Abstract:Point cloud completion aims to recover the complete 3D shape of an object from partial observations. While approaches relying on synthetic shape priors achieved promising results in this domain, their applicability and generalizability to real-world data are still limited. To tackle this problem, we propose a self-supervised framework, namely RealDiff, that formulates point cloud completion as a conditional generation problem directly on real-world measurements. To better deal with noisy observations without resorting to training on synthetic data, we leverage additional geometric cues. Specifically, RealDiff simulates a diffusion process at the missing object parts while conditioning the generation on the partial input to address the multimodal nature of the task. We further regularize the training by matching object silhouettes and depth maps, predicted by our method, with the externally estimated ones. Experimental results show that our method consistently outperforms state-of-the-art methods in real-world point cloud completion.




Abstract:In addition to color and textural information, geometry provides important cues for 3D scene reconstruction. However, current reconstruction methods only include geometry at the feature level thus not fully exploiting the geometric information. In contrast, this paper proposes a novel geometry integration mechanism for 3D scene reconstruction. Our approach incorporates 3D geometry at three levels, i.e. feature learning, feature fusion, and network supervision. First, geometry-guided feature learning encodes geometric priors to contain view-dependent information. Second, a geometry-guided adaptive feature fusion is introduced which utilizes the geometric priors as a guidance to adaptively generate weights for multiple views. Third, at the supervision level, taking the consistency between 2D and 3D normals into account, a consistent 3D normal loss is designed to add local constraints. Large-scale experiments are conducted on the ScanNet dataset, showing that volumetric methods with our geometry integration mechanism outperform state-of-the-art methods quantitatively as well as qualitatively. Volumetric methods with ours also show good generalization on the 7-Scenes and TUM RGB-D datasets.
Abstract:Existing methods in neural scene reconstruction utilize the Signed Distance Function (SDF) to model the density function. However, in indoor scenes, the density computed from the SDF for a sampled point may not consistently reflect its real importance in volume rendering, often due to the influence of neighboring objects. To tackle this issue, our work proposes a novel approach for indoor scene reconstruction, which instead parameterizes the density function with the Signed Ray Distance Function (SRDF). Firstly, the SRDF is predicted by the network and transformed to a ray-conditioned density function for volume rendering. We argue that the ray-specific SRDF only considers the surface along the camera ray, from which the derived density function is more consistent to the real occupancy than that from the SDF. Secondly, although SRDF and SDF represent different aspects of scene geometries, their values should share the same sign indicating the underlying spatial occupancy. Therefore, this work introduces a SRDF-SDF consistency loss to constrain the signs of the SRDF and SDF outputs. Thirdly, this work proposes a self-supervised visibility task, introducing the physical visibility geometry to the reconstruction task. The visibility task combines prior from predicted SRDF and SDF as pseudo labels, and contributes to generating more accurate 3D geometry. Our method implemented with different representations has been validated on indoor datasets, achieving improved performance in both reconstruction and view synthesis.




Abstract:3D Gaussian Splatting (3DGS) has become the de facto method of 3D representation in many vision tasks. This calls for the 3D understanding directly in this representation space. To facilitate the research in this direction, we first build a large-scale dataset of 3DGS using the commonly used ShapeNet and ModelNet datasets. Our dataset ShapeSplat consists of 65K objects from 87 unique categories, whose labels are in accordance with the respective datasets. The creation of this dataset utilized the compute equivalent of 2 GPU years on a TITAN XP GPU. We utilize our dataset for unsupervised pretraining and supervised finetuning for classification and segmentation tasks. To this end, we introduce \textbf{\textit{Gaussian-MAE}}, which highlights the unique benefits of representation learning from Gaussian parameters. Through exhaustive experiments, we provide several valuable insights. In particular, we show that (1) the distribution of the optimized GS centroids significantly differs from the uniformly sampled point cloud (used for initialization) counterpart; (2) this change in distribution results in degradation in classification but improvement in segmentation tasks when using only the centroids; (3) to leverage additional Gaussian parameters, we propose Gaussian feature grouping in a normalized feature space, along with splats pooling layer, offering a tailored solution to effectively group and embed similar Gaussians, which leads to notable improvement in finetuning tasks.
Abstract:Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper, we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices. Our project page is available at https://sceneteller.github.io/.
Abstract:This paper introduces a novel approach to illumination manipulation in diffusion models, addressing the gap in conditional image generation with a focus on lighting conditions. We conceptualize the diffusion model as a black-box image render and strategically decompose its energy function in alignment with the image formation model. Our method effectively separates and controls illumination-related properties during the generative process. It generates images with realistic illumination effects, including cast shadow, soft shadow, and inter-reflections. Remarkably, it achieves this without the necessity for learning intrinsic decomposition, finding directions in latent space, or undergoing additional training with new datasets.




Abstract:Existing perception methods for autonomous driving fall short of recognizing unknown entities not covered in the training data. Open-vocabulary methods offer promising capabilities in detecting any object but are limited by user-specified queries representing target classes. We propose AutoVoc3D, a framework for automatic object class recognition and open-ended segmentation. Evaluation on nuScenes showcases AutoVoc3D's ability to generate precise semantic classes and accurate point-wise segmentation. Moreover, we introduce Text-Point Semantic Similarity, a new metric to assess the semantic similarity between text and point cloud without eliminating novel classes.




Abstract:Images from outdoor scenes may be taken under various weather conditions. It is well studied that weather impacts the performance of computer vision algorithms and needs to be handled properly. However, existing algorithms model weather condition as a discrete status and estimate it using multi-label classification. The fact is that, physically, specifically in meteorology, weather are modeled as a continuous and transitional status. Instead of directly implementing hard classification as existing multi-weather classification methods do, we consider the physical formulation of multi-weather conditions and model the impact of physical-related parameter on learning from the image appearance. In this paper, we start with solid revisit of the physics definition of weather and how it can be described as a continuous machine learning and computer vision task. Namely, we propose to model the weather uncertainty, where the level of probability and co-existence of multiple weather conditions are both considered. A Gaussian mixture model is used to encapsulate the weather uncertainty and a uncertainty-aware multi-weather learning scheme is proposed based on prior-posterior learning. A novel multi-weather co-presence estimation transformer (MeFormer) is proposed. In addition, a new multi-weather co-presence estimation (MePe) dataset, along with 14 fine-grained weather categories and 16,078 samples, is proposed to benchmark both conventional multi-label weather classification task and multi-weather co-presence estimation task. Large scale experiments show that the proposed method achieves state-of-the-art performance and substantial generalization capabilities on both the conventional multi-label weather classification task and the proposed multi-weather co-presence estimation task. Besides, modeling weather uncertainty also benefits adverse-weather semantic segmentation.




Abstract:The scarcity of annotated data in outdoor point cloud segmentation poses a significant obstacle in harnessing the modeling capabilities of advanced networks like transformers. Consequently, scholars have been actively investigating efficacious self-supervised pre-training strategies, e.g. contrasting learning and reconstruction-based pretext tasks. Nevertheless, temporal information, which is inherent in the LiDAR point cloud sequence, is consistently disregarded. To better utilize this property, we propose an effective pre-training strategy, namely Temporal Masked AutoEncoders (T-MAE), which takes as input temporally adjacent frames and learns temporal dependency. A SiamWCA backbone, containing a Siamese encoder and a window-based cross-attention (WCA) module, is established for the two-frame input. Taking into account that the motion of an ego-vehicle alters the illumination angles of the same instance, temporal modeling also serves as a robust and natural data augmentation, enhancing the comprehension of target objects. Moreover, instead of utilizing consecutive frames, it is more cost-effective and powerful by using distant historical frames. SiamWCA is a powerful architecture but heavily relies on annotated data. With our T-MAE pre-training strategy, we achieve the best performance on the Waymo dataset among self-supervised learning methods. Comprehensive experiments are conducted to validate all components of our proposal. Upon acceptance, the source code will be made accessible.




Abstract:We present a new dense simultaneous localization and mapping (SLAM) method that uses Gaussian splats as a scene representation. The new representation enables interactive-time reconstruction and photo-realistic rendering of real-world and synthetic scenes. We propose novel strategies for seeding and optimizing Gaussian splats to extend their use from multiview offline scenarios to sequential monocular RGBD input data setups. In addition, we extend Gaussian splats to encode geometry and experiment with tracking against this scene representation. Our method achieves state-of-the-art rendering quality on both real-world and synthetic datasets while being competitive in reconstruction performance and runtime.