Department of Computer Science, ETH Zurich, Switzerland and Microsoft Mixed Reality & AI Lab, Zurich, Switzerland
Abstract:Scene coordinate regression (SCR) methods are a family of visual localization methods that directly regress 2D-3D matches for camera pose estimation. They are effective in small-scale scenes but face significant challenges in large-scale scenes that are further amplified in the absence of ground truth 3D point clouds for supervision. Here, the model can only rely on reprojection constraints and needs to implicitly triangulate the points. The challenges stem from a fundamental dilemma: The network has to be invariant to observations of the same landmark at different viewpoints and lighting conditions, etc., but at the same time discriminate unrelated but similar observations. The latter becomes more relevant and severe in larger scenes. In this work, we tackle this problem by introducing the concept of co-visibility to the network. We propose GLACE, which integrates pre-trained global and local encodings and enables SCR to scale to large scenes with only a single small-sized network. Specifically, we propose a novel feature diffusion technique that implicitly groups the reprojection constraints with co-visibility and avoids overfitting to trivial solutions. Additionally, our position decoder parameterizes the output positions for large-scale scenes more effectively. Without using 3D models or depth maps for supervision, our method achieves state-of-the-art results on large-scale scenes with a low-map-size model. On Cambridge landmarks, with a single model, we achieve 17% lower median position error than Poker, the ensemble variant of the state-of-the-art SCR method ACE. Code is available at: https://github.com/cvg/glace.
Abstract:We present an efficient neural 3D scene representation for novel-view synthesis (NVS) in large-scale, dynamic urban areas. Existing works are not well suited for applications like mixed-reality or closed-loop simulation due to their limited visual quality and non-interactive rendering speeds. Recently, rasterization-based approaches have achieved high-quality NVS at impressive speeds. However, these methods are limited to small-scale, homogeneous data, i.e. they cannot handle severe appearance and geometry variations due to weather, season, and lighting and do not scale to larger, dynamic areas with thousands of images. We propose 4DGF, a neural scene representation that scales to large-scale dynamic urban areas, handles heterogeneous input data, and substantially improves rendering speeds. We use 3D Gaussians as an efficient geometry scaffold while relying on neural fields as a compact and flexible appearance model. We integrate scene dynamics via a scene graph at global scale while modeling articulated motions on a local level via deformations. This decomposed approach enables flexible scene composition suitable for real-world applications. In experiments, we surpass the state-of-the-art by over 3 dB in PSNR and more than 200 times in rendering speed.
Abstract:The advent of Vision Language Models (VLMs) transformed image understanding from closed-set classifications to dynamic image-language interactions, enabling open-vocabulary segmentation. Despite this flexibility, VLMs often fall behind closed-set classifiers in accuracy due to their reliance on ambiguous image captions and lack of domain-specific knowledge. We, therefore, introduce a new task domain adaptation for open-vocabulary segmentation, enhancing VLMs with domain-specific priors while preserving their open-vocabulary nature. Existing adaptation methods, when applied to segmentation tasks, improve performance on training queries but can reduce VLM performance on zero-shot text inputs. To address this shortcoming, we propose an approach that combines parameter-efficient prompt tuning with a triplet-loss-based training strategy. This strategy is designed to enhance open-vocabulary generalization while adapting to the visual domain. Our results outperform other parameter-efficient adaptation strategies in open-vocabulary segment classification tasks across indoor and outdoor datasets. Notably, our approach is the only one that consistently surpasses the original VLM on zero-shot queries. Our adapted VLMs can be plug-and-play integrated into existing open-vocabulary segmentation pipelines, improving OV-Seg by +6.0% mIoU on ADE20K, and OpenMask3D by +4.1% AP on ScanNet++ Offices without any changes to the methods.
Abstract:Real-world objects and environments are predominantly composed of edge features, including straight lines and curves. Such edges are crucial elements for various applications, such as CAD modeling, surface meshing, lane mapping, etc. However, existing traditional methods only prioritize lines over curves for simplicity in geometric modeling. To this end, we introduce EMAP, a new method for learning 3D edge representations with a focus on both lines and curves. Our method implicitly encodes 3D edge distance and direction in Unsigned Distance Functions (UDF) from multi-view edge maps. On top of this neural representation, we propose an edge extraction algorithm that robustly abstracts parametric 3D edges from the inferred edge points and their directions. Comprehensive evaluations demonstrate that our method achieves better 3D edge reconstruction on multiple challenging datasets. We further show that our learned UDF field enhances neural surface reconstruction by capturing more details.
Abstract:Neural Radiance Fields (NeRFs) have shown remarkable success in synthesizing photorealistic views from multi-view images of static scenes, but face challenges in dynamic, real-world environments with distractors like moving objects, shadows, and lighting changes. Existing methods manage controlled environments and low occlusion ratios but fall short in render quality, especially under high occlusion scenarios. In this paper, we introduce NeRF On-the-go, a simple yet effective approach that enables the robust synthesis of novel views in complex, in-the-wild scenes from only casually captured image sequences. Delving into uncertainty, our method not only efficiently eliminates distractors, even when they are predominant in captures, but also achieves a notably faster convergence speed. Through comprehensive experiments on various scenes, our method demonstrates a significant improvement over state-of-the-art techniques. This advancement opens new avenues for NeRF in diverse and dynamic real-world applications.
Abstract:As large language models (LLMs) evolve, their integration with 3D spatial data (3D-LLMs) has seen rapid progress, offering unprecedented capabilities for understanding and interacting with physical spaces. This survey provides a comprehensive overview of the methodologies enabling LLMs to process, understand, and generate 3D data. Highlighting the unique advantages of LLMs, such as in-context learning, step-by-step reasoning, open-vocabulary capabilities, and extensive world knowledge, we underscore their potential to significantly advance spatial comprehension and interaction within embodied Artificial Intelligence (AI) systems. Our investigation spans various 3D data representations, from point clouds to Neural Radiance Fields (NeRFs). It examines their integration with LLMs for tasks such as 3D scene understanding, captioning, question-answering, and dialogue, as well as LLM-based agents for spatial reasoning, planning, and navigation. The paper also includes a brief review of other methods that integrate 3D and language. The meta-analysis presented in this paper reveals significant progress yet underscores the necessity for novel approaches to harness the full potential of 3D-LLMs. Hence, with this paper, we aim to chart a course for future research that explores and expands the capabilities of 3D-LLMs in understanding and interacting with the complex 3D world. To support this survey, we have established a project page where papers related to our topic are organized and listed: https://github.com/ActiveVisionLab/Awesome-LLM-3D.
Abstract:Meticulous 3D environment representations have been a longstanding goal in computer vision and robotics fields. The recent emergence of neural implicit representations has introduced radical innovation to this field as implicit representations enable numerous capabilities. Among these, the Neural Radiance Field (NeRF) has sparked a trend because of the huge representational advantages, such as simplified mathematical models, compact environment storage, and continuous scene representations. Apart from computer vision, NeRF has also shown tremendous potential in the field of robotics. Thus, we create this survey to provide a comprehensive understanding of NeRF in the field of robotics. By exploring the advantages and limitations of NeRF, as well as its current applications and future potential, we hope to shed light on this promising area of research. Our survey is divided into two main sections: \textit{The Application of NeRF in Robotics} and \textit{The Advance of NeRF in Robotics}, from the perspective of how NeRF enters the field of robotics. In the first section, we introduce and analyze some works that have been or could be used in the field of robotics from the perception and interaction perspectives. In the second section, we show some works related to improving NeRF's own properties, which are essential for deploying NeRF in the field of robotics. In the discussion section of the review, we summarize the existing challenges and provide some valuable future research directions for reference.
Abstract:Moving objects are frequently seen in daily life and usually appear blurred in images due to their motion. While general object retrieval is a widely explored area in computer vision, it primarily focuses on sharp and static objects, and retrieval of motion-blurred objects in large image collections remains unexplored. We propose a method for object retrieval in images that are affected by motion blur. The proposed method learns a robust representation capable of matching blurred objects to their deblurred versions and vice versa. To evaluate our approach, we present the first large-scale datasets for blurred object retrieval, featuring images with objects exhibiting varying degrees of blur in various poses and scales. We conducted extensive experiments, showing that our method outperforms state-of-the-art retrieval methods on the new blur-retrieval datasets, which validates the effectiveness of the proposed approach.
Abstract:We revisit certain problems of pose estimation based on 3D--2D correspondences between features which may be points or lines. Specifically, we address the two previously-studied minimal problems of estimating camera extrinsics from $p \in \{ 1, 2 \}$ point--point correspondences and $l=3-p$ line--line correspondences. To the best of our knowledge, all of the previously-known practical solutions to these problems required computing the roots of degree $\ge 4$ (univariate) polynomials when $p=2$, or degree $\ge 8$ polynomials when $p=1.$ We describe and implement two elementary solutions which reduce the degrees of the needed polynomials from $4$ to $2$ and from $8$ to $4$, respectively. We show experimentally that the resulting solvers are numerically stable and fast: when compared to the previous state-of-the art, we may obtain nearly an order of magnitude speedup. The code is available at \url{https://github.com/petrhruby97/efficient\_absolute}
Abstract:Natural language interfaces to embodied AI are becoming more ubiquitous in our daily lives. This opens further opportunities for language-based interaction with embodied agents, such as a user instructing an agent to execute some task in a specific location. For example, "put the bowls back in the cupboard next to the fridge" or "meet me at the intersection under the red sign." As such, we need methods that interface between natural language and map representations of the environment. To this end, we explore the question of whether we can use an open-set natural language query to identify a scene represented by a 3D scene graph. We define this task as "language-based scene-retrieval" and it is closely related to "coarse-localization," but we are instead searching for a match from a collection of disjoint scenes and not necessarily a large-scale continuous map. Therefore, we present Text2SceneGraphMatcher, a "scene-retrieval" pipeline that learns joint embeddings between text descriptions and scene graphs to determine if they are matched. The code, trained models, and datasets will be made public.