Abstract:Although there has been significant progress in neural radiance fields, an issue on dynamic illumination changes still remains unsolved. Different from relevant works that parameterize time-variant/-invariant components in scenes, subjects' radiance is highly entangled with their own emitted radiance and lighting colors in spatio-temporal domain. In this paper, we present a new effective method to learn disentangled neural fields under the severe illumination changes, named RehearsalNeRF. Our key idea is to leverage scenes captured under stable lighting like rehearsal stages, easily taken before dynamic illumination occurs, to enforce geometric consistency between the different lighting conditions. In particular, RehearsalNeRF employs a learnable vector for lighting effects which represents illumination colors in a temporal dimension and is used to disentangle projected light colors from scene radiance. Furthermore, our RehearsalNeRF is also able to reconstruct the neural fields of dynamic objects by simply adopting off-the-shelf interactive masks. To decouple the dynamic objects, we propose a new regularization leveraging optical flow, which provides coarse supervision for the color disentanglement. We demonstrate the effectiveness of RehearsalNeRF by showing robust performances on novel view synthesis and scene editing under dynamic illumination conditions. Our source code and video datasets will be publicly available.
Abstract:The reconstruction of dynamic 3D scenes using 3D Gaussian Splatting has shown significant promise. A key challenge, however, remains in modeling realistic motion, as most methods fail to align the motion of Gaussians with real-world physical dynamics. This misalignment is particularly problematic for monocular video datasets, where failing to maintain coherent motion undermines local geometric structure, ultimately leading to degraded reconstruction quality. Consequently, many state-of-the-art approaches rely heavily on external priors, such as optical flow or 2D tracks, to enforce temporal coherence. In this work, we propose a novel method to explicitly preserve the local geometric structure of Gaussians across time in 4D scenes. Our core idea is to introduce a view-space ray grouping strategy that clusters Gaussians intersected by the same ray, considering only those whose $α$-blending weights exceed a threshold. We then apply constraints to these groups to maintain a consistent spatial distribution, effectively preserving their local geometry. This approach enforces a more physically plausible motion model by ensuring that local geometry remains stable over time, eliminating the reliance on external guidance. We demonstrate the efficacy of our method by integrating it into two distinct baseline models. Extensive experiments on challenging monocular datasets show that our approach significantly outperforms existing methods, achieving superior temporal consistency and reconstruction quality.
Abstract:Recent progress in image-to-video (I2V) diffusion models has significantly advanced the field of generative inbetweening, which aims to generate semantically plausible frames between two keyframes. In particular, inference-time sampling strategies, which leverage the generative priors of large-scale pre-trained I2V models without additional training, have become increasingly popular. However, existing inference-time sampling, either fusing forward and backward paths in parallel or alternating them sequentially, often suffers from temporal discontinuities and undesirable visual artifacts due to the misalignment between the two generated paths. This is because each path follows the motion prior induced by its own conditioning frame. In this work, we propose Motion Prior Distillation (MPD), a simple yet effective inference-time distillation technique that suppresses bidirectional mismatch by distilling the motion residual of the forward path into the backward path. Our method can deliberately avoid denoising the end-conditioned path which causes the ambiguity of the path, and yield more temporally coherent inbetweening results with the forward motion prior. We not only perform quantitative evaluations on standard benchmarks, but also conduct extensive user studies to demonstrate the effectiveness of our approach in practical scenarios.




Abstract:Modeling and reproducing crowd behaviors are important in various domains including psychology, robotics, transport engineering and virtual environments. Conventional methods have focused on synthesizing momentary scenes, which have difficulty in replicating the continuous nature of real-world crowds. In this paper, we introduce a novel method for automatically generating continuous, realistic crowd trajectories with heterogeneous behaviors and interactions among individuals. We first design a crowd emitter model. To do this, we obtain spatial layouts from single input images, including a segmentation map, appearance map, population density map and population probability, prior to crowd generation. The emitter then continually places individuals on the timeline by assigning independent behavior characteristics such as agents' type, pace, and start/end positions using diffusion models. Next, our crowd simulator produces their long-term locomotions. To simulate diverse actions, it can augment their behaviors based on a Markov chain. As a result, our overall framework populates the scenes with heterogeneous crowd behaviors by alternating between the proposed emitter and simulator. Note that all the components in the proposed framework are user-controllable. Lastly, we propose a benchmark protocol to evaluate the realism and quality of the generated crowds in terms of the scene-level population dynamics and the individual-level trajectory accuracy. We demonstrate that our approach effectively models diverse crowd behavior patterns and generalizes well across different geographical environments. Code is publicly available at https://github.com/InhwanBae/CrowdES .
Abstract:Accurate precipitation forecasting is crucial for early warnings of disasters, such as floods and landslides. Traditional forecasts rely on ground-based radar systems, which are space-constrained and have high maintenance costs. Consequently, most developing countries depend on a global numerical model with low resolution, instead of operating their own radar systems. To mitigate this gap, we propose the Neural Precipitation Model (NPM), which uses global-scale geostationary satellite imagery. NPM predicts precipitation for up to six hours, with an update every hour. We take three key channels to discriminate rain clouds as input: infrared radiation (at a wavelength of 10.5 $\mu m$), upper- (6.3 $\mu m$), and lower- (7.3 $\mu m$) level water vapor channels. Additionally, NPM introduces positional encoders to capture seasonal and temporal patterns, accounting for variations in precipitation. Our experimental results demonstrate that NPM can predict rainfall in real-time with a resolution of 2 km. The code and dataset are available at https://github.com/seominseok0429/Data-driven-Precipitation-Nowcasting-Using-Satellite-Imagery.




Abstract:3D Gaussian Splatting has shown fast and high-quality rendering results in static scenes by leveraging dense 3D prior and explicit representations. Unfortunately, the benefits of the prior and representation do not involve novel view synthesis for dynamic motions. Ironically, this is because the main barrier is the reliance on them, which requires increasing training and rendering times to account for dynamic motions. In this paper, we design a Explicit 4D Gaussian Splatting(Ex4DGS). Our key idea is to firstly separate static and dynamic Gaussians during training, and to explicitly sample positions and rotations of the dynamic Gaussians at sparse timestamps. The sampled positions and rotations are then interpolated to represent both spatially and temporally continuous motions of objects in dynamic scenes as well as reducing computational cost. Additionally, we introduce a progressive training scheme and a point-backtracking technique that improves Ex4DGS's convergence. We initially train Ex4DGS using short timestamps and progressively extend timestamps, which makes it work well with a few point clouds. The point-backtracking is used to quantify the cumulative error of each Gaussian over time, enabling the detection and removal of erroneous Gaussians in dynamic scenes. Comprehensive experiments on various scenes demonstrate the state-of-the-art rendering quality from our method, achieving fast rendering of 62 fps on a single 2080Ti GPU.




Abstract:This paper introduces a method for realistic kinetic typography that generates user-preferred animatable 'text content'. We draw on recent advances in guided video diffusion models to achieve visually-pleasing text appearances. To do this, we first construct a kinetic typography dataset, comprising about 600K videos. Our dataset is made from a variety of combinations in 584 templates designed by professional motion graphics designers and involves changing each letter's position, glyph, and size (i.e., flying, glitches, chromatic aberration, reflecting effects, etc.). Next, we propose a video diffusion model for kinetic typography. For this, there are three requirements: aesthetic appearances, motion effects, and readable letters. This paper identifies the requirements. For this, we present static and dynamic captions used as spatial and temporal guidance of a video diffusion model, respectively. The static caption describes the overall appearance of the video, such as colors, texture and glyph which represent a shape of each letter. The dynamic caption accounts for the movements of letters and backgrounds. We add one more guidance with zero convolution to determine which text content should be visible in the video. We apply the zero convolution to the text content, and impose it on the diffusion model. Lastly, our glyph loss, only minimizing a difference between the predicted word and its ground-truth, is proposed to make the prediction letters readable. Experiments show that our model generates kinetic typography videos with legible and artistic letter motions based on text prompts.




Abstract:We present a novel framework for reconstructing animatable human avatars from multiple images, termed CanonicalFusion. Our central concept involves integrating individual reconstruction results into the canonical space. To be specific, we first predict Linear Blend Skinning (LBS) weight maps and depth maps using a shared-encoder-dual-decoder network, enabling direct canonicalization of the 3D mesh from the predicted depth maps. Here, instead of predicting high-dimensional skinning weights, we infer compressed skinning weights, i.e., 3-dimensional vector, with the aid of pre-trained MLP networks. We also introduce a forward skinning-based differentiable rendering scheme to merge the reconstructed results from multiple images. This scheme refines the initial mesh by reposing the canonical mesh via the forward skinning and by minimizing photometric and geometric errors between the rendered and the predicted results. Our optimization scheme considers the position and color of vertices as well as the joint angles for each image, thereby mitigating the negative effects of pose errors. We conduct extensive experiments to demonstrate the effectiveness of our method and compare our CanonicalFusion with state-of-the-art methods. Our source codes are available at https://github.com/jsshin98/CanonicalFusion.




Abstract:Dense depth maps have been used as a key element of visual perception tasks. There have been tremendous efforts to enhance the depth quality, ranging from optimization-based to learning-based methods. Despite the remarkable progress for a long time, their applicability in the real world is limited due to systematic measurement biases such as density, sensing pattern, and scan range. It is well-known that the biases make it difficult for these methods to achieve their generalization. We observe that learning a joint representation for input modalities (e.g., images and depth), which most recent methods adopt, is sensitive to the biases. In this work, we disentangle those modalities to mitigate the biases with prompt engineering. For this, we design a novel depth prompt module to allow the desirable feature representation according to new depth distributions from either sensor types or scene configurations. Our depth prompt can be embedded into foundation models for monocular depth estimation. Through this embedding process, our method helps the pretrained model to be free from restraint of depth scan range and to provide absolute scale depth maps. We demonstrate the effectiveness of our method through extensive evaluations. Source code is publicly available at https://github.com/JinhwiPark/DepthPrompting .




Abstract:Most domain adaptation (DA) methods are based on either a convolutional neural networks (CNNs) or a vision transformers (ViTs). They align the distribution differences between domains as encoders without considering their unique characteristics. For instance, ViT excels in accuracy due to its superior ability to capture global representations, while CNN has an advantage in capturing local representations. This fact has led us to design a hybrid method to fully take advantage of both ViT and CNN, called Explicitly Class-specific Boundaries (ECB). ECB learns CNN on ViT to combine their distinct strengths. In particular, we leverage ViT's properties to explicitly find class-specific decision boundaries by maximizing the discrepancy between the outputs of the two classifiers to detect target samples far from the source support. In contrast, the CNN encoder clusters target features based on the previously defined class-specific boundaries by minimizing the discrepancy between the probabilities of the two classifiers. Finally, ViT and CNN mutually exchange knowledge to improve the quality of pseudo labels and reduce the knowledge discrepancies of these models. Compared to conventional DA methods, our ECB achieves superior performance, which verifies its effectiveness in this hybrid model. The project website can be found https://dotrannhattuong.github.io/ECB/website/.