Abstract:Recent advances in 3D shape generation have achieved impressive results, but most existing methods rely on clean, unoccluded, and well-segmented inputs. Such conditions are rarely met in real-world scenarios. We present ShapeR, a novel approach for conditional 3D object shape generation from casually captured sequences. Given an image sequence, we leverage off-the-shelf visual-inertial SLAM, 3D detection algorithms, and vision-language models to extract, for each object, a set of sparse SLAM points, posed multi-view images, and machine-generated captions. A rectified flow transformer trained to effectively condition on these modalities then generates high-fidelity metric 3D shapes. To ensure robustness to the challenges of casually captured data, we employ a range of techniques including on-the-fly compositional augmentations, a curriculum training scheme spanning object- and scene-level datasets, and strategies to handle background clutter. Additionally, we introduce a new evaluation benchmark comprising 178 in-the-wild objects across 7 real-world scenes with geometry annotations. Experiments show that ShapeR significantly outperforms existing approaches in this challenging setting, achieving an improvement of 2.7x in Chamfer distance compared to state of the art.
Abstract:We introduce ART, Articulated Reconstruction Transformer -- a category-agnostic, feed-forward model that reconstructs complete 3D articulated objects from only sparse, multi-state RGB images. Previous methods for articulated object reconstruction either rely on slow optimization with fragile cross-state correspondences or use feed-forward models limited to specific object categories. In contrast, ART treats articulated objects as assemblies of rigid parts, formulating reconstruction as part-based prediction. Our newly designed transformer architecture maps sparse image inputs to a set of learnable part slots, from which ART jointly decodes unified representations for individual parts, including their 3D geometry, texture, and explicit articulation parameters. The resulting reconstructions are physically interpretable and readily exportable for simulation. Trained on a large-scale, diverse dataset with per-part supervision, and evaluated across diverse benchmarks, ART achieves significant improvements over existing baselines and establishes a new state of the art for articulated object reconstruction from image inputs.
Abstract:We present Ego-EXTRA, a video-language Egocentric Dataset for EXpert-TRAinee assistance. Ego-EXTRA features 50 hours of unscripted egocentric videos of subjects performing procedural activities (the trainees) while guided by real-world experts who provide guidance and answer specific questions using natural language. Following a ``Wizard of OZ'' data collection paradigm, the expert enacts a wearable intelligent assistant, looking at the activities performed by the trainee exclusively from their egocentric point of view, answering questions when asked by the trainee, or proactively interacting with suggestions during the procedures. This unique data collection protocol enables Ego-EXTRA to capture a high-quality dialogue in which expert-level feedback is provided to the trainee. Two-way dialogues between experts and trainees are recorded, transcribed, and used to create a novel benchmark comprising more than 15k high-quality Visual Question Answer sets, which we use to evaluate Multimodal Large Language Models. The results show that Ego-EXTRA is challenging and highlight the limitations of current models when used to provide expert-level assistance to the user. The Ego-EXTRA dataset is publicly available to support the benchmark of egocentric video-language assistants: https://fpv-iplab.github.io/Ego-EXTRA/.
Abstract:Precise 6-DoF simultaneous localization and mapping (SLAM) from onboard sensors is critical for wearable devices capturing egocentric data, which exhibits specific challenges, such as a wider diversity of motions and viewpoints, prevalent dynamic visual content, or long sessions affected by time-varying sensor calibration. While recent progress on SLAM has been swift, academic research is still driven by benchmarks that do not reflect these challenges or do not offer sufficiently accurate ground truth poses. In this paper, we introduce a new dataset and benchmark for visual-inertial SLAM with egocentric, multi-modal data. We record hours and kilometers of trajectories through a city center with glasses-like devices equipped with various sensors. We leverage surveying tools to obtain control points as indirect pose annotations that are metric, centimeter-accurate, and available at city scale. This makes it possible to evaluate extreme trajectories that involve walking at night or traveling in a vehicle. We show that state-of-the-art systems developed by academia are not robust to these challenges and we identify components that are responsible for this. In addition, we design tracks with different levels of difficulty to ease in-depth analysis and evaluation of less mature approaches. The dataset and benchmark are available at https://www.lamaria.ethz.ch.
Abstract:We introduce VertexRegen, a novel mesh generation framework that enables generation at a continuous level of detail. Existing autoregressive methods generate meshes in a partial-to-complete manner and thus intermediate steps of generation represent incomplete structures. VertexRegen takes inspiration from progressive meshes and reformulates the process as the reversal of edge collapse, i.e. vertex split, learned through a generative model. Experimental results demonstrate that VertexRegen produces meshes of comparable quality to state-of-the-art methods while uniquely offering anytime generation with the flexibility to halt at any step to yield valid meshes with varying levels of detail.
Abstract:In this paper, we investigate the challenges associated with using egocentric devices to photorealistic reconstruct the scene in high dynamic range. Existing methodologies typically assume using frame-rate 6DoF pose estimated from the device's visual-inertial odometry system, which may neglect crucial details necessary for pixel-accurate reconstruction. This study presents two significant findings. Firstly, in contrast to mainstream work treating RGB camera as global shutter frame-rate camera, we emphasize the importance of employing visual-inertial bundle adjustment (VIBA) to calibrate the precise timestamps and movement of the rolling shutter RGB sensing camera in a high frequency trajectory format, which ensures an accurate calibration of the physical properties of the rolling-shutter camera. Secondly, we incorporate a physical image formation model based into Gaussian Splatting, which effectively addresses the sensor characteristics, including the rolling-shutter effect of RGB cameras and the dynamic ranges measured by sensors. Our proposed formulation is applicable to the widely-used variants of Gaussian Splats representation. We conduct a comprehensive evaluation of our pipeline using the open-source Project Aria device under diverse indoor and outdoor lighting conditions, and further validate it on a Meta Quest3 device. Across all experiments, we observe a consistent visual enhancement of +1 dB in PSNR by incorporating VIBA, with an additional +1 dB achieved through our proposed image formation model. Our complete implementation, evaluation datasets, and recording profile are available at http://www.projectaria.com/photoreal-reconstruction/
Abstract:In this paper, we question whether we have a reliable self-supervised point cloud model that can be used for diverse 3D tasks via simple linear probing, even with limited data and minimal computation. We find that existing 3D self-supervised learning approaches fall short when evaluated on representation quality through linear probing. We hypothesize that this is due to what we term the "geometric shortcut", which causes representations to collapse to low-level spatial features. This challenge is unique to 3D and arises from the sparse nature of point cloud data. We address it through two key strategies: obscuring spatial information and enhancing the reliance on input features, ultimately composing a Sonata of 140k point clouds through self-distillation. Sonata is simple and intuitive, yet its learned representations are strong and reliable: zero-shot visualizations demonstrate semantic grouping, alongside strong spatial reasoning through nearest-neighbor relationships. Sonata demonstrates exceptional parameter and data efficiency, tripling linear probing accuracy (from 21.8% to 72.5%) on ScanNet and nearly doubling performance with only 1% of the data compared to previous approaches. Full fine-tuning further advances SOTA across both 3D indoor and outdoor perception tasks.
Abstract:We present a novel human-in-the-loop approach to estimate 3D scene layout that uses human feedback from an egocentric standpoint. We study this approach through introduction of a novel local correction task, where users identify local errors and prompt a model to automatically correct them. Building on SceneScript, a state-of-the-art framework for 3D scene layout estimation that leverages structured language, we propose a solution that structures this problem as "infilling", a task studied in natural language processing. We train a multi-task version of SceneScript that maintains performance on global predictions while significantly improving its local correction ability. We integrate this into a human-in-the-loop system, enabling a user to iteratively refine scene layout estimates via a low-friction "one-click fix'' workflow. Our system enables the final refined layout to diverge from the training distribution, allowing for more accurate modelling of complex layouts.
Abstract:We introduce Nymeria - a large-scale, diverse, richly annotated human motion dataset collected in the wild with multiple multimodal egocentric devices. The dataset comes with a) full-body 3D motion ground truth; b) egocentric multimodal recordings from Project Aria devices with RGB, grayscale, eye-tracking cameras, IMUs, magnetometer, barometer, and microphones; and c) an additional "observer" device providing a third-person viewpoint. We compute world-aligned 6DoF transformations for all sensors, across devices and capture sessions. The dataset also provides 3D scene point clouds and calibrated gaze estimation. We derive a protocol to annotate hierarchical language descriptions of in-context human motion, from fine-grain pose narrations, to atomic actions and activity summarization. To the best of our knowledge, the Nymeria dataset is the world largest in-the-wild collection of human motion with natural and diverse activities; first of its kind to provide synchronized and localized multi-device multimodal egocentric data; and the world largest dataset with motion-language descriptions. It contains 1200 recordings of 300 hours of daily activities from 264 participants across 50 locations, travelling a total of 399Km. The motion-language descriptions provide 310.5K sentences in 8.64M words from a vocabulary size of 6545. To demonstrate the potential of the dataset we define key research tasks for egocentric body tracking, motion synthesis, and action recognition and evaluate several state-of-the-art baseline algorithms. Data and code will be open-sourced.




Abstract:We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.