We propose MVSplat, an efficient feed-forward 3D Gaussian Splatting model learned from sparse multi-view images. To accurately localize the Gaussian centers, we propose to build a cost volume representation via plane sweeping in the 3D space, where the cross-view feature similarities stored in the cost volume can provide valuable geometry cues to the estimation of depth. We learn the Gaussian primitives' opacities, covariances, and spherical harmonics coefficients jointly with the Gaussian centers while only relying on photometric supervision. We demonstrate the importance of the cost volume representation in learning feed-forward Gaussian Splatting models via extensive experimental evaluations. On the large-scale RealEstate10K and ACID benchmarks, our model achieves state-of-the-art performance with the fastest feed-forward inference speed (22 fps). Compared to the latest state-of-the-art method pixelSplat, our model uses $10\times $ fewer parameters and infers more than $2\times$ faster while providing higher appearance and geometry quality as well as better cross-dataset generalization.
Holistic understanding of urban scenes based on RGB images is a challenging yet important problem. It encompasses understanding both the geometry and appearance to enable novel view synthesis, parsing semantic labels, and tracking moving objects. Despite considerable progress, existing approaches often focus on specific aspects of this task and require additional inputs such as LiDAR scans or manually annotated 3D bounding boxes. In this paper, we introduce a novel pipeline that utilizes 3D Gaussian Splatting for holistic urban scene understanding. Our main idea involves the joint optimization of geometry, appearance, semantics, and motion using a combination of static and dynamic 3D Gaussians, where moving object poses are regularized via physical constraints. Our approach offers the ability to render new viewpoints in real-time, yielding 2D and 3D semantic information with high accuracy, and reconstruct dynamic scenes, even in scenarios where 3D bounding box detection are highly noisy. Experimental results on KITTI, KITTI-360, and Virtual KITTI 2 demonstrate the effectiveness of our approach.
In this paper, we introduce the first large-scale video prediction model in the autonomous driving discipline. To eliminate the restriction of high-cost data collection and empower the generalization ability of our model, we acquire massive data from the web and pair it with diverse and high-quality text descriptions. The resultant dataset accumulates over 2000 hours of driving videos, spanning areas all over the world with diverse weather conditions and traffic scenarios. Inheriting the merits from recent latent diffusion models, our model, dubbed GenAD, handles the challenging dynamics in driving scenes with novel temporal reasoning blocks. We showcase that it can generalize to various unseen driving datasets in a zero-shot manner, surpassing general or driving-specific video prediction counterparts. Furthermore, GenAD can be adapted into an action-conditioned prediction model or a motion planner, holding great potential for real-world driving applications.
Names are essential to both human cognition and vision-language models. Open-vocabulary models utilize class names as text prompts to generalize to categories unseen during training. However, name qualities are often overlooked and lack sufficient precision in existing datasets. In this paper, we address this underexplored problem by presenting a framework for "renovating" names in open-vocabulary segmentation benchmarks (RENOVATE). Through human study, we demonstrate that the names generated by our model are more precise descriptions of the visual segments and hence enhance the quality of existing datasets by means of simple renaming. We further demonstrate that using our renovated names enables training of stronger open-vocabulary segmentation models. Using open-vocabulary segmentation for name quality evaluation, we show that our renovated names lead to up to 16% relative improvement from the original names on various benchmarks across various state-of-the-art models. We provide our code and relabelings for several popular segmentation datasets (ADE20K, Cityscapes, PASCAL Context) to the research community.
3D object detection is one of the most important components in any Self-Driving stack, but current state-of-the-art (SOTA) lidar object detectors require costly & slow manual annotation of 3D bounding boxes to perform well. Recently, several methods emerged to generate pseudo ground truth without human supervision, however, all of these methods have various drawbacks: Some methods require sensor rigs with full camera coverage and accurate calibration, partly supplemented by an auxiliary optical flow engine. Others require expensive high-precision localization to find objects that disappeared over multiple drives. We introduce a novel self-supervised method to train SOTA lidar object detection networks which works on unlabeled sequences of lidar point clouds only, which we call trajectory-regularized self-training. It utilizes a SOTA self-supervised lidar scene flow network under the hood to generate, track, and iteratively refine pseudo ground truth. We demonstrate the effectiveness of our approach for multiple SOTA object detection networks across multiple real-world datasets. Code will be released.
While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches.
We study how vision-language models (VLMs) trained on web-scale data can be integrated into end-to-end driving systems to boost generalization and enable interactivity with human users. While recent approaches adapt VLMs to driving via single-round visual question answering (VQA), human drivers reason about decisions in multiple steps. Starting from the localization of key objects, humans estimate object interactions before taking actions. The key insight is that with our proposed task, Graph VQA, where we model graph-structured reasoning through perception, prediction and planning question-answer pairs, we obtain a suitable proxy task to mimic the human reasoning process. We instantiate datasets (DriveLM-Data) built upon nuScenes and CARLA, and propose a VLM-based baseline approach (DriveLM-Agent) for jointly performing Graph VQA and end-to-end driving. The experiments demonstrate that Graph VQA provides a simple, principled framework for reasoning about a driving scene, and DriveLM-Data provides a challenging benchmark for this task. Our DriveLM-Agent baseline performs end-to-end autonomous driving competitively in comparison to state-of-the-art driving-specific architectures. Notably, its benefits are pronounced when it is evaluated zero-shot on unseen objects or sensor configurations. We hope this work can be the starting point to shed new light on how to apply VLMs for autonomous driving. To facilitate future research, all code, data, and models are available to the public.
We present NeLF-Pro, a novel representation for modeling and reconstructing light fields in diverse natural scenes that vary in extend and spatial granularity. In contrast to previous fast reconstruction methods that represent the 3D scene globally, we model the light field of a scene as a set of local light field feature probes, parameterized with position and multi-channel 2D feature maps. Our central idea is to bake the scene's light field into spatially varying learnable representations and to query point features by weighted blending of probes close to the camera - allowing for mipmap representation and rendering. We introduce a novel vector-matrix-matrix (VMM) factorization technique that effectively represents the light field feature probes as products of core factors (i.e., VM) shared among local feature probes, and a basis factor (i.e., M) - efficiently encoding internal relationships and patterns within the scene.Experimentally, we demonstrate that NeLF-Pro significantly boosts the performance of feature grid-based representations, and achieves fast reconstruction with better rendering quality while maintaining compact modeling.
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.
Training a deep neural network to maximize a target objective has become the standard recipe for successful machine learning over the last decade. These networks can be optimized with supervised learning, if the target objective is differentiable. For many interesting problems, this is however not the case. Common objectives like intersection over union (IoU), bilingual evaluation understudy (BLEU) score or rewards cannot be optimized with supervised learning. A common workaround is to define differentiable surrogate losses, leading to suboptimal solutions with respect to the actual objective. Reinforcement learning (RL) has emerged as a promising alternative for optimizing deep neural networks to maximize non-differentiable objectives in recent years. Examples include aligning large language models via human feedback, code generation, object detection or control problems. This makes RL techniques relevant to the larger machine learning audience. The subject is, however, time intensive to approach due to the large range of methods, as well as the often very theoretical presentation. In this introduction, we take an alternative approach, different from classic reinforcement learning textbooks. Rather than focusing on tabular problems, we introduce reinforcement learning as a generalization of supervised learning, which we first apply to non-differentiable objectives and later to temporal problems. Assuming only basic knowledge of supervised learning, the reader will be able to understand state-of-the-art deep RL algorithms like proximal policy optimization (PPO) after reading this tutorial.