Max Planck Institute for Informatics, Saarland Informatics Campus
Abstract:We present a novel differentiable grid-based representation for efficiently solving differential equations (DEs). Widely used architectures for neural solvers, such as sinusoidal neural networks, are coordinate-based MLPs that are both computationally intensive and slow to train. Although grid-based alternatives for implicit representations (e.g., Instant-NGP and K-Planes) train faster by exploiting signal structure, their reliance on linear interpolation restricts their ability to compute higher-order derivatives, rendering them unsuitable for solving DEs. Our approach overcomes these limitations by combining the efficiency of feature grids with radial basis function interpolation, which is infinitely differentiable. To effectively capture high-frequency solutions and enable stable and faster computation of global gradients, we introduce a multi-resolution decomposition with co-located grids. Our proposed representation, DInf-Grid, is trained implicitly using the differential equations as loss functions, enabling accurate modelling of physical fields. We validate DInf-Grid on a variety of tasks, including the Poisson equation for image reconstruction, the Helmholtz equation for wave fields, and the Kirchhoff-Love boundary value problem for cloth simulation. Our results demonstrate a 5-20x speed-up over coordinate-based MLP-based methods, solving differential equations in seconds or minutes while maintaining comparable accuracy and compactness.
Abstract:3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods require subjects to be captured under complex time-multiplexed illumination, such as one-light-at-a-time (OLAT). We propose a new generalized relightable 3D Gaussian head model that can relight any subject observed in a single- or multi-view images without requiring OLAT data for that subject. Our core idea is to learn a mapping from flat-lit 3DGS avatars to corresponding relightable Gaussian parameters for that avatar. Our model consists of two stages: a first stage that models flat-lit 3DGS avatars without OLAT lighting, and a second stage that learns the mapping to physically-based reflectance parameters for high-quality relighting. This two-stage design allows us to train the first stage across diverse existing multi-view datasets without OLAT lighting ensuring cross-subject generalization, where we learn a dataset-specific lighting code for self-supervised lighting alignment. Subsequently, the second stage can be trained on a significantly smaller dataset of subjects captured under OLAT illumination. Together, this allows our method to generalize well and relight any subject from the first stage as if we had captured them under OLAT lighting. Furthermore, we can fit our model to unseen subjects from as little as a single image, allowing several applications in novel view synthesis and relighting for digital avatars.
Abstract:Synthesizing realistic human-object interactions (HOI) in video is challenging due to the complex, instance-specific interaction dynamics of both humans and objects. Incorporating controllability in video generation further adds to the complexity. Existing controllable video generation approaches face a trade-off: sparse controls like keypoint trajectories are easy to specify but lack instance-awareness, while dense signals such as optical flow, depths or 3D meshes are informative but costly to obtain. We propose VHOI, a two-stage framework that first densifies sparse trajectories into HOI mask sequences, and then fine-tunes a video diffusion model conditioned on these dense masks. We introduce a novel HOI-aware motion representation that uses color encodings to distinguish not only human and object motion, but also body-part-specific dynamics. This design incorporates a human prior into the conditioning signal and strengthens the model's ability to understand and generate realistic HOI dynamics. Experiments demonstrate state-of-the-art results in controllable HOI video generation. VHOI is not limited to interaction-only scenarios and can also generate full human navigation leading up to object interactions in an end-to-end manner. Project page: https://vcai.mpi-inf.mpg.de/projects/vhoi/.
Abstract:Free-moving object reconstruction from monocular video remains challenging, particularly without reliable pose or depth cues and under arbitrary object motion. We introduce OnlineSplatter, a novel online feed-forward framework generating high-quality, object-centric 3D Gaussians directly from RGB frames without requiring camera pose, depth priors, or bundle optimization. Our approach anchors reconstruction using the first frame and progressively refines the object representation through a dense Gaussian primitive field, maintaining constant computational cost regardless of video sequence length. Our core contribution is a dual-key memory module combining latent appearance-geometry keys with explicit directional keys, robustly fusing current frame features with temporally aggregated object states. This design enables effective handling of free-moving objects via spatial-guided memory readout and an efficient sparsification mechanism, ensuring comprehensive yet compact object coverage. Evaluations on real-world datasets demonstrate that OnlineSplatter significantly outperforms state-of-the-art pose-free reconstruction baselines, consistently improving with more observations while maintaining constant memory and runtime.
Abstract:Recent advances in the intrinsic reasoning capabilities of large language models (LLMs) have given rise to LLM-based agent systems that exhibit near-human performance on a variety of automated tasks. However, although these systems share similarities in terms of their use of LLMs, different reasoning frameworks of the agent system steer and organize the reasoning process in different ways. In this survey, we propose a systematic taxonomy that decomposes agentic reasoning frameworks and analyze how these frameworks dominate framework-level reasoning by comparing their applications across different scenarios. Specifically, we propose an unified formal language to further classify agentic reasoning systems into single-agent methods, tool-based methods, and multi-agent methods. After that, we provide a comprehensive review of their key application scenarios in scientific discovery, healthcare, software engineering, social simulation, and economics. We also analyze the characteristic features of each framework and summarize different evaluation strategies. Our survey aims to provide the research community with a panoramic view to facilitate understanding of the strengths, suitable scenarios, and evaluation practices of different agentic reasoning frameworks.
Abstract:We propose a novel diffusion-based framework for reconstructing 3D geometry of hand-held objects from monocular RGB images by leveraging hand-object interaction as geometric guidance. Our method conditions a latent diffusion model on an inpainted object appearance and uses inference-time guidance to optimize the object reconstruction, while simultaneously ensuring plausible hand-object interactions. Unlike prior methods that rely on extensive post-processing or produce low-quality reconstructions, our approach directly generates high-quality object geometry during the diffusion process by introducing guidance with an optimization-in-the-loop design. Specifically, we guide the diffusion model by applying supervision to the velocity field while simultaneously optimizing the transformations of both the hand and the object being reconstructed. This optimization is driven by multi-modal geometric cues, including normal and depth alignment, silhouette consistency, and 2D keypoint reprojection. We further incorporate signed distance field supervision and enforce contact and non-intersection constraints to ensure physical plausibility of hand-object interaction. Our method yields accurate, robust and coherent reconstructions under occlusion while generalizing well to in-the-wild scenarios.
Abstract:Quantum Implicit Neural Representations (QINRs) include components for learning and execution on gate-based quantum computers. While QINRs recently emerged as a promising new paradigm, many challenges concerning their architecture and ansatz design, the utility of quantum-mechanical properties, training efficiency and the interplay with classical modules remain. This paper advances the field by introducing a new type of QINR for 2D image and 3D geometric field learning, which we collectively refer to as Quantum Visual Field (QVF). QVF encodes classical data into quantum statevectors using neural amplitude encoding grounded in a learnable energy manifold, ensuring meaningful Hilbert space embeddings. Our ansatz follows a fully entangled design of learnable parametrised quantum circuits, with quantum (unitary) operations performed in the real Hilbert space, resulting in numerically stable training with fast convergence. QVF does not rely on classical post-processing -- in contrast to the previous QINR learning approach -- and directly employs projective measurement to extract learned signals encoded in the ansatz. Experiments on a quantum hardware simulator demonstrate that QVF outperforms the existing quantum approach and widely used classical foundational baselines in terms of visual representation accuracy across various metrics and model characteristics, such as learning of high-frequency details. We also show applications of QVF in 2D and 3D field completion and 3D shape interpolation, highlighting its practical potential.
Abstract:Simultaneous relighting and novel-view rendering of digital human representations is an important yet challenging task with numerous applications. Progress in this area has been significantly limited due to the lack of publicly available, high-quality datasets, especially for full-body human captures. To address this critical gap, we introduce the HumanOLAT dataset, the first publicly accessible large-scale dataset of multi-view One-Light-at-a-Time (OLAT) captures of full-body humans. The dataset includes HDR RGB frames under various illuminations, such as white light, environment maps, color gradients and fine-grained OLAT illuminations. Our evaluations of state-of-the-art relighting and novel-view synthesis methods underscore both the dataset's value and the significant challenges still present in modeling complex human-centric appearance and lighting interactions. We believe HumanOLAT will significantly facilitate future research, enabling rigorous benchmarking and advancements in both general and human-specific relighting and rendering techniques.
Abstract:An important challenge when using computer vision models in the real world is to evaluate their performance in potential out-of-distribution (OOD) scenarios. While simple synthetic corruptions are commonly applied to test OOD robustness, they often fail to capture nuisance shifts that occur in the real world. Recently, diffusion models have been applied to generate realistic images for benchmarking, but they are restricted to binary nuisance shifts. In this work, we introduce CNS-Bench, a Continuous Nuisance Shift Benchmark to quantify OOD robustness of image classifiers for continuous and realistic generative nuisance shifts. CNS-Bench allows generating a wide range of individual nuisance shifts in continuous severities by applying LoRA adapters to diffusion models. To address failure cases, we propose a filtering mechanism that outperforms previous methods, thereby enabling reliable benchmarking with generative models. With the proposed benchmark, we perform a large-scale study to evaluate the robustness of more than 40 classifiers under various nuisance shifts. Through carefully designed comparisons and analyses, we find that model rankings can change for varying shifts and shift scales, which cannot be captured when applying common binary shifts. Additionally, we show that evaluating the model performance on a continuous scale allows the identification of model failure points, providing a more nuanced understanding of model robustness. Project page including code and data: https://genintel.github.io/CNS.
Abstract:We introduce a new interpretation of the attention matrix as a discrete-time Markov chain. Our interpretation sheds light on common operations involving attention scores such as selection, summation, and averaging in a unified framework. It further extends them by considering indirect attention, propagated through the Markov chain, as opposed to previous studies that only model immediate effects. Our main observation is that tokens corresponding to semantically similar regions form a set of metastable states, where the attention clusters, while noisy attention scores tend to disperse. Metastable states and their prevalence can be easily computed through simple matrix multiplication and eigenanalysis, respectively. Using these lightweight tools, we demonstrate state-of-the-art zero-shot segmentation. Lastly, we define TokenRank -- the steady state vector of the Markov chain, which measures global token importance. We demonstrate that using it brings improvements in unconditional image generation. We believe our framework offers a fresh view of how tokens are being attended in modern visual transformers.