\deg} field of view (FoV), encompass omnidirectional spatial information crucial for scene understanding. However, it is not only costly to obtain training-sufficient dense-annotated panoramas but also application-restricted when training models in a close-vocabulary setting. To tackle this problem, in this work, we define a new task termed Open Panoramic Segmentation (OPS), where models are trained with FoV-restricted pinhole images in the source domain in an open-vocabulary setting while evaluated with FoV-open panoramic images in the target domain, enabling the zero-shot open panoramic semantic segmentation ability of models. Moreover, we propose a model named OOOPS with a Deformable Adapter Network (DAN), which significantly improves zero-shot panoramic semantic segmentation performance. To further enhance the distortion-aware modeling ability from the pinhole source domain, we propose a novel data augmentation method called Random Equirectangular Projection (RERP) which is specifically designed to address object deformations in advance. Surpassing other state-of-the-art open-vocabulary semantic segmentation approaches, a remarkable performance boost on three panoramic datasets, WildPASS, Stanford2D3D, and Matterport3D, proves the effectiveness of our proposed OOOPS model with RERP on the OPS task, especially +2.2% on outdoor WildPASS and +2.4% mIoU on indoor Stanford2D3D. The source code is publicly available at https://junweizheng93.github.io/publications/OPS/OPS.html.
Detecting Moving Objects Using a Novel Optical-Flow-Based Range-Independent Invariant
This paper focuses on a novel approach for detecting moving objects during camera motion. We present an optical-flow-based transformation that yields a consistent 2D invariant image output regardless of time instants, range of points in 3D, and the speed of the camera. In other words, this transformation generates a lookup image that remains invariant despite the changing projection of the 3D scene and camera motion. In the new domain, projections of 3D points that deviate from the values of the predefined lookup image can be clearly identified as moving relative to the stationary 3D environment, making them seamlessly detectable. The method does not require prior knowledge of the direction of motion or speed of the camera, nor does it necessitate 3D point range information. It is well-suited for real-time parallel processing, rendering it highly practical for implementation. We have validated the effectiveness of the new domain through simulations and experiments, demonstrating its robustness in scenarios involving rectilinear camera motion, both in simulations and with real-world data. This approach introduces new ways for moving objects detection during camera motion, and also lays the foundation for future research in the context of moving object detection during six-degrees-of-freedom camera motion.
Improving Robustness for Joint Optimization of Camera Poses and Decomposed Low-Rank Tensorial Radiance Fields
In this paper, we propose an algorithm that allows joint refinement of camera pose and scene geometry represented by decomposed low-rank tensor, using only 2D images as supervision. First, we conduct a pilot study based on a 1D signal and relate our findings to 3D scenarios, where the naive joint pose optimization on voxel-based NeRFs can easily lead to sub-optimal solutions. Moreover, based on the analysis of the frequency spectrum, we propose to apply convolutional Gaussian filters on 2D and 3D radiance fields for a coarse-to-fine training schedule that enables joint camera pose optimization. Leveraging the decomposition property in decomposed low-rank tensor, our method achieves an equivalent effect to brute-force 3D convolution with only incurring little computational overhead. To further improve the robustness and stability of joint optimization, we also propose techniques of smoothed 2D supervision, randomly scaled kernel parameters, and edge-guided loss mask. Extensive quantitative and qualitative evaluations demonstrate that our proposed framework achieves superior performance in novel view synthesis as well as rapid convergence for optimization.
FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models
3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.
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.
LAN-HDR: Luminance-based Alignment Network for High Dynamic Range Video Reconstruction
As demands for high-quality videos continue to rise, high-resolution and high-dynamic range (HDR) imaging techniques are drawing attention. To generate an HDR video from low dynamic range (LDR) images, one of the critical steps is the motion compensation between LDR frames, for which most existing works employed the optical flow algorithm. However, these methods suffer from flow estimation errors when saturation or complicated motions exist. In this paper, we propose an end-to-end HDR video composition framework, which aligns LDR frames in the feature space and then merges aligned features into an HDR frame, without relying on pixel-domain optical flow. Specifically, we propose a luminance-based alignment network for HDR (LAN-HDR) consisting of an alignment module and a hallucination module. The alignment module aligns a frame to the adjacent reference by evaluating luminance-based attention, excluding color information. The hallucination module generates sharp details, especially for washed-out areas due to saturation. The aligned and hallucinated features are then blended adaptively to complement each other. Finally, we merge the features to generate a final HDR frame. In training, we adopt a temporal loss, in addition to frame reconstruction losses, to enhance temporal consistency and thus reduce flickering. Extensive experiments demonstrate that our method performs better or comparable to state-of-the-art methods on several benchmarks.
EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation
We present EgoPoseFormer, a simple yet effective transformer-based model for stereo egocentric human pose estimation. The main challenge in egocentric pose estimation is overcoming joint invisibility, which is caused by self-occlusion or a limited field of view (FOV) of head-mounted cameras. Our approach overcomes this challenge by incorporating a two-stage pose estimation paradigm: in the first stage, our model leverages the global information to estimate each joint's coarse location, then in the second stage, it employs a DETR style transformer to refine the coarse locations by exploiting fine-grained stereo visual features. In addition, we present a Deformable Stereo Attention operation to enable our transformer to effectively process multi-view features, which enables it to accurately localize each joint in the 3D world. We evaluate our method on the stereo UnrealEgo dataset and show it significantly outperforms previous approaches while being computationally efficient: it improves MPJPE by 27.4mm (45% improvement) with only 7.9% model parameters and 13.1% FLOPs compared to the state-of-the-art. Surprisingly, with proper training settings, we find that even our first-stage pose proposal network can achieve superior performance compared to previous arts. We also show that our method can be seamlessly extended to monocular settings, which achieves state-of-the-art performance on the SceneEgo dataset, improving MPJPE by 25.5mm (21% improvement) compared to the best existing method with only 60.7% model parameters and 36.4% FLOPs. Code is available at: https://github.com/ChenhongyiYang/egoposeformer .
Stereo Anything: Unifying Stereo Matching with Large-Scale Mixed Data
Stereo matching has been a pivotal component in 3D vision, aiming to find corresponding points between pairs of stereo images to recover depth information. In this work, we introduce StereoAnything, a highly practical solution for robust stereo matching. Rather than focusing on a specialized model, our goal is to develop a versatile foundational model capable of handling stereo images across diverse environments. To this end, we scale up the dataset by collecting labeled stereo images and generating synthetic stereo pairs from unlabeled monocular images. To further enrich the model's ability to generalize across different conditions, we introduce a novel synthetic dataset that complements existing data by adding variability in baselines, camera angles, and scene types. We extensively evaluate the zero-shot capabilities of our model on five public datasets, showcasing its impressive ability to generalize to new, unseen data. Code will be available at https://github.com/XiandaGuo/OpenStereo.
Vision-Based Terrain Relative Navigation on High-Altitude Balloon and Sub-Orbital Rocket
We present an experimental analysis on the use of a camera-based approach for high-altitude navigation by associating mapped landmarks from a satellite image database to camera images, and by leveraging inertial sensors between camera frames. We evaluate performance of both a sideways-tilted and downward-facing camera on data collected from a World View Enterprises high-altitude balloon with data beginning at an altitude of 33 km and descending to near ground level (4.5 km) with 1.5 hours of flight time. We demonstrate less than 290 meters of average position error over a trajectory of more than 150 kilometers. In addition to showing performance across a range of altitudes, we also demonstrate the robustness of the Terrain Relative Navigation (TRN) method to rapid rotations of the balloon, in some cases exceeding 20 degrees per second, and to camera obstructions caused by both cloud coverage and cords swaying underneath the balloon. Additionally, we evaluate performance on data collected by two cameras inside the capsule of Blue Origin's New Shepard rocket on payload flight NS-23, traveling at speeds up to 880 km/hr, and demonstrate less than 55 meters of average position error.
AuraFusion360: Augmented Unseen Region Alignment for Reference-based 360° Unbounded Scene Inpainting
Three-dimensional scene inpainting is crucial for applications from virtual reality to architectural visualization, yet existing methods struggle with view consistency and geometric accuracy in 360{\deg} unbounded scenes. We present AuraFusion360, a novel reference-based method that enables high-quality object removal and hole filling in 3D scenes represented by Gaussian Splatting. Our approach introduces (1) depth-aware unseen mask generation for accurate occlusion identification, (2) Adaptive Guided Depth Diffusion, a zero-shot method for accurate initial point placement without requiring additional training, and (3) SDEdit-based detail enhancement for multi-view coherence. We also introduce 360-USID, the first comprehensive dataset for 360{\deg} unbounded scene inpainting with ground truth. Extensive experiments demonstrate that AuraFusion360 significantly outperforms existing methods, achieving superior perceptual quality while maintaining geometric accuracy across dramatic viewpoint changes. See our project page for video results and the dataset at https://kkennethwu.github.io/aurafusion360/.
4K4DGen: Panoramic 4D Generation at 4K Resolution
The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.
M{^2}Depth: Self-supervised Two-Frame Multi-camera Metric Depth Estimation
This paper presents a novel self-supervised two-frame multi-camera metric depth estimation network, termed M{^2}Depth, which is designed to predict reliable scale-aware surrounding depth in autonomous driving. Unlike the previous works that use multi-view images from a single time-step or multiple time-step images from a single camera, M{^2}Depth takes temporally adjacent two-frame images from multiple cameras as inputs and produces high-quality surrounding depth. We first construct cost volumes in spatial and temporal domains individually and propose a spatial-temporal fusion module that integrates the spatial-temporal information to yield a strong volume presentation. We additionally combine the neural prior from SAM features with internal features to reduce the ambiguity between foreground and background and strengthen the depth edges. Extensive experimental results on nuScenes and DDAD benchmarks show M{^2}Depth achieves state-of-the-art performance. More results can be found in https://heiheishuang.xyz/M2Depth .
Level-S^2fM: Structure from Motion on Neural Level Set of Implicit Surfaces
This paper presents a neural incremental Structure-from-Motion (SfM) approach, Level-S^2fM, which estimates the camera poses and scene geometry from a set of uncalibrated images by learning coordinate MLPs for the implicit surfaces and the radiance fields from the established keypoint correspondences. Our novel formulation poses some new challenges due to inevitable two-view and few-view configurations in the incremental SfM pipeline, which complicates the optimization of coordinate MLPs for volumetric neural rendering with unknown camera poses. Nevertheless, we demonstrate that the strong inductive basis conveying in the 2D correspondences is promising to tackle those challenges by exploiting the relationship between the ray sampling schemes. Based on this, we revisit the pipeline of incremental SfM and renew the key components, including two-view geometry initialization, the camera poses registration, the 3D points triangulation, and Bundle Adjustment, with a fresh perspective based on neural implicit surfaces. By unifying the scene geometry in small MLP networks through coordinate MLPs, our Level-S^2fM treats the zero-level set of the implicit surface as an informative top-down regularization to manage the reconstructed 3D points, reject the outliers in correspondences via querying SDF, and refine the estimated geometries by NBA (Neural BA). Not only does our Level-S^2fM lead to promising results on camera pose estimation and scene geometry reconstruction, but it also shows a promising way for neural implicit rendering without knowing camera extrinsic beforehand.
Boost 3D Reconstruction using Diffusion-based Monocular Camera Calibration
In this paper, we present DM-Calib, a diffusion-based approach for estimating pinhole camera intrinsic parameters from a single input image. Monocular camera calibration is essential for many 3D vision tasks. However, most existing methods depend on handcrafted assumptions or are constrained by limited training data, resulting in poor generalization across diverse real-world images. Recent advancements in stable diffusion models, trained on massive data, have shown the ability to generate high-quality images with varied characteristics. Emerging evidence indicates that these models implicitly capture the relationship between camera focal length and image content. Building on this insight, we explore how to leverage the powerful priors of diffusion models for monocular pinhole camera calibration. Specifically, we introduce a new image-based representation, termed Camera Image, which losslessly encodes the numerical camera intrinsics and integrates seamlessly with the diffusion framework. Using this representation, we reformulate the problem of estimating camera intrinsics as the generation of a dense Camera Image conditioned on an input image. By fine-tuning a stable diffusion model to generate a Camera Image from a single RGB input, we can extract camera intrinsics via a RANSAC operation. We further demonstrate that our monocular calibration method enhances performance across various 3D tasks, including zero-shot metric depth estimation, 3D metrology, pose estimation and sparse-view reconstruction. Extensive experiments on multiple public datasets show that our approach significantly outperforms baselines and provides broad benefits to 3D vision tasks. Code is available at https://github.com/JunyuanDeng/DM-Calib.
PanoVOS: Bridging Non-panoramic and Panoramic Views with Transformer for Video Segmentation
Panoramic videos contain richer spatial information and have attracted tremendous amounts of attention due to their exceptional experience in some fields such as autonomous driving and virtual reality. However, existing datasets for video segmentation only focus on conventional planar images. To address the challenge, in this paper, we present a panoramic video dataset, PanoVOS. The dataset provides 150 videos with high video resolutions and diverse motions. To quantify the domain gap between 2D planar videos and panoramic videos, we evaluate 15 off-the-shelf video object segmentation (VOS) models on PanoVOS. Through error analysis, we found that all of them fail to tackle pixel-level content discontinues of panoramic videos. Thus, we present a Panoramic Space Consistency Transformer (PSCFormer), which can effectively utilize the semantic boundary information of the previous frame for pixel-level matching with the current frame. Extensive experiments demonstrate that compared with the previous SOTA models, our PSCFormer network exhibits a great advantage in terms of segmentation results under the panoramic setting. Our dataset poses new challenges in panoramic VOS and we hope that our PanoVOS can advance the development of panoramic segmentation/tracking.
Can Generative Video Models Help Pose Estimation?
Pairwise pose estimation from images with little or no overlap is an open challenge in computer vision. Existing methods, even those trained on large-scale datasets, struggle in these scenarios due to the lack of identifiable correspondences or visual overlap. Inspired by the human ability to infer spatial relationships from diverse scenes, we propose a novel approach, InterPose, that leverages the rich priors encoded within pre-trained generative video models. We propose to use a video model to hallucinate intermediate frames between two input images, effectively creating a dense, visual transition, which significantly simplifies the problem of pose estimation. Since current video models can still produce implausible motion or inconsistent geometry, we introduce a self-consistency score that evaluates the consistency of pose predictions from sampled videos. We demonstrate that our approach generalizes among three state-of-the-art video models and show consistent improvements over the state-of-the-art DUSt3R on four diverse datasets encompassing indoor, outdoor, and object-centric scenes. Our findings suggest a promising avenue for improving pose estimation models by leveraging large generative models trained on vast amounts of video data, which is more readily available than 3D data. See our project page for results: https://inter-pose.github.io/.
Rethinking pose estimation in crowds: overcoming the detection information-bottleneck and ambiguity
Frequent interactions between individuals are a fundamental challenge for pose estimation algorithms. Current pipelines either use an object detector together with a pose estimator (top-down approach), or localize all body parts first and then link them to predict the pose of individuals (bottom-up). Yet, when individuals closely interact, top-down methods are ill-defined due to overlapping individuals, and bottom-up methods often falsely infer connections to distant body parts. Thus, we propose a novel pipeline called bottom-up conditioned top-down pose estimation (BUCTD) that combines the strengths of bottom-up and top-down methods. Specifically, we propose to use a bottom-up model as the detector, which in addition to an estimated bounding box provides a pose proposal that is fed as condition to an attention-based top-down model. We demonstrate the performance and efficiency of our approach on animal and human pose estimation benchmarks. On CrowdPose and OCHuman, we outperform previous state-of-the-art models by a significant margin. We achieve 78.5 AP on CrowdPose and 47.2 AP on OCHuman, an improvement of 8.6% and 4.9% over the prior art, respectively. Furthermore, we show that our method has excellent performance on non-crowded datasets such as COCO, and strongly improves the performance on multi-animal benchmarks involving mice, fish and monkeys.
Distributed bundle adjustment with block-based sparse matrix compression for super large scale datasets
We propose a distributed bundle adjustment (DBA) method using the exact Levenberg-Marquardt (LM) algorithm for super large-scale datasets. Most of the existing methods partition the global map to small ones and conduct bundle adjustment in the submaps. In order to fit the parallel framework, they use approximate solutions instead of the LM algorithm. However, those methods often give sub-optimal results. Different from them, we utilize the exact LM algorithm to conduct global bundle adjustment where the formation of the reduced camera system (RCS) is actually parallelized and executed in a distributed way. To store the large RCS, we compress it with a block-based sparse matrix compression format (BSMC), which fully exploits its block feature. The BSMC format also enables the distributed storage and updating of the global RCS. The proposed method is extensively evaluated and compared with the state-of-the-art pipelines using both synthetic and real datasets. Preliminary results demonstrate the efficient memory usage and vast scalability of the proposed method compared with the baselines. For the first time, we conducted parallel bundle adjustment using LM algorithm on a real datasets with 1.18 million images and a synthetic dataset with 10 million images (about 500 times that of the state-of-the-art LM-based BA) on a distributed computing system.
Visual Geometry Grounded Deep Structure From Motion
Structure-from-motion (SfM) is a long-standing problem in the computer vision community, which aims to reconstruct the camera poses and 3D structure of a scene from a set of unconstrained 2D images. Classical frameworks solve this problem in an incremental manner by detecting and matching keypoints, registering images, triangulating 3D points, and conducting bundle adjustment. Recent research efforts have predominantly revolved around harnessing the power of deep learning techniques to enhance specific elements (e.g., keypoint matching), but are still based on the original, non-differentiable pipeline. Instead, we propose a new deep pipeline VGGSfM, where each component is fully differentiable and thus can be trained in an end-to-end manner. To this end, we introduce new mechanisms and simplifications. First, we build on recent advances in deep 2D point tracking to extract reliable pixel-accurate tracks, which eliminates the need for chaining pairwise matches. Furthermore, we recover all cameras simultaneously based on the image and track features instead of gradually registering cameras. Finally, we optimise the cameras and triangulate 3D points via a differentiable bundle adjustment layer. We attain state-of-the-art performance on three popular datasets, CO3D, IMC Phototourism, and ETH3D.
Möbius Transform for Mitigating Perspective Distortions in Representation Learning
Perspective distortion (PD) causes unprecedented changes in shape, size, orientation, angles, and other spatial relationships of visual concepts in images. Precisely estimating camera intrinsic and extrinsic parameters is a challenging task that prevents synthesizing perspective distortion. Non-availability of dedicated training data poses a critical barrier to developing robust computer vision methods. Additionally, distortion correction methods make other computer vision tasks a multi-step approach and lack performance. In this work, we propose mitigating perspective distortion (MPD) by employing a fine-grained parameter control on a specific family of M\"obius transform to model real-world distortion without estimating camera intrinsic and extrinsic parameters and without the need for actual distorted data. Also, we present a dedicated perspectively distorted benchmark dataset, ImageNet-PD, to benchmark the robustness of deep learning models against this new dataset. The proposed method outperforms existing benchmarks, ImageNet-E and ImageNet-X. Additionally, it significantly improves performance on ImageNet-PD while consistently performing on standard data distribution. Notably, our method shows improved performance on three PD-affected real-world applications crowd counting, fisheye image recognition, and person re-identification and one PD-affected challenging CV task: object detection. The source code, dataset, and models are available on the project webpage at https://prakashchhipa.github.io/projects/mpd.
Constraining Depth Map Geometry for Multi-View Stereo: A Dual-Depth Approach with Saddle-shaped Depth Cells
Learning-based multi-view stereo (MVS) methods deal with predicting accurate depth maps to achieve an accurate and complete 3D representation. Despite the excellent performance, existing methods ignore the fact that a suitable depth geometry is also critical in MVS. In this paper, we demonstrate that different depth geometries have significant performance gaps, even using the same depth prediction error. Therefore, we introduce an ideal depth geometry composed of Saddle-Shaped Cells, whose predicted depth map oscillates upward and downward around the ground-truth surface, rather than maintaining a continuous and smooth depth plane. To achieve it, we develop a coarse-to-fine framework called Dual-MVSNet (DMVSNet), which can produce an oscillating depth plane. Technically, we predict two depth values for each pixel (Dual-Depth), and propose a novel loss function and a checkerboard-shaped selecting strategy to constrain the predicted depth geometry. Compared to existing methods,DMVSNet achieves a high rank on the DTU benchmark and obtains the top performance on challenging scenes of Tanks and Temples, demonstrating its strong performance and generalization ability. Our method also points to a new research direction for considering depth geometry in MVS.
GEDepth: Ground Embedding for Monocular Depth Estimation
Monocular depth estimation is an ill-posed problem as the same 2D image can be projected from infinite 3D scenes. Although the leading algorithms in this field have reported significant improvement, they are essentially geared to the particular compound of pictorial observations and camera parameters (i.e., intrinsics and extrinsics), strongly limiting their generalizability in real-world scenarios. To cope with this challenge, this paper proposes a novel ground embedding module to decouple camera parameters from pictorial cues, thus promoting the generalization capability. Given camera parameters, the proposed module generates the ground depth, which is stacked with the input image and referenced in the final depth prediction. A ground attention is designed in the module to optimally combine ground depth with residual depth. Our ground embedding is highly flexible and lightweight, leading to a plug-in module that is amenable to be integrated into various depth estimation networks. Experiments reveal that our approach achieves the state-of-the-art results on popular benchmarks, and more importantly, renders significant generalization improvement on a wide range of cross-domain tests.
6Img-to-3D: Few-Image Large-Scale Outdoor Driving Scene Reconstruction
Current 3D reconstruction techniques struggle to infer unbounded scenes from a few images faithfully. Specifically, existing methods have high computational demands, require detailed pose information, and cannot reconstruct occluded regions reliably. We introduce 6Img-to-3D, an efficient, scalable transformer-based encoder-renderer method for single-shot image to 3D reconstruction. Our method outputs a 3D-consistent parameterized triplane from only six outward-facing input images for large-scale, unbounded outdoor driving scenarios. We take a step towards resolving existing shortcomings by combining contracted custom cross- and self-attention mechanisms for triplane parameterization, differentiable volume rendering, scene contraction, and image feature projection. We showcase that six surround-view vehicle images from a single timestamp without global pose information are enough to reconstruct 360^{circ} scenes during inference time, taking 395 ms. Our method allows, for example, rendering third-person images and birds-eye views. Our code is available at https://github.com/continental/6Img-to-3D, and more examples can be found at our website here https://6Img-to-3D.GitHub.io/.
DeepOIS: Gyroscope-Guided Deep Optical Image Stabilizer Compensation
Mobile captured images can be aligned using their gyroscope sensors. Optical image stabilizer (OIS) terminates this possibility by adjusting the images during the capturing. In this work, we propose a deep network that compensates the motions caused by the OIS, such that the gyroscopes can be used for image alignment on the OIS cameras. To achieve this, first, we record both videos and gyroscopes with an OIS camera as training data. Then, we convert gyroscope readings into motion fields. Second, we propose a Fundamental Mixtures motion model for rolling shutter cameras, where an array of rotations within a frame are extracted as the ground-truth guidance. Third, we train a convolutional neural network with gyroscope motions as input to compensate for the OIS motion. Once finished, the compensation network can be applied for other scenes, where the image alignment is purely based on gyroscopes with no need for images contents, delivering strong robustness. Experiments show that our results are comparable with that of non-OIS cameras, and outperform image-based alignment results with a relatively large margin. Code and dataset are available at https://github.com/lhaippp/DeepOIS
Self-supervised Learning to Bring Dual Reversed Rolling Shutter Images Alive
Modern consumer cameras usually employ the rolling shutter (RS) mechanism, where images are captured by scanning scenes row-by-row, yielding RS distortions for dynamic scenes. To correct RS distortions, existing methods adopt a fully supervised learning manner, where high framerate global shutter (GS) images should be collected as ground-truth supervision. In this paper, we propose a Self-supervised learning framework for Dual reversed RS distortions Correction (SelfDRSC), where a DRSC network can be learned to generate a high framerate GS video only based on dual RS images with reversed distortions. In particular, a bidirectional distortion warping module is proposed for reconstructing dual reversed RS images, and then a self-supervised loss can be deployed to train DRSC network by enhancing the cycle consistency between input and reconstructed dual reversed RS images. Besides start and end RS scanning time, GS images at arbitrary intermediate scanning time can also be supervised in SelfDRSC, thus enabling the learned DRSC network to generate a high framerate GS video. Moreover, a simple yet effective self-distillation strategy is introduced in self-supervised loss for mitigating boundary artifacts in generated GS images. On synthetic dataset, SelfDRSC achieves better or comparable quantitative metrics in comparison to state-of-the-art methods trained in the full supervision manner. On real-world RS cases, our SelfDRSC can produce high framerate GS videos with finer correction textures and better temporary consistency. The source code and trained models are made publicly available at https://github.com/shangwei5/SelfDRSC.
3DPPE: 3D Point Positional Encoding for Multi-Camera 3D Object Detection Transformers
Transformer-based methods have swept the benchmarks on 2D and 3D detection on images. Because tokenization before the attention mechanism drops the spatial information, positional encoding becomes critical for those methods. Recent works found that encodings based on samples of the 3D viewing rays can significantly improve the quality of multi-camera 3D object detection. We hypothesize that 3D point locations can provide more information than rays. Therefore, we introduce 3D point positional encoding, 3DPPE, to the 3D detection Transformer decoder. Although 3D measurements are not available at the inference time of monocular 3D object detection, 3DPPE uses predicted depth to approximate the real point positions. Our hybriddepth module combines direct and categorical depth to estimate the refined depth of each pixel. Despite the approximation, 3DPPE achieves 46.0 mAP and 51.4 NDS on the competitive nuScenes dataset, significantly outperforming encodings based on ray samples. We make the codes available at https://github.com/drilistbox/3DPPE.
Eliminating Warping Shakes for Unsupervised Online Video Stitching
In this paper, we retarget video stitching to an emerging issue, named warping shake, when extending image stitching to video stitching. It unveils the temporal instability of warped content in non-overlapping regions, despite image stitching having endeavored to preserve the natural structures. Therefore, in most cases, even if the input videos to be stitched are stable, the stitched video will inevitably cause undesired warping shakes and affect the visual experience. To eliminate the shakes, we propose StabStitch to simultaneously realize video stitching and video stabilization in a unified unsupervised learning framework. Starting from the camera paths in video stabilization, we first derive the expression of stitching trajectories in video stitching by elaborately integrating spatial and temporal warps. Then a warp smoothing model is presented to optimize them with a comprehensive consideration regarding content alignment, trajectory smoothness, spatial consistency, and online collaboration. To establish an evaluation benchmark and train the learning framework, we build a video stitching dataset with a rich diversity in camera motions and scenes. Compared with existing stitching solutions, StabStitch exhibits significant superiority in scene robustness and inference speed in addition to stitching and stabilization performance, contributing to a robust and real-time online video stitching system. The code and dataset are available at https://github.com/nie-lang/StabStitch.
ALIKE: Accurate and Lightweight Keypoint Detection and Descriptor Extraction
Existing methods detect the keypoints in a non-differentiable way, therefore they can not directly optimize the position of keypoints through back-propagation. To address this issue, we present a partially differentiable keypoint detection module, which outputs accurate sub-pixel keypoints. The reprojection loss is then proposed to directly optimize these sub-pixel keypoints, and the dispersity peak loss is presented for accurate keypoints regularization. We also extract the descriptors in a sub-pixel way, and they are trained with the stable neural reprojection error loss. Moreover, a lightweight network is designed for keypoint detection and descriptor extraction, which can run at 95 frames per second for 640x480 images on a commercial GPU. On homography estimation, camera pose estimation, and visual (re-)localization tasks, the proposed method achieves equivalent performance with the state-of-the-art approaches, while greatly reduces the inference time.
SynCamMaster: Synchronizing Multi-Camera Video Generation from Diverse Viewpoints
Recent advancements in video diffusion models have shown exceptional abilities in simulating real-world dynamics and maintaining 3D consistency. This progress inspires us to investigate the potential of these models to ensure dynamic consistency across various viewpoints, a highly desirable feature for applications such as virtual filming. Unlike existing methods focused on multi-view generation of single objects for 4D reconstruction, our interest lies in generating open-world videos from arbitrary viewpoints, incorporating 6 DoF camera poses. To achieve this, we propose a plug-and-play module that enhances a pre-trained text-to-video model for multi-camera video generation, ensuring consistent content across different viewpoints. Specifically, we introduce a multi-view synchronization module to maintain appearance and geometry consistency across these viewpoints. Given the scarcity of high-quality training data, we design a hybrid training scheme that leverages multi-camera images and monocular videos to supplement Unreal Engine-rendered multi-camera videos. Furthermore, our method enables intriguing extensions, such as re-rendering a video from novel viewpoints. We also release a multi-view synchronized video dataset, named SynCamVideo-Dataset. Project page: https://jianhongbai.github.io/SynCamMaster/.
Gyroscope-Assisted Motion Deblurring Network
Image research has shown substantial attention in deblurring networks in recent years. Yet, their practical usage in real-world deblurring, especially motion blur, remains limited due to the lack of pixel-aligned training triplets (background, blurred image, and blur heat map) and restricted information inherent in blurred images. This paper presents a simple yet efficient framework to synthetic and restore motion blur images using Inertial Measurement Unit (IMU) data. Notably, the framework includes a strategy for training triplet generation, and a Gyroscope-Aided Motion Deblurring (GAMD) network for blurred image restoration. The rationale is that through harnessing IMU data, we can determine the transformation of the camera pose during the image exposure phase, facilitating the deduction of the motion trajectory (aka. blur trajectory) for each point inside the three-dimensional space. Thus, the synthetic triplets using our strategy are inherently close to natural motion blur, strictly pixel-aligned, and mass-producible. Through comprehensive experiments, we demonstrate the advantages of the proposed framework: only two-pixel errors between our synthetic and real-world blur trajectories, a marked improvement (around 33.17%) of the state-of-the-art deblurring method MIMO on Peak Signal-to-Noise Ratio (PSNR).
IterMVS: Iterative Probability Estimation for Efficient Multi-View Stereo
We present IterMVS, a new data-driven method for high-resolution multi-view stereo. We propose a novel GRU-based estimator that encodes pixel-wise probability distributions of depth in its hidden state. Ingesting multi-scale matching information, our model refines these distributions over multiple iterations and infers depth and confidence. To extract the depth maps, we combine traditional classification and regression in a novel manner. We verify the efficiency and effectiveness of our method on DTU, Tanks&Temples and ETH3D. While being the most efficient method in both memory and run-time, our model achieves competitive performance on DTU and better generalization ability on Tanks&Temples as well as ETH3D than most state-of-the-art methods. Code is available at https://github.com/FangjinhuaWang/IterMVS.
Driver Attention Tracking and Analysis
We propose a novel method to estimate a driver's points-of-gaze using a pair of ordinary cameras mounted on the windshield and dashboard of a car. This is a challenging problem due to the dynamics of traffic environments with 3D scenes of unknown depths. This problem is further complicated by the volatile distance between the driver and the camera system. To tackle these challenges, we develop a novel convolutional network that simultaneously analyzes the image of the scene and the image of the driver's face. This network has a camera calibration module that can compute an embedding vector that represents the spatial configuration between the driver and the camera system. This calibration module improves the overall network's performance, which can be jointly trained end to end. We also address the lack of annotated data for training and evaluation by introducing a large-scale driving dataset with point-of-gaze annotations. This is an in situ dataset of real driving sessions in an urban city, containing synchronized images of the driving scene as well as the face and gaze of the driver. Experiments on this dataset show that the proposed method outperforms various baseline methods, having the mean prediction error of 29.69 pixels, which is relatively small compared to the 1280{times}720 resolution of the scene camera.
NToP: NeRF-Powered Large-scale Dataset Generation for 2D and 3D Human Pose Estimation in Top-View Fisheye Images
Human pose estimation (HPE) in the top-view using fisheye cameras presents a promising and innovative application domain. However, the availability of datasets capturing this viewpoint is extremely limited, especially those with high-quality 2D and 3D keypoint annotations. Addressing this gap, we leverage the capabilities of Neural Radiance Fields (NeRF) technique to establish a comprehensive pipeline for generating human pose datasets from existing 2D and 3D datasets, specifically tailored for the top-view fisheye perspective. Through this pipeline, we create a novel dataset NToP570K (NeRF-powered Top-view human Pose dataset for fisheye cameras with over 570 thousand images), and conduct an extensive evaluation of its efficacy in enhancing neural networks for 2D and 3D top-view human pose estimation. A pretrained ViTPose-B model achieves an improvement in AP of 33.3 % on our validation set for 2D HPE after finetuning on our training set. A similarly finetuned HybrIK-Transformer model gains 53.7 mm reduction in PA-MPJPE for 3D HPE on the validation set.
BEV-SUSHI: Multi-Target Multi-Camera 3D Detection and Tracking in Bird's-Eye View
Object perception from multi-view cameras is crucial for intelligent systems, particularly in indoor environments, e.g., warehouses, retail stores, and hospitals. Most traditional multi-target multi-camera (MTMC) detection and tracking methods rely on 2D object detection, single-view multi-object tracking (MOT), and cross-view re-identification (ReID) techniques, without properly handling important 3D information by multi-view image aggregation. In this paper, we propose a 3D object detection and tracking framework, named BEV-SUSHI, which first aggregates multi-view images with necessary camera calibration parameters to obtain 3D object detections in bird's-eye view (BEV). Then, we introduce hierarchical graph neural networks (GNNs) to track these 3D detections in BEV for MTMC tracking results. Unlike existing methods, BEV-SUSHI has impressive generalizability across different scenes and diverse camera settings, with exceptional capability for long-term association handling. As a result, our proposed BEV-SUSHI establishes the new state-of-the-art on the AICity'24 dataset with 81.22 HOTA, and 95.6 IDF1 on the WildTrack dataset.
Explorative Inbetweening of Time and Space
We introduce bounded generation as a generalized task to control video generation to synthesize arbitrary camera and subject motion based only on a given start and end frame. Our objective is to fully leverage the inherent generalization capability of an image-to-video model without additional training or fine-tuning of the original model. This is achieved through the proposed new sampling strategy, which we call Time Reversal Fusion, that fuses the temporally forward and backward denoising paths conditioned on the start and end frame, respectively. The fused path results in a video that smoothly connects the two frames, generating inbetweening of faithful subject motion, novel views of static scenes, and seamless video looping when the two bounding frames are identical. We curate a diverse evaluation dataset of image pairs and compare against the closest existing methods. We find that Time Reversal Fusion outperforms related work on all subtasks, exhibiting the ability to generate complex motions and 3D-consistent views guided by bounded frames. See project page at https://time-reversal.github.io.
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.
EgoLoc: Revisiting 3D Object Localization from Egocentric Videos with Visual Queries
With the recent advances in video and 3D understanding, novel 4D spatio-temporal methods fusing both concepts have emerged. Towards this direction, the Ego4D Episodic Memory Benchmark proposed a task for Visual Queries with 3D Localization (VQ3D). Given an egocentric video clip and an image crop depicting a query object, the goal is to localize the 3D position of the center of that query object with respect to the camera pose of a query frame. Current methods tackle the problem of VQ3D by unprojecting the 2D localization results of the sibling task Visual Queries with 2D Localization (VQ2D) into 3D predictions. Yet, we point out that the low number of camera poses caused by camera re-localization from previous VQ3D methods severally hinders their overall success rate. In this work, we formalize a pipeline (we dub EgoLoc) that better entangles 3D multiview geometry with 2D object retrieval from egocentric videos. Our approach involves estimating more robust camera poses and aggregating multi-view 3D displacements by leveraging the 2D detection confidence, which enhances the success rate of object queries and leads to a significant improvement in the VQ3D baseline performance. Specifically, our approach achieves an overall success rate of up to 87.12%, which sets a new state-of-the-art result in the VQ3D task. We provide a comprehensive empirical analysis of the VQ3D task and existing solutions, and highlight the remaining challenges in VQ3D. The code is available at https://github.com/Wayne-Mai/EgoLoc.
BEV-LaneDet: a Simple and Effective 3D Lane Detection Baseline
3D lane detection which plays a crucial role in vehicle routing, has recently been a rapidly developing topic in autonomous driving. Previous works struggle with practicality due to their complicated spatial transformations and inflexible representations of 3D lanes. Faced with the issues, our work proposes an efficient and robust monocular 3D lane detection called BEV-LaneDet with three main contributions. First, we introduce the Virtual Camera that unifies the in/extrinsic parameters of cameras mounted on different vehicles to guarantee the consistency of the spatial relationship among cameras. It can effectively promote the learning procedure due to the unified visual space. We secondly propose a simple but efficient 3D lane representation called Key-Points Representation. This module is more suitable to represent the complicated and diverse 3D lane structures. At last, we present a light-weight and chip-friendly spatial transformation module named Spatial Transformation Pyramid to transform multiscale front-view features into BEV features. Experimental results demonstrate that our work outperforms the state-of-the-art approaches in terms of F-Score, being 10.6% higher on the OpenLane dataset and 5.9% higher on the Apollo 3D synthetic dataset, with a speed of 185 FPS. The source code will released at https://github.com/gigo-team/bev_lane_det.
World-Grounded Human Motion Recovery via Gravity-View Coordinates
We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds
Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code will be released.
Sat2Density: Faithful Density Learning from Satellite-Ground Image Pairs
This paper aims to develop an accurate 3D geometry representation of satellite images using satellite-ground image pairs. Our focus is on the challenging problem of 3D-aware ground-views synthesis from a satellite image. We draw inspiration from the density field representation used in volumetric neural rendering and propose a new approach, called Sat2Density. Our method utilizes the properties of ground-view panoramas for the sky and non-sky regions to learn faithful density fields of 3D scenes in a geometric perspective. Unlike other methods that require extra depth information during training, our Sat2Density can automatically learn accurate and faithful 3D geometry via density representation without depth supervision. This advancement significantly improves the ground-view panorama synthesis task. Additionally, our study provides a new geometric perspective to understand the relationship between satellite and ground-view images in 3D space.
SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wild
We present SHINOBI, an end-to-end framework for the reconstruction of shape, material, and illumination from object images captured with varying lighting, pose, and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape, radiance, and pose. We show that an implicit shape representation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further, to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination together with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR, movies, games, etc. Project page: https://shinobi.aengelhardt.com Video: https://www.youtube.com/watch?v=iFENQ6AcYd8&feature=youtu.be
RawHDR: High Dynamic Range Image Reconstruction from a Single Raw Image
High dynamic range (HDR) images capture much more intensity levels than standard ones. Current methods predominantly generate HDR images from 8-bit low dynamic range (LDR) sRGB images that have been degraded by the camera processing pipeline. However, it becomes a formidable task to retrieve extremely high dynamic range scenes from such limited bit-depth data. Unlike existing methods, the core idea of this work is to incorporate more informative Raw sensor data to generate HDR images, aiming to recover scene information in hard regions (the darkest and brightest areas of an HDR scene). To this end, we propose a model tailor-made for Raw images, harnessing the unique features of Raw data to facilitate the Raw-to-HDR mapping. Specifically, we learn exposure masks to separate the hard and easy regions of a high dynamic scene. Then, we introduce two important guidances, dual intensity guidance, which guides less informative channels with more informative ones, and global spatial guidance, which extrapolates scene specifics over an extended spatial domain. To verify our Raw-to-HDR approach, we collect a large Raw/HDR paired dataset for both training and testing. Our empirical evaluations validate the superiority of the proposed Raw-to-HDR reconstruction model, as well as our newly captured dataset in the experiments.
360^circ Reconstruction From a Single Image Using Space Carved Outpainting
We introduce POP3D, a novel framework that creates a full 360^circ-view 3D model from a single image. POP3D resolves two prominent issues that limit the single-view reconstruction. Firstly, POP3D offers substantial generalizability to arbitrary categories, a trait that previous methods struggle to achieve. Secondly, POP3D further improves reconstruction fidelity and naturalness, a crucial aspect that concurrent works fall short of. Our approach marries the strengths of four primary components: (1) a monocular depth and normal predictor that serves to predict crucial geometric cues, (2) a space carving method capable of demarcating the potentially unseen portions of the target object, (3) a generative model pre-trained on a large-scale image dataset that can complete unseen regions of the target, and (4) a neural implicit surface reconstruction method tailored in reconstructing objects using RGB images along with monocular geometric cues. The combination of these components enables POP3D to readily generalize across various in-the-wild images and generate state-of-the-art reconstructions, outperforming similar works by a significant margin. Project page: http://cg.postech.ac.kr/research/POP3D
HOSNeRF: Dynamic Human-Object-Scene Neural Radiance Fields from a Single Video
We introduce HOSNeRF, a novel 360{\deg} free-viewpoint rendering method that reconstructs neural radiance fields for dynamic human-object-scene from a single monocular in-the-wild video. Our method enables pausing the video at any frame and rendering all scene details (dynamic humans, objects, and backgrounds) from arbitrary viewpoints. The first challenge in this task is the complex object motions in human-object interactions, which we tackle by introducing the new object bones into the conventional human skeleton hierarchy to effectively estimate large object deformations in our dynamic human-object model. The second challenge is that humans interact with different objects at different times, for which we introduce two new learnable object state embeddings that can be used as conditions for learning our human-object representation and scene representation, respectively. Extensive experiments show that HOSNeRF significantly outperforms SOTA approaches on two challenging datasets by a large margin of 40% ~ 50% in terms of LPIPS. The code, data, and compelling examples of 360{\deg} free-viewpoint renderings from single videos will be released in https://showlab.github.io/HOSNeRF.
A Quantitative Evaluation of Dense 3D Reconstruction of Sinus Anatomy from Monocular Endoscopic Video
Generating accurate 3D reconstructions from endoscopic video is a promising avenue for longitudinal radiation-free analysis of sinus anatomy and surgical outcomes. Several methods for monocular reconstruction have been proposed, yielding visually pleasant 3D anatomical structures by retrieving relative camera poses with structure-from-motion-type algorithms and fusion of monocular depth estimates. However, due to the complex properties of the underlying algorithms and endoscopic scenes, the reconstruction pipeline may perform poorly or fail unexpectedly. Further, acquiring medical data conveys additional challenges, presenting difficulties in quantitatively benchmarking these models, understanding failure cases, and identifying critical components that contribute to their precision. In this work, we perform a quantitative analysis of a self-supervised approach for sinus reconstruction using endoscopic sequences paired with optical tracking and high-resolution computed tomography acquired from nine ex-vivo specimens. Our results show that the generated reconstructions are in high agreement with the anatomy, yielding an average point-to-mesh error of 0.91 mm between reconstructions and CT segmentations. However, in a point-to-point matching scenario, relevant for endoscope tracking and navigation, we found average target registration errors of 6.58 mm. We identified that pose and depth estimation inaccuracies contribute equally to this error and that locally consistent sequences with shorter trajectories generate more accurate reconstructions. These results suggest that achieving global consistency between relative camera poses and estimated depths with the anatomy is essential. In doing so, we can ensure proper synergy between all components of the pipeline for improved reconstructions that will facilitate clinical application of this innovative technology.
Mitigating Perspective Distortion-induced Shape Ambiguity in Image Crops
Objects undergo varying amounts of perspective distortion as they move across a camera's field of view. Models for predicting 3D from a single image often work with crops around the object of interest and ignore the location of the object in the camera's field of view. We note that ignoring this location information further exaggerates the inherent ambiguity in making 3D inferences from 2D images and can prevent models from even fitting to the training data. To mitigate this ambiguity, we propose Intrinsics-Aware Positional Encoding (KPE), which incorporates information about the location of crops in the image and camera intrinsics. Experiments on three popular 3D-from-a-single-image benchmarks: depth prediction on NYU, 3D object detection on KITTI & nuScenes, and predicting 3D shapes of articulated objects on ARCTIC, show the benefits of KPE.
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.
Self-Calibrating Gaussian Splatting for Large Field of View Reconstruction
In this paper, we present a self-calibrating framework that jointly optimizes camera parameters, lens distortion and 3D Gaussian representations, enabling accurate and efficient scene reconstruction. In particular, our technique enables high-quality scene reconstruction from Large field-of-view (FOV) imagery taken with wide-angle lenses, allowing the scene to be modeled from a smaller number of images. Our approach introduces a novel method for modeling complex lens distortions using a hybrid network that combines invertible residual networks with explicit grids. This design effectively regularizes the optimization process, achieving greater accuracy than conventional camera models. Additionally, we propose a cubemap-based resampling strategy to support large FOV images without sacrificing resolution or introducing distortion artifacts. Our method is compatible with the fast rasterization of Gaussian Splatting, adaptable to a wide variety of camera lens distortion, and demonstrates state-of-the-art performance on both synthetic and real-world datasets.
Visual Correspondence Hallucination
Given a pair of partially overlapping source and target images and a keypoint in the source image, the keypoint's correspondent in the target image can be either visible, occluded or outside the field of view. Local feature matching methods are only able to identify the correspondent's location when it is visible, while humans can also hallucinate its location when it is occluded or outside the field of view through geometric reasoning. In this paper, we bridge this gap by training a network to output a peaked probability distribution over the correspondent's location, regardless of this correspondent being visible, occluded, or outside the field of view. We experimentally demonstrate that this network is indeed able to hallucinate correspondences on pairs of images captured in scenes that were not seen at training-time. We also apply this network to an absolute camera pose estimation problem and find it is significantly more robust than state-of-the-art local feature matching-based competitors.
MatrixVT: Efficient Multi-Camera to BEV Transformation for 3D Perception
This paper proposes an efficient multi-camera to Bird's-Eye-View (BEV) view transformation method for 3D perception, dubbed MatrixVT. Existing view transformers either suffer from poor transformation efficiency or rely on device-specific operators, hindering the broad application of BEV models. In contrast, our method generates BEV features efficiently with only convolutions and matrix multiplications (MatMul). Specifically, we propose describing the BEV feature as the MatMul of image feature and a sparse Feature Transporting Matrix (FTM). A Prime Extraction module is then introduced to compress the dimension of image features and reduce FTM's sparsity. Moreover, we propose the Ring \& Ray Decomposition to replace the FTM with two matrices and reformulate our pipeline to reduce calculation further. Compared to existing methods, MatrixVT enjoys a faster speed and less memory footprint while remaining deploy-friendly. Extensive experiments on the nuScenes benchmark demonstrate that our method is highly efficient but obtains results on par with the SOTA method in object detection and map segmentation tasks
Metric3D v2: A Versatile Monocular Geometric Foundation Model for Zero-shot Metric Depth and Surface Normal Estimation
We introduce Metric3D v2, a geometric foundation model for zero-shot metric depth and surface normal estimation from a single image, which is crucial for metric 3D recovery. While depth and normal are geometrically related and highly complimentary, they present distinct challenges. SoTA monocular depth methods achieve zero-shot generalization by learning affine-invariant depths, which cannot recover real-world metrics. Meanwhile, SoTA normal estimation methods have limited zero-shot performance due to the lack of large-scale labeled data. To tackle these issues, we propose solutions for both metric depth estimation and surface normal estimation. For metric depth estimation, we show that the key to a zero-shot single-view model lies in resolving the metric ambiguity from various camera models and large-scale data training. We propose a canonical camera space transformation module, which explicitly addresses the ambiguity problem and can be effortlessly plugged into existing monocular models. For surface normal estimation, we propose a joint depth-normal optimization module to distill diverse data knowledge from metric depth, enabling normal estimators to learn beyond normal labels. Equipped with these modules, our depth-normal models can be stably trained with over 16 million of images from thousands of camera models with different-type annotations, resulting in zero-shot generalization to in-the-wild images with unseen camera settings. Our method enables the accurate recovery of metric 3D structures on randomly collected internet images, paving the way for plausible single-image metrology. Our project page is at https://JUGGHM.github.io/Metric3Dv2.
FlexHDR: Modelling Alignment and Exposure Uncertainties for Flexible HDR Imaging
High dynamic range (HDR) imaging is of fundamental importance in modern digital photography pipelines and used to produce a high-quality photograph with well exposed regions despite varying illumination across the image. This is typically achieved by merging multiple low dynamic range (LDR) images taken at different exposures. However, over-exposed regions and misalignment errors due to poorly compensated motion result in artefacts such as ghosting. In this paper, we present a new HDR imaging technique that specifically models alignment and exposure uncertainties to produce high quality HDR results. We introduce a strategy that learns to jointly align and assess the alignment and exposure reliability using an HDR-aware, uncertainty-driven attention map that robustly merges the frames into a single high quality HDR image. Further, we introduce a progressive, multi-stage image fusion approach that can flexibly merge any number of LDR images in a permutation-invariant manner. Experimental results show our method can produce better quality HDR images with up to 1.1dB PSNR improvement to the state-of-the-art, and subjective improvements in terms of better detail, colours, and fewer artefacts.
DVGaze: Dual-View Gaze Estimation
Gaze estimation methods estimate gaze from facial appearance with a single camera. However, due to the limited view of a single camera, the captured facial appearance cannot provide complete facial information and thus complicate the gaze estimation problem. Recently, camera devices are rapidly updated. Dual cameras are affordable for users and have been integrated in many devices. This development suggests that we can further improve gaze estimation performance with dual-view gaze estimation. In this paper, we propose a dual-view gaze estimation network (DV-Gaze). DV-Gaze estimates dual-view gaze directions from a pair of images. We first propose a dual-view interactive convolution (DIC) block in DV-Gaze. DIC blocks exchange dual-view information during convolution in multiple feature scales. It fuses dual-view features along epipolar lines and compensates for the original feature with the fused feature. We further propose a dual-view transformer to estimate gaze from dual-view features. Camera poses are encoded to indicate the position information in the transformer. We also consider the geometric relation between dual-view gaze directions and propose a dual-view gaze consistency loss for DV-Gaze. DV-Gaze achieves state-of-the-art performance on ETH-XGaze and EVE datasets. Our experiments also prove the potential of dual-view gaze estimation. We release codes in https://github.com/yihuacheng/DVGaze.
Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot
We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on 448{times}448 images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.
AffineGlue: Joint Matching and Robust Estimation
We propose AffineGlue, a method for joint two-view feature matching and robust estimation that reduces the combinatorial complexity of the problem by employing single-point minimal solvers. AffineGlue selects potential matches from one-to-many correspondences to estimate minimal models. Guided matching is then used to find matches consistent with the model, suffering less from the ambiguities of one-to-one matches. Moreover, we derive a new minimal solver for homography estimation, requiring only a single affine correspondence (AC) and a gravity prior. Furthermore, we train a neural network to reject ACs that are unlikely to lead to a good model. AffineGlue is superior to the SOTA on real-world datasets, even when assuming that the gravity direction points downwards. On PhotoTourism, the AUC@10{\deg} score is improved by 6.6 points compared to the SOTA. On ScanNet, AffineGlue makes SuperPoint and SuperGlue achieve similar accuracy as the detector-free LoFTR.
BVI-Lowlight: Fully Registered Benchmark Dataset for Low-Light Video Enhancement
Low-light videos often exhibit spatiotemporal incoherent noise, leading to poor visibility and compromised performance across various computer vision applications. One significant challenge in enhancing such content using modern technologies is the scarcity of training data. This paper introduces a novel low-light video dataset, consisting of 40 scenes captured in various motion scenarios under two distinct low-lighting conditions, incorporating genuine noise and temporal artifacts. We provide fully registered ground truth data captured in normal light using a programmable motorized dolly, and subsequently, refine them via image-based post-processing to ensure the pixel-wise alignment of frames in different light levels. This paper also presents an exhaustive analysis of the low-light dataset, and demonstrates the extensive and representative nature of our dataset in the context of supervised learning. Our experimental results demonstrate the significance of fully registered video pairs in the development of low-light video enhancement methods and the need for comprehensive evaluation. Our dataset is available at DOI:10.21227/mzny-8c77.
Robust Frame-to-Frame Camera Rotation Estimation in Crowded Scenes
We present an approach to estimating camera rotation in crowded, real-world scenes from handheld monocular video. While camera rotation estimation is a well-studied problem, no previous methods exhibit both high accuracy and acceptable speed in this setting. Because the setting is not addressed well by other datasets, we provide a new dataset and benchmark, with high-accuracy, rigorously verified ground truth, on 17 video sequences. Methods developed for wide baseline stereo (e.g., 5-point methods) perform poorly on monocular video. On the other hand, methods used in autonomous driving (e.g., SLAM) leverage specific sensor setups, specific motion models, or local optimization strategies (lagging batch processing) and do not generalize well to handheld video. Finally, for dynamic scenes, commonly used robustification techniques like RANSAC require large numbers of iterations, and become prohibitively slow. We introduce a novel generalization of the Hough transform on SO(3) to efficiently and robustly find the camera rotation most compatible with optical flow. Among comparably fast methods, ours reduces error by almost 50\% over the next best, and is more accurate than any method, irrespective of speed. This represents a strong new performance point for crowded scenes, an important setting for computer vision. The code and the dataset are available at https://fabiendelattre.com/robust-rotation-estimation.
PERF: Panoramic Neural Radiance Field from a Single Panorama
Neural Radiance Field (NeRF) has achieved substantial progress in novel view synthesis given multi-view images. Recently, some works have attempted to train a NeRF from a single image with 3D priors. They mainly focus on a limited field of view with a few occlusions, which greatly limits their scalability to real-world 360-degree panoramic scenarios with large-size occlusions. In this paper, we present PERF, a 360-degree novel view synthesis framework that trains a panoramic neural radiance field from a single panorama. Notably, PERF allows 3D roaming in a complex scene without expensive and tedious image collection. To achieve this goal, we propose a novel collaborative RGBD inpainting method and a progressive inpainting-and-erasing method to lift up a 360-degree 2D scene to a 3D scene. Specifically, we first predict a panoramic depth map as initialization given a single panorama and reconstruct visible 3D regions with volume rendering. Then we introduce a collaborative RGBD inpainting approach into a NeRF for completing RGB images and depth maps from random views, which is derived from an RGB Stable Diffusion model and a monocular depth estimator. Finally, we introduce an inpainting-and-erasing strategy to avoid inconsistent geometry between a newly-sampled view and reference views. The two components are integrated into the learning of NeRFs in a unified optimization framework and achieve promising results. Extensive experiments on Replica and a new dataset PERF-in-the-wild demonstrate the superiority of our PERF over state-of-the-art methods. Our PERF can be widely used for real-world applications, such as panorama-to-3D, text-to-3D, and 3D scene stylization applications. Project page and code are available at https://perf-project.github.io/ and https://github.com/perf-project/PeRF.
Human from Blur: Human Pose Tracking from Blurry Images
We propose a method to estimate 3D human poses from substantially blurred images. The key idea is to tackle the inverse problem of image deblurring by modeling the forward problem with a 3D human model, a texture map, and a sequence of poses to describe human motion. The blurring process is then modeled by a temporal image aggregation step. Using a differentiable renderer, we can solve the inverse problem by backpropagating the pixel-wise reprojection error to recover the best human motion representation that explains a single or multiple input images. Since the image reconstruction loss alone is insufficient, we present additional regularization terms. To the best of our knowledge, we present the first method to tackle this problem. Our method consistently outperforms other methods on significantly blurry inputs since they lack one or multiple key functionalities that our method unifies, i.e. image deblurring with sub-frame accuracy and explicit 3D modeling of non-rigid human motion.
Beyond the Pixel: a Photometrically Calibrated HDR Dataset for Luminance and Color Prediction
Light plays an important role in human well-being. However, most computer vision tasks treat pixels without considering their relationship to physical luminance. To address this shortcoming, we introduce the Laval Photometric Indoor HDR Dataset, the first large-scale photometrically calibrated dataset of high dynamic range 360{\deg} panoramas. Our key contribution is the calibration of an existing, uncalibrated HDR Dataset. We do so by accurately capturing RAW bracketed exposures simultaneously with a professional photometric measurement device (chroma meter) for multiple scenes across a variety of lighting conditions. Using the resulting measurements, we establish the calibration coefficients to be applied to the HDR images. The resulting dataset is a rich representation of indoor scenes which displays a wide range of illuminance and color, and varied types of light sources. We exploit the dataset to introduce three novel tasks, where: per-pixel luminance, per-pixel color and planar illuminance can be predicted from a single input image. Finally, we also capture another smaller photometric dataset with a commercial 360{\deg} camera, to experiment on generalization across cameras. We are optimistic that the release of our datasets and associated code will spark interest in physically accurate light estimation within the community. Dataset and code are available at https://lvsn.github.io/beyondthepixel/.
Linear-Covariance Loss for End-to-End Learning of 6D Pose Estimation
Most modern image-based 6D object pose estimation methods learn to predict 2D-3D correspondences, from which the pose can be obtained using a PnP solver. Because of the non-differentiable nature of common PnP solvers, these methods are supervised via the individual correspondences. To address this, several methods have designed differentiable PnP strategies, thus imposing supervision on the pose obtained after the PnP step. Here, we argue that this conflicts with the averaging nature of the PnP problem, leading to gradients that may encourage the network to degrade the accuracy of individual correspondences. To address this, we derive a loss function that exploits the ground truth pose before solving the PnP problem. Specifically, we linearize the PnP solver around the ground-truth pose and compute the covariance of the resulting pose distribution. We then define our loss based on the diagonal covariance elements, which entails considering the final pose estimate yet not suffering from the PnP averaging issue. Our experiments show that our loss consistently improves the pose estimation accuracy for both dense and sparse correspondence based methods, achieving state-of-the-art results on both Linemod-Occluded and YCB-Video.
Fine-Grained Cross-View Geo-Localization Using a Correlation-Aware Homography Estimator
In this paper, we introduce a novel approach to fine-grained cross-view geo-localization. Our method aligns a warped ground image with a corresponding GPS-tagged satellite image covering the same area using homography estimation. We first employ a differentiable spherical transform, adhering to geometric principles, to accurately align the perspective of the ground image with the satellite map. This transformation effectively places ground and aerial images in the same view and on the same plane, reducing the task to an image alignment problem. To address challenges such as occlusion, small overlapping range, and seasonal variations, we propose a robust correlation-aware homography estimator to align similar parts of the transformed ground image with the satellite image. Our method achieves sub-pixel resolution and meter-level GPS accuracy by mapping the center point of the transformed ground image to the satellite image using a homography matrix and determining the orientation of the ground camera using a point above the central axis. Operating at a speed of 30 FPS, our method outperforms state-of-the-art techniques, reducing the mean metric localization error by 21.3% and 32.4% in same-area and cross-area generalization tasks on the VIGOR benchmark, respectively, and by 34.4% on the KITTI benchmark in same-area evaluation.
CoMo: A novel co-moving 3D camera system
Motivated by the theoretical interest in reconstructing long 3D trajectories of individual birds in large flocks, we developed CoMo, a co-moving camera system of two synchronized high speed cameras coupled with rotational stages, which allow us to dynamically follow the motion of a target flock. With the rotation of the cameras we overcome the limitations of standard static systems that restrict the duration of the collected data to the short interval of time in which targets are in the cameras common field of view, but at the same time we change in time the external parameters of the system, which have then to be calibrated frame-by-frame. We address the calibration of the external parameters measuring the position of the cameras and their three angles of yaw, pitch and roll in the system "home" configuration (rotational stage at an angle equal to 0deg and combining this static information with the time dependent rotation due to the stages. We evaluate the robustness and accuracy of the system by comparing reconstructed and measured 3D distances in what we call 3D tests, which show a relative error of the order of 1%. The novelty of the work presented in this paper is not only on the system itself, but also on the approach we use in the tests, which we show to be a very powerful tool in detecting and fixing calibration inaccuracies and that, for this reason, may be relevant for a broad audience.
SRPose: Two-view Relative Pose Estimation with Sparse Keypoints
Two-view pose estimation is essential for map-free visual relocalization and object pose tracking tasks. However, traditional matching methods suffer from time-consuming robust estimators, while deep learning-based pose regressors only cater to camera-to-world pose estimation, lacking generalizability to different image sizes and camera intrinsics. In this paper, we propose SRPose, a sparse keypoint-based framework for two-view relative pose estimation in camera-to-world and object-to-camera scenarios. SRPose consists of a sparse keypoint detector, an intrinsic-calibration position encoder, and promptable prior knowledge-guided attention layers. Given two RGB images of a fixed scene or a moving object, SRPose estimates the relative camera or 6D object pose transformation. Extensive experiments demonstrate that SRPose achieves competitive or superior performance compared to state-of-the-art methods in terms of accuracy and speed, showing generalizability to both scenarios. It is robust to different image sizes and camera intrinsics, and can be deployed with low computing resources.
LEAP: Liberate Sparse-view 3D Modeling from Camera Poses
Are camera poses necessary for multi-view 3D modeling? Existing approaches predominantly assume access to accurate camera poses. While this assumption might hold for dense views, accurately estimating camera poses for sparse views is often elusive. Our analysis reveals that noisy estimated poses lead to degraded performance for existing sparse-view 3D modeling methods. To address this issue, we present LEAP, a novel pose-free approach, therefore challenging the prevailing notion that camera poses are indispensable. LEAP discards pose-based operations and learns geometric knowledge from data. LEAP is equipped with a neural volume, which is shared across scenes and is parameterized to encode geometry and texture priors. For each incoming scene, we update the neural volume by aggregating 2D image features in a feature-similarity-driven manner. The updated neural volume is decoded into the radiance field, enabling novel view synthesis from any viewpoint. On both object-centric and scene-level datasets, we show that LEAP significantly outperforms prior methods when they employ predicted poses from state-of-the-art pose estimators. Notably, LEAP performs on par with prior approaches that use ground-truth poses while running 400times faster than PixelNeRF. We show LEAP generalizes to novel object categories and scenes, and learns knowledge closely resembles epipolar geometry. Project page: https://hwjiang1510.github.io/LEAP/
LPSNet: End-to-End Human Pose and Shape Estimation with Lensless Imaging
Human pose and shape (HPS) estimation with lensless imaging is not only beneficial to privacy protection but also can be used in covert surveillance scenarios due to the small size and simple structure of this device. However, this task presents significant challenges due to the inherent ambiguity of the captured measurements and lacks effective methods for directly estimating human pose and shape from lensless data. In this paper, we propose the first end-to-end framework to recover 3D human poses and shapes from lensless measurements to our knowledge. We specifically design a multi-scale lensless feature decoder to decode the lensless measurements through the optically encoded mask for efficient feature extraction. We also propose a double-head auxiliary supervision mechanism to improve the estimation accuracy of human limb ends. Besides, we establish a lensless imaging system and verify the effectiveness of our method on various datasets acquired by our lensless imaging system.
Supervised Homography Learning with Realistic Dataset Generation
In this paper, we propose an iterative framework, which consists of two phases: a generation phase and a training phase, to generate realistic training data and yield a supervised homography network. In the generation phase, given an unlabeled image pair, we utilize the pre-estimated dominant plane masks and homography of the pair, along with another sampled homography that serves as ground truth to generate a new labeled training pair with realistic motion. In the training phase, the generated data is used to train the supervised homography network, in which the training data is refined via a content consistency module and a quality assessment module. Once an iteration is finished, the trained network is used in the next data generation phase to update the pre-estimated homography. Through such an iterative strategy, the quality of the dataset and the performance of the network can be gradually and simultaneously improved. Experimental results show that our method achieves state-of-the-art performance and existing supervised methods can be also improved based on the generated dataset. Code and dataset are available at https://github.com/JianghaiSCU/RealSH.
MSF: Motion-guided Sequential Fusion for Efficient 3D Object Detection from Point Cloud Sequences
Point cloud sequences are commonly used to accurately detect 3D objects in applications such as autonomous driving. Current top-performing multi-frame detectors mostly follow a Detect-and-Fuse framework, which extracts features from each frame of the sequence and fuses them to detect the objects in the current frame. However, this inevitably leads to redundant computation since adjacent frames are highly correlated. In this paper, we propose an efficient Motion-guided Sequential Fusion (MSF) method, which exploits the continuity of object motion to mine useful sequential contexts for object detection in the current frame. We first generate 3D proposals on the current frame and propagate them to preceding frames based on the estimated velocities. The points-of-interest are then pooled from the sequence and encoded as proposal features. A novel Bidirectional Feature Aggregation (BiFA) module is further proposed to facilitate the interactions of proposal features across frames. Besides, we optimize the point cloud pooling by a voxel-based sampling technique so that millions of points can be processed in several milliseconds. The proposed MSF method achieves not only better efficiency than other multi-frame detectors but also leading accuracy, with 83.12% and 78.30% mAP on the LEVEL1 and LEVEL2 test sets of Waymo Open Dataset, respectively. Codes can be found at https://github.com/skyhehe123/MSF.
SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections
Inverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Project page: https://markboss.me/publication/2022-samurai/ Video: https://youtu.be/LlYuGDjXp-8
Aria Digital Twin: A New Benchmark Dataset for Egocentric 3D Machine Perception
We introduce the Aria Digital Twin (ADT) - an egocentric dataset captured using Aria glasses with extensive object, environment, and human level ground truth. This ADT release contains 200 sequences of real-world activities conducted by Aria wearers in two real indoor scenes with 398 object instances (324 stationary and 74 dynamic). Each sequence consists of: a) raw data of two monochrome camera streams, one RGB camera stream, two IMU streams; b) complete sensor calibration; c) ground truth data including continuous 6-degree-of-freedom (6DoF) poses of the Aria devices, object 6DoF poses, 3D eye gaze vectors, 3D human poses, 2D image segmentations, image depth maps; and d) photo-realistic synthetic renderings. To the best of our knowledge, there is no existing egocentric dataset with a level of accuracy, photo-realism and comprehensiveness comparable to ADT. By contributing ADT to the research community, our mission is to set a new standard for evaluation in the egocentric machine perception domain, which includes very challenging research problems such as 3D object detection and tracking, scene reconstruction and understanding, sim-to-real learning, human pose prediction - while also inspiring new machine perception tasks for augmented reality (AR) applications. To kick start exploration of the ADT research use cases, we evaluated several existing state-of-the-art methods for object detection, segmentation and image translation tasks that demonstrate the usefulness of ADT as a benchmarking dataset.
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.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Iterative Geometry Encoding Volume for Stereo Matching
Recurrent All-Pairs Field Transforms (RAFT) has shown great potentials in matching tasks. However, all-pairs correlations lack non-local geometry knowledge and have difficulties tackling local ambiguities in ill-posed regions. In this paper, we propose Iterative Geometry Encoding Volume (IGEV-Stereo), a new deep network architecture for stereo matching. The proposed IGEV-Stereo builds a combined geometry encoding volume that encodes geometry and context information as well as local matching details, and iteratively indexes it to update the disparity map. To speed up the convergence, we exploit GEV to regress an accurate starting point for ConvGRUs iterations. Our IGEV-Stereo ranks 1^{st} on KITTI 2015 and 2012 (Reflective) among all published methods and is the fastest among the top 10 methods. In addition, IGEV-Stereo has strong cross-dataset generalization as well as high inference efficiency. We also extend our IGEV to multi-view stereo (MVS), i.e. IGEV-MVS, which achieves competitive accuracy on DTU benchmark. Code is available at https://github.com/gangweiX/IGEV.
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
Diffusion-Based 3D Human Pose Estimation with Multi-Hypothesis Aggregation
In this paper, a novel Diffusion-based 3D Pose estimation (D3DP) method with Joint-wise reProjection-based Multi-hypothesis Aggregation (JPMA) is proposed for probabilistic 3D human pose estimation. On the one hand, D3DP generates multiple possible 3D pose hypotheses for a single 2D observation. It gradually diffuses the ground truth 3D poses to a random distribution, and learns a denoiser conditioned on 2D keypoints to recover the uncontaminated 3D poses. The proposed D3DP is compatible with existing 3D pose estimators and supports users to balance efficiency and accuracy during inference through two customizable parameters. On the other hand, JPMA is proposed to assemble multiple hypotheses generated by D3DP into a single 3D pose for practical use. It reprojects 3D pose hypotheses to the 2D camera plane, selects the best hypothesis joint-by-joint based on the reprojection errors, and combines the selected joints into the final pose. The proposed JPMA conducts aggregation at the joint level and makes use of the 2D prior information, both of which have been overlooked by previous approaches. Extensive experiments on Human3.6M and MPI-INF-3DHP datasets show that our method outperforms the state-of-the-art deterministic and probabilistic approaches by 1.5% and 8.9%, respectively. Code is available at https://github.com/paTRICK-swk/D3DP.
MACARONS: Mapping And Coverage Anticipation with RGB Online Self-Supervision
We introduce a method that simultaneously learns to explore new large environments and to reconstruct them in 3D from color images only. This is closely related to the Next Best View problem (NBV), where one has to identify where to move the camera next to improve the coverage of an unknown scene. However, most of the current NBV methods rely on depth sensors, need 3D supervision and/or do not scale to large scenes. Our method requires only a color camera and no 3D supervision. It simultaneously learns in a self-supervised fashion to predict a "volume occupancy field" from color images and, from this field, to predict the NBV. Thanks to this approach, our method performs well on new scenes as it is not biased towards any training 3D data. We demonstrate this on a recent dataset made of various 3D scenes and show it performs even better than recent methods requiring a depth sensor, which is not a realistic assumption for outdoor scenes captured with a flying drone.
BLADE: Single-view Body Mesh Learning through Accurate Depth Estimation
Single-image human mesh recovery is a challenging task due to the ill-posed nature of simultaneous body shape, pose, and camera estimation. Existing estimators work well on images taken from afar, but they break down as the person moves close to the camera. Moreover, current methods fail to achieve both accurate 3D pose and 2D alignment at the same time. Error is mainly introduced by inaccurate perspective projection heuristically derived from orthographic parameters. To resolve this long-standing challenge, we present our method BLADE which accurately recovers perspective parameters from a single image without heuristic assumptions. We start from the inverse relationship between perspective distortion and the person's Z-translation Tz, and we show that Tz can be reliably estimated from the image. We then discuss the important role of Tz for accurate human mesh recovery estimated from close-range images. Finally, we show that, once Tz and the 3D human mesh are estimated, one can accurately recover the focal length and full 3D translation. Extensive experiments on standard benchmarks and real-world close-range images show that our method is the first to accurately recover projection parameters from a single image, and consequently attain state-of-the-art accuracy on 3D pose estimation and 2D alignment for a wide range of images. https://research.nvidia.com/labs/amri/projects/blade/
SimPB: A Single Model for 2D and 3D Object Detection from Multiple Cameras
The field of autonomous driving has attracted considerable interest in approaches that directly infer 3D objects in the Bird's Eye View (BEV) from multiple cameras. Some attempts have also explored utilizing 2D detectors from single images to enhance the performance of 3D detection. However, these approaches rely on a two-stage process with separate detectors, where the 2D detection results are utilized only once for token selection or query initialization. In this paper, we present a single model termed SimPB, which simultaneously detects 2D objects in the perspective view and 3D objects in the BEV space from multiple cameras. To achieve this, we introduce a hybrid decoder consisting of several multi-view 2D decoder layers and several 3D decoder layers, specifically designed for their respective detection tasks. A Dynamic Query Allocation module and an Adaptive Query Aggregation module are proposed to continuously update and refine the interaction between 2D and 3D results, in a cyclic 3D-2D-3D manner. Additionally, Query-group Attention is utilized to strengthen the interaction among 2D queries within each camera group. In the experiments, we evaluate our method on the nuScenes dataset and demonstrate promising results for both 2D and 3D detection tasks. Our code is available at: https://github.com/nullmax-vision/SimPB.
NAVI: Category-Agnostic Image Collections with High-Quality 3D Shape and Pose Annotations
Recent advances in neural reconstruction enable high-quality 3D object reconstruction from casually captured image collections. Current techniques mostly analyze their progress on relatively simple image collections where Structure-from-Motion (SfM) techniques can provide ground-truth (GT) camera poses. We note that SfM techniques tend to fail on in-the-wild image collections such as image search results with varying backgrounds and illuminations. To enable systematic research progress on 3D reconstruction from casual image captures, we propose NAVI: a new dataset of category-agnostic image collections of objects with high-quality 3D scans along with per-image 2D-3D alignments providing near-perfect GT camera parameters. These 2D-3D alignments allow us to extract accurate derivative annotations such as dense pixel correspondences, depth and segmentation maps. We demonstrate the use of NAVI image collections on different problem settings and show that NAVI enables more thorough evaluations that were not possible with existing datasets. We believe NAVI is beneficial for systematic research progress on 3D reconstruction and correspondence estimation. Project page: https://navidataset.github.io
NoPose-NeuS: Jointly Optimizing Camera Poses with Neural Implicit Surfaces for Multi-view Reconstruction
Learning neural implicit surfaces from volume rendering has become popular for multi-view reconstruction. Neural surface reconstruction approaches can recover complex 3D geometry that are difficult for classical Multi-view Stereo (MVS) approaches, such as non-Lambertian surfaces and thin structures. However, one key assumption for these methods is knowing accurate camera parameters for the input multi-view images, which are not always available. In this paper, we present NoPose-NeuS, a neural implicit surface reconstruction method that extends NeuS to jointly optimize camera poses with the geometry and color networks. We encode the camera poses as a multi-layer perceptron (MLP) and introduce two additional losses, which are multi-view feature consistency and rendered depth losses, to constrain the learned geometry for better estimated camera poses and scene surfaces. Extensive experiments on the DTU dataset show that the proposed method can estimate relatively accurate camera poses, while maintaining a high surface reconstruction quality with 0.89 mean Chamfer distance.
HyperCUT: Video Sequence from a Single Blurry Image using Unsupervised Ordering
We consider the challenging task of training models for image-to-video deblurring, which aims to recover a sequence of sharp images corresponding to a given blurry image input. A critical issue disturbing the training of an image-to-video model is the ambiguity of the frame ordering since both the forward and backward sequences are plausible solutions. This paper proposes an effective self-supervised ordering scheme that allows training high-quality image-to-video deblurring models. Unlike previous methods that rely on order-invariant losses, we assign an explicit order for each video sequence, thus avoiding the order-ambiguity issue. Specifically, we map each video sequence to a vector in a latent high-dimensional space so that there exists a hyperplane such that for every video sequence, the vectors extracted from it and its reversed sequence are on different sides of the hyperplane. The side of the vectors will be used to define the order of the corresponding sequence. Last but not least, we propose a real-image dataset for the image-to-video deblurring problem that covers a variety of popular domains, including face, hand, and street. Extensive experimental results confirm the effectiveness of our method. Code and data are available at https://github.com/VinAIResearch/HyperCUT.git
Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture
4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.
V3D: Video Diffusion Models are Effective 3D Generators
Automatic 3D generation has recently attracted widespread attention. Recent methods have greatly accelerated the generation speed, but usually produce less-detailed objects due to limited model capacity or 3D data. Motivated by recent advancements in video diffusion models, we introduce V3D, which leverages the world simulation capacity of pre-trained video diffusion models to facilitate 3D generation. To fully unleash the potential of video diffusion to perceive the 3D world, we further introduce geometrical consistency prior and extend the video diffusion model to a multi-view consistent 3D generator. Benefiting from this, the state-of-the-art video diffusion model could be fine-tuned to generate 360degree orbit frames surrounding an object given a single image. With our tailored reconstruction pipelines, we can generate high-quality meshes or 3D Gaussians within 3 minutes. Furthermore, our method can be extended to scene-level novel view synthesis, achieving precise control over the camera path with sparse input views. Extensive experiments demonstrate the superior performance of the proposed approach, especially in terms of generation quality and multi-view consistency. Our code is available at https://github.com/heheyas/V3D
CAMPARI: Camera-Aware Decomposed Generative Neural Radiance Fields
Tremendous progress in deep generative models has led to photorealistic image synthesis. While achieving compelling results, most approaches operate in the two-dimensional image domain, ignoring the three-dimensional nature of our world. Several recent works therefore propose generative models which are 3D-aware, i.e., scenes are modeled in 3D and then rendered differentiably to the image plane. This leads to impressive 3D consistency, but incorporating such a bias comes at a price: the camera needs to be modeled as well. Current approaches assume fixed intrinsics and a predefined prior over camera pose ranges. As a result, parameter tuning is typically required for real-world data, and results degrade if the data distribution is not matched. Our key hypothesis is that learning a camera generator jointly with the image generator leads to a more principled approach to 3D-aware image synthesis. Further, we propose to decompose the scene into a background and foreground model, leading to more efficient and disentangled scene representations. While training from raw, unposed image collections, we learn a 3D- and camera-aware generative model which faithfully recovers not only the image but also the camera data distribution. At test time, our model generates images with explicit control over the camera as well as the shape and appearance of the scene.
Zero-Shot Metric Depth with a Field-of-View Conditioned Diffusion Model
While methods for monocular depth estimation have made significant strides on standard benchmarks, zero-shot metric depth estimation remains unsolved. Challenges include the joint modeling of indoor and outdoor scenes, which often exhibit significantly different distributions of RGB and depth, and the depth-scale ambiguity due to unknown camera intrinsics. Recent work has proposed specialized multi-head architectures for jointly modeling indoor and outdoor scenes. In contrast, we advocate a generic, task-agnostic diffusion model, with several advancements such as log-scale depth parameterization to enable joint modeling of indoor and outdoor scenes, conditioning on the field-of-view (FOV) to handle scale ambiguity and synthetically augmenting FOV during training to generalize beyond the limited camera intrinsics in training datasets. Furthermore, by employing a more diverse training mixture than is common, and an efficient diffusion parameterization, our method, DMD (Diffusion for Metric Depth) achieves a 25\% reduction in relative error (REL) on zero-shot indoor and 33\% reduction on zero-shot outdoor datasets over the current SOTA using only a small number of denoising steps. For an overview see https://diffusion-vision.github.io/dmd
Extending 6D Object Pose Estimators for Stereo Vision
Estimating the 6D pose of objects accurately, quickly, and robustly remains a difficult task. However, recent methods for directly regressing poses from RGB images using dense features have achieved state-of-the-art results. Stereo vision, which provides an additional perspective on the object, can help reduce pose ambiguity and occlusion. Moreover, stereo can directly infer the distance of an object, while mono-vision requires internalized knowledge of the object's size. To extend the state-of-the-art in 6D object pose estimation to stereo, we created a BOP compatible stereo version of the YCB-V dataset. Our method outperforms state-of-the-art 6D pose estimation algorithms by utilizing stereo vision and can easily be adopted for other dense feature-based algorithms.
SPIdepth: Strengthened Pose Information for Self-supervised Monocular Depth Estimation
Self-supervised monocular depth estimation has garnered considerable attention for its applications in autonomous driving and robotics. While recent methods have made strides in leveraging techniques like the Self Query Layer (SQL) to infer depth from motion, they often overlook the potential of strengthening pose information. In this paper, we introduce SPIdepth, a novel approach that prioritizes enhancing the pose network for improved depth estimation. Building upon the foundation laid by SQL, SPIdepth emphasizes the importance of pose information in capturing fine-grained scene structures. By enhancing the pose network's capabilities, SPIdepth achieves remarkable advancements in scene understanding and depth estimation. Experimental results on benchmark datasets such as KITTI, Cityscapes, and Make3D showcase SPIdepth's state-of-the-art performance, surpassing previous methods by significant margins. Specifically, SPIdepth tops the self-supervised KITTI benchmark. Additionally, SPIdepth achieves the lowest AbsRel (0.029), SqRel (0.069), and RMSE (1.394) on KITTI, establishing new state-of-the-art results. On Cityscapes, SPIdepth shows improvements over SQLdepth of 21.7% in AbsRel, 36.8% in SqRel, and 16.5% in RMSE, even without using motion masks. On Make3D, SPIdepth in zero-shot outperforms all other models. Remarkably, SPIdepth achieves these results using only a single image for inference, surpassing even methods that utilize video sequences for inference, thus demonstrating its efficacy and efficiency in real-world applications. Our approach represents a significant leap forward in self-supervised monocular depth estimation, underscoring the importance of strengthening pose information for advancing scene understanding in real-world applications. The code and pre-trained models are publicly available at https://github.com/Lavreniuk/SPIdepth.
Object-level Geometric Structure Preserving for Natural Image Stitching
The topic of stitching images with globally natural structures holds paramount significance. Current methodologies exhibit the ability to preserve local geometric structures, yet fall short in maintaining relationships between these geometric structures. In this paper, we endeavor to safeguard the overall, OBJect-level structures within images based on Global Similarity Prior, while concurrently mitigating distortion and ghosting artifacts with OBJ-GSP. Our approach leverages the Segment Anything Model to extract geometric structures with semantic information, enhancing the algorithm's ability to preserve objects in a manner that aligns more intuitively with human perception. We seek to identify spatial constraints that govern the relationships between various geometric boundaries. Recognizing that multiple geometric boundaries collectively define complete objects, we employ triangular meshes to safeguard not only individual geometric structures but also the overall shapes of objects within the images. Empirical evaluations across multiple image stitching datasets demonstrate that our method establishes a new state-of-the-art benchmark in image stitching. Our implementation and dataset is publicly available at https://github.com/RussRobin/OBJ-GSP .
Grounding Image Matching in 3D with MASt3R
Image Matching is a core component of all best-performing algorithms and pipelines in 3D vision. Yet despite matching being fundamentally a 3D problem, intrinsically linked to camera pose and scene geometry, it is typically treated as a 2D problem. This makes sense as the goal of matching is to establish correspondences between 2D pixel fields, but also seems like a potentially hazardous choice. In this work, we take a different stance and propose to cast matching as a 3D task with DUSt3R, a recent and powerful 3D reconstruction framework based on Transformers. Based on pointmaps regression, this method displayed impressive robustness in matching views with extreme viewpoint changes, yet with limited accuracy. We aim here to improve the matching capabilities of such an approach while preserving its robustness. We thus propose to augment the DUSt3R network with a new head that outputs dense local features, trained with an additional matching loss. We further address the issue of quadratic complexity of dense matching, which becomes prohibitively slow for downstream applications if not carefully treated. We introduce a fast reciprocal matching scheme that not only accelerates matching by orders of magnitude, but also comes with theoretical guarantees and, lastly, yields improved results. Extensive experiments show that our approach, coined MASt3R, significantly outperforms the state of the art on multiple matching tasks. In particular, it beats the best published methods by 30% (absolute improvement) in VCRE AUC on the extremely challenging Map-free localization dataset.
EGformer: Equirectangular Geometry-biased Transformer for 360 Depth Estimation
Estimating the depths of equirectangular (360) images (EIs) is challenging given the distorted 180 x 360 field-of-view, which is hard to be addressed via convolutional neural network (CNN). Although a transformer with global attention achieves significant improvements over CNN for EI depth estimation task, it is computationally inefficient, which raises the need for transformer with local attention. However, to apply local attention successfully for EIs, a specific strategy, which addresses distorted equirectangular geometry and limited receptive field simultaneously, is required. Prior works have only cared either of them, resulting in unsatisfactory depths occasionally. In this paper, we propose an equirectangular geometry-biased transformer termed EGformer, which enables local attention extraction in a global manner considering the equirectangular geometry. To achieve this, we actively utilize the equirectangular geometry as the bias for the local attention instead of struggling to reduce the distortion of EIs. As compared to the most recent transformer based EI depth estimation studies, the proposed approach yields the best depth outcomes overall with the lowest computational cost and the fewest parameters, demonstrating the effectiveness of the proposed methods.
Sample4Geo: Hard Negative Sampling For Cross-View Geo-Localisation
Cross-View Geo-Localisation is still a challenging task where additional modules, specific pre-processing or zooming strategies are necessary to determine accurate positions of images. Since different views have different geometries, pre-processing like polar transformation helps to merge them. However, this results in distorted images which then have to be rectified. Adding hard negatives to the training batch could improve the overall performance but with the default loss functions in geo-localisation it is difficult to include them. In this article, we present a simplified but effective architecture based on contrastive learning with symmetric InfoNCE loss that outperforms current state-of-the-art results. Our framework consists of a narrow training pipeline that eliminates the need of using aggregation modules, avoids further pre-processing steps and even increases the generalisation capability of the model to unknown regions. We introduce two types of sampling strategies for hard negatives. The first explicitly exploits geographically neighboring locations to provide a good starting point. The second leverages the visual similarity between the image embeddings in order to mine hard negative samples. Our work shows excellent performance on common cross-view datasets like CVUSA, CVACT, University-1652 and VIGOR. A comparison between cross-area and same-area settings demonstrate the good generalisation capability of our model.
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.
Towards Zero-Shot Scale-Aware Monocular Depth Estimation
Monocular depth estimation is scale-ambiguous, and thus requires scale supervision to produce metric predictions. Even so, the resulting models will be geometry-specific, with learned scales that cannot be directly transferred across domains. Because of that, recent works focus instead on relative depth, eschewing scale in favor of improved up-to-scale zero-shot transfer. In this work we introduce ZeroDepth, a novel monocular depth estimation framework capable of predicting metric scale for arbitrary test images from different domains and camera parameters. This is achieved by (i) the use of input-level geometric embeddings that enable the network to learn a scale prior over objects; and (ii) decoupling the encoder and decoder stages, via a variational latent representation that is conditioned on single frame information. We evaluated ZeroDepth targeting both outdoor (KITTI, DDAD, nuScenes) and indoor (NYUv2) benchmarks, and achieved a new state-of-the-art in both settings using the same pre-trained model, outperforming methods that train on in-domain data and require test-time scaling to produce metric estimates.
Epipolar Transformers
A common approach to localize 3D human joints in a synchronized and calibrated multi-view setup consists of two-steps: (1) apply a 2D detector separately on each view to localize joints in 2D, and (2) perform robust triangulation on 2D detections from each view to acquire the 3D joint locations. However, in step 1, the 2D detector is limited to solving challenging cases which could potentially be better resolved in 3D, such as occlusions and oblique viewing angles, purely in 2D without leveraging any 3D information. Therefore, we propose the differentiable "epipolar transformer", which enables the 2D detector to leverage 3D-aware features to improve 2D pose estimation. The intuition is: given a 2D location p in the current view, we would like to first find its corresponding point p' in a neighboring view, and then combine the features at p' with the features at p, thus leading to a 3D-aware feature at p. Inspired by stereo matching, the epipolar transformer leverages epipolar constraints and feature matching to approximate the features at p'. Experiments on InterHand and Human3.6M show that our approach has consistent improvements over the baselines. Specifically, in the condition where no external data is used, our Human3.6M model trained with ResNet-50 backbone and image size 256 x 256 outperforms state-of-the-art by 4.23 mm and achieves MPJPE 26.9 mm.
Splatt3R: Zero-shot Gaussian Splatting from Uncalibrated Image Pairs
In this paper, we introduce Splatt3R, a pose-free, feed-forward method for in-the-wild 3D reconstruction and novel view synthesis from stereo pairs. Given uncalibrated natural images, Splatt3R can predict 3D Gaussian Splats without requiring any camera parameters or depth information. For generalizability, we build Splatt3R upon a ``foundation'' 3D geometry reconstruction method, MASt3R, by extending it to deal with both 3D structure and appearance. Specifically, unlike the original MASt3R which reconstructs only 3D point clouds, we predict the additional Gaussian attributes required to construct a Gaussian primitive for each point. Hence, unlike other novel view synthesis methods, Splatt3R is first trained by optimizing the 3D point cloud's geometry loss, and then a novel view synthesis objective. By doing this, we avoid the local minima present in training 3D Gaussian Splats from stereo views. We also propose a novel loss masking strategy that we empirically find is critical for strong performance on extrapolated viewpoints. We train Splatt3R on the ScanNet++ dataset and demonstrate excellent generalisation to uncalibrated, in-the-wild images. Splatt3R can reconstruct scenes at 4FPS at 512 x 512 resolution, and the resultant splats can be rendered in real-time.
Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models
Despite having tremendous progress in image-to-3D generation, existing methods still struggle to produce multi-view consistent images with high-resolution textures in detail, especially in the paradigm of 2D diffusion that lacks 3D awareness. In this work, we present High-resolution Image-to-3D model (Hi3D), a new video diffusion based paradigm that redefines a single image to multi-view images as 3D-aware sequential image generation (i.e., orbital video generation). This methodology delves into the underlying temporal consistency knowledge in video diffusion model that generalizes well to geometry consistency across multiple views in 3D generation. Technically, Hi3D first empowers the pre-trained video diffusion model with 3D-aware prior (camera pose condition), yielding multi-view images with low-resolution texture details. A 3D-aware video-to-video refiner is learnt to further scale up the multi-view images with high-resolution texture details. Such high-resolution multi-view images are further augmented with novel views through 3D Gaussian Splatting, which are finally leveraged to obtain high-fidelity meshes via 3D reconstruction. Extensive experiments on both novel view synthesis and single view reconstruction demonstrate that our Hi3D manages to produce superior multi-view consistency images with highly-detailed textures. Source code and data are available at https://github.com/yanghb22-fdu/Hi3D-Official.
FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views
We present FLARE, a feed-forward model designed to infer high-quality camera poses and 3D geometry from uncalibrated sparse-view images (i.e., as few as 2-8 inputs), which is a challenging yet practical setting in real-world applications. Our solution features a cascaded learning paradigm with camera pose serving as the critical bridge, recognizing its essential role in mapping 3D structures onto 2D image planes. Concretely, FLARE starts with camera pose estimation, whose results condition the subsequent learning of geometric structure and appearance, optimized through the objectives of geometry reconstruction and novel-view synthesis. Utilizing large-scale public datasets for training, our method delivers state-of-the-art performance in the tasks of pose estimation, geometry reconstruction, and novel view synthesis, while maintaining the inference efficiency (i.e., less than 0.5 seconds). The project page and code can be found at: https://zhanghe3z.github.io/FLARE/
Intrinsic Image Decomposition via Ordinal Shading
Intrinsic decomposition is a fundamental mid-level vision problem that plays a crucial role in various inverse rendering and computational photography pipelines. Generating highly accurate intrinsic decompositions is an inherently under-constrained task that requires precisely estimating continuous-valued shading and albedo. In this work, we achieve high-resolution intrinsic decomposition by breaking the problem into two parts. First, we present a dense ordinal shading formulation using a shift- and scale-invariant loss in order to estimate ordinal shading cues without restricting the predictions to obey the intrinsic model. We then combine low- and high-resolution ordinal estimations using a second network to generate a shading estimate with both global coherency and local details. We encourage the model to learn an accurate decomposition by computing losses on the estimated shading as well as the albedo implied by the intrinsic model. We develop a straightforward method for generating dense pseudo ground truth using our model's predictions and multi-illumination data, enabling generalization to in-the-wild imagery. We present an exhaustive qualitative and quantitative analysis of our predicted intrinsic components against state-of-the-art methods. Finally, we demonstrate the real-world applicability of our estimations by performing otherwise difficult editing tasks such as recoloring and relighting.
DirectMHP: Direct 2D Multi-Person Head Pose Estimation with Full-range Angles
Existing head pose estimation (HPE) mainly focuses on single person with pre-detected frontal heads, which limits their applications in real complex scenarios with multi-persons. We argue that these single HPE methods are fragile and inefficient for Multi-Person Head Pose Estimation (MPHPE) since they rely on the separately trained face detector that cannot generalize well to full viewpoints, especially for heads with invisible face areas. In this paper, we focus on the full-range MPHPE problem, and propose a direct end-to-end simple baseline named DirectMHP. Due to the lack of datasets applicable to the full-range MPHPE, we firstly construct two benchmarks by extracting ground-truth labels for head detection and head orientation from public datasets AGORA and CMU Panoptic. They are rather challenging for having many truncated, occluded, tiny and unevenly illuminated human heads. Then, we design a novel end-to-end trainable one-stage network architecture by joint regressing locations and orientations of multi-head to address the MPHPE problem. Specifically, we regard pose as an auxiliary attribute of the head, and append it after the traditional object prediction. Arbitrary pose representation such as Euler angles is acceptable by this flexible design. Then, we jointly optimize these two tasks by sharing features and utilizing appropriate multiple losses. In this way, our method can implicitly benefit from more surroundings to improve HPE accuracy while maintaining head detection performance. We present comprehensive comparisons with state-of-the-art single HPE methods on public benchmarks, as well as superior baseline results on our constructed MPHPE datasets. Datasets and code are released in https://github.com/hnuzhy/DirectMHP.
Central Angle Optimization for 360-degree Holographic 3D Content
In this study, we propose a method to find an optimal central angle in deep learning-based depth map estimation used to produce realistic holographic content. The acquisition of RGB-depth map images as detailed as possible must be performed to generate holograms of high quality, despite the high computational cost. Therefore, we introduce a novel pipeline designed to analyze various values of central angles between adjacent camera viewpoints equidistant from the origin of an object-centered environment. Then we propose the optimal central angle to generate high-quality holographic content. The proposed pipeline comprises key steps such as comparing estimated depth maps and comparing reconstructed CGHs (Computer-Generated Holograms) from RGB images and estimated depth maps. We experimentally demonstrate and discuss the relationship between the central angle and the quality of digital holographic content.
Learning Continuous Exposure Value Representations for Single-Image HDR Reconstruction
Deep learning is commonly used to reconstruct HDR images from LDR images. LDR stack-based methods are used for single-image HDR reconstruction, generating an HDR image from a deep learning-generated LDR stack. However, current methods generate the stack with predetermined exposure values (EVs), which may limit the quality of HDR reconstruction. To address this, we propose the continuous exposure value representation (CEVR), which uses an implicit function to generate LDR images with arbitrary EVs, including those unseen during training. Our approach generates a continuous stack with more images containing diverse EVs, significantly improving HDR reconstruction. We use a cycle training strategy to supervise the model in generating continuous EV LDR images without corresponding ground truths. Our CEVR model outperforms existing methods, as demonstrated by experimental results.
Reangle-A-Video: 4D Video Generation as Video-to-Video Translation
We introduce Reangle-A-Video, a unified framework for generating synchronized multi-view videos from a single input video. Unlike mainstream approaches that train multi-view video diffusion models on large-scale 4D datasets, our method reframes the multi-view video generation task as video-to-videos translation, leveraging publicly available image and video diffusion priors. In essence, Reangle-A-Video operates in two stages. (1) Multi-View Motion Learning: An image-to-video diffusion transformer is synchronously fine-tuned in a self-supervised manner to distill view-invariant motion from a set of warped videos. (2) Multi-View Consistent Image-to-Images Translation: The first frame of the input video is warped and inpainted into various camera perspectives under an inference-time cross-view consistency guidance using DUSt3R, generating multi-view consistent starting images. Extensive experiments on static view transport and dynamic camera control show that Reangle-A-Video surpasses existing methods, establishing a new solution for multi-view video generation. We will publicly release our code and data. Project page: https://hyeonho99.github.io/reangle-a-video/
ImmersePro: End-to-End Stereo Video Synthesis Via Implicit Disparity Learning
We introduce ImmersePro, an innovative framework specifically designed to transform single-view videos into stereo videos. This framework utilizes a novel dual-branch architecture comprising a disparity branch and a context branch on video data by leveraging spatial-temporal attention mechanisms. ImmersePro employs implicit disparity guidance, enabling the generation of stereo pairs from video sequences without the need for explicit disparity maps, thus reducing potential errors associated with disparity estimation models. In addition to the technical advancements, we introduce the YouTube-SBS dataset, a comprehensive collection of 423 stereo videos sourced from YouTube. This dataset is unprecedented in its scale, featuring over 7 million stereo pairs, and is designed to facilitate training and benchmarking of stereo video generation models. Our experiments demonstrate the effectiveness of ImmersePro in producing high-quality stereo videos, offering significant improvements over existing methods. Compared to the best competitor stereo-from-mono we quantitatively improve the results by 11.76\% (L1), 6.39\% (SSIM), and 5.10\% (PSNR).
SV3D: Novel Multi-view Synthesis and 3D Generation from a Single Image using Latent Video Diffusion
We present Stable Video 3D (SV3D) -- a latent video diffusion model for high-resolution, image-to-multi-view generation of orbital videos around a 3D object. Recent work on 3D generation propose techniques to adapt 2D generative models for novel view synthesis (NVS) and 3D optimization. However, these methods have several disadvantages due to either limited views or inconsistent NVS, thereby affecting the performance of 3D object generation. In this work, we propose SV3D that adapts image-to-video diffusion model for novel multi-view synthesis and 3D generation, thereby leveraging the generalization and multi-view consistency of the video models, while further adding explicit camera control for NVS. We also propose improved 3D optimization techniques to use SV3D and its NVS outputs for image-to-3D generation. Extensive experimental results on multiple datasets with 2D and 3D metrics as well as user study demonstrate SV3D's state-of-the-art performance on NVS as well as 3D reconstruction compared to prior works.