Abstract:Human videos offer a scalable way to train robot manipulation policies, but lack the action labels needed by standard imitation learning algorithms. Existing cross-embodiment approaches try to map human motion to robot actions, but often fail when the embodiments differ significantly. We propose X-Sim, a real-to-sim-to-real framework that uses object motion as a dense and transferable signal for learning robot policies. X-Sim starts by reconstructing a photorealistic simulation from an RGBD human video and tracking object trajectories to define object-centric rewards. These rewards are used to train a reinforcement learning (RL) policy in simulation. The learned policy is then distilled into an image-conditioned diffusion policy using synthetic rollouts rendered with varied viewpoints and lighting. To transfer to the real world, X-Sim introduces an online domain adaptation technique that aligns real and simulated observations during deployment. Importantly, X-Sim does not require any robot teleoperation data. We evaluate it across 5 manipulation tasks in 2 environments and show that it: (1) improves task progress by 30% on average over hand-tracking and sim-to-real baselines, (2) matches behavior cloning with 10x less data collection time, and (3) generalizes to new camera viewpoints and test-time changes. Code and videos are available at https://portal-cornell.github.io/X-Sim/.
Abstract:Despite the unprecedented progress in the field of 3D generation, current systems still often fail to produce high-quality 3D assets that are visually appealing and geometrically and semantically consistent across multiple viewpoints. To effectively assess the quality of the generated 3D data, there is a need for a reliable 3D evaluation tool. Unfortunately, existing 3D evaluation metrics often overlook the geometric quality of generated assets or merely rely on black-box multimodal large language models for coarse assessment. In this paper, we introduce Eval3D, a fine-grained, interpretable evaluation tool that can faithfully evaluate the quality of generated 3D assets based on various distinct yet complementary criteria. Our key observation is that many desired properties of 3D generation, such as semantic and geometric consistency, can be effectively captured by measuring the consistency among various foundation models and tools. We thus leverage a diverse set of models and tools as probes to evaluate the inconsistency of generated 3D assets across different aspects. Compared to prior work, Eval3D provides pixel-wise measurement, enables accurate 3D spatial feedback, and aligns more closely with human judgments. We comprehensively evaluate existing 3D generation models using Eval3D and highlight the limitations and challenges of current models.
Abstract:Creating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications.
Abstract:360{\deg} videos have emerged as a promising medium to represent our dynamic visual world. Compared to the "tunnel vision" of standard cameras, their borderless field of view offers a more complete perspective of our surroundings. While existing video models excel at producing standard videos, their ability to generate full panoramic videos remains elusive. In this paper, we investigate the task of video-to-360{\deg} generation: given a perspective video as input, our goal is to generate a full panoramic video that is consistent with the original video. Unlike conventional video generation tasks, the output's field of view is significantly larger, and the model is required to have a deep understanding of both the spatial layout of the scene and the dynamics of objects to maintain spatio-temporal consistency. To address these challenges, we first leverage the abundant 360{\deg} videos available online and develop a high-quality data filtering pipeline to curate pairwise training data. We then carefully design a series of geometry- and motion-aware operations to facilitate the learning process and improve the quality of 360{\deg} video generation. Experimental results demonstrate that our model can generate realistic and coherent 360{\deg} videos from in-the-wild perspective video. In addition, we showcase its potential applications, including video stabilization, camera viewpoint control, and interactive visual question answering.
Abstract:Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Abstract:We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to render sparse voxels in the correct depth order along pixel rays by using dynamic Morton ordering. This avoids the well-known popping artifact found in Gaussian splatting. Second, we adaptively fit sparse voxels to different levels of detail within scenes, faithfully reproducing scene details while achieving high rendering frame rates. Our method improves the previous neural-free voxel grid representation by over 4db PSNR and more than 10x rendering FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our neural-free sparse voxels are seamlessly compatible with grid-based 3D processing algorithms. We achieve promising mesh reconstruction accuracy by integrating TSDF-Fusion and Marching Cubes into our sparse grid system.
Abstract:Multimodal language models (MLLMs) are increasingly being implemented in real-world environments, necessitating their ability to interpret 3D spaces and comprehend temporal dynamics. Despite their potential, current top models within our community still fall short in adequately understanding spatial and temporal dimensions. We introduce Coarse Correspondence, a simple, training-free, effective, and general-purpose visual prompting method to elicit 3D and temporal understanding in multimodal LLMs. Our method uses a lightweight tracking model to find object correspondences between frames in a video or between sets of image viewpoints. It selects the most frequent object instances and visualizes them with markers with unique IDs in the image. With this simple approach, we achieve state-of-the-art results on 3D understanding benchmarks including ScanQA (+20.5\%) and a subset of OpenEQA (+9.7\%), and on long-form video benchmarks such as EgoSchema (+6.0\%). We also curate a small diagnostic dataset to evaluate whether MLLMs can reason about space from a described viewpoint other than the camera viewpoint. Again, Coarse Correspondence improves spatial perspective-taking abilities but we highlight that MLLMs struggle with this task. Together, we demonstrate that our simple prompting method can significantly aid downstream tasks that require 3D or temporal reasoning.
Abstract:Benchmarks for large multimodal language models (MLMs) now serve to simultaneously assess the general capabilities of models instead of evaluating for a specific capability. As a result, when a developer wants to identify which models to use for their application, they are overwhelmed by the number of benchmarks and remain uncertain about which benchmark's results are most reflective of their specific use case. This paper introduces Task-Me-Anything, a benchmark generation engine which produces a benchmark tailored to a user's needs. Task-Me-Anything maintains an extendable taxonomy of visual assets and can programmatically generate a vast number of task instances. Additionally, it algorithmically addresses user queries regarding MLM performance efficiently within a computational budget. It contains 113K images, 10K videos, 2K 3D object assets, over 365 object categories, 655 attributes, and 335 relationships. It can generate 750M image/video question-answering pairs, which focus on evaluating MLM perceptual capabilities. Task-Me-Anything reveals critical insights: open-source MLMs excel in object and attribute recognition but lack spatial and temporal understanding; each model exhibits unique strengths and weaknesses; larger models generally perform better, though exceptions exist; and GPT4o demonstrates challenges in recognizing rotating/moving objects and distinguishing colors.
Abstract:We present Piva (Preserving Identity with Variational Score Distillation), a novel optimization-based method for editing images and 3D models based on diffusion models. Specifically, our approach is inspired by the recently proposed method for 2D image editing - Delta Denoising Score (DDS). We pinpoint the limitations in DDS for 2D and 3D editing, which causes detail loss and over-saturation. To address this, we propose an additional score distillation term that enforces identity preservation. This results in a more stable editing process, gradually optimizing NeRF models to match target prompts while retaining crucial input characteristics. We demonstrate the effectiveness of our approach in zero-shot image and neural field editing. Our method successfully alters visual attributes, adds both subtle and substantial structural elements, translates shapes, and achieves competitive results on standard 2D and 3D editing benchmarks. Additionally, our method imposes no constraints like masking or pre-training, making it compatible with a wide range of pre-trained diffusion models. This allows for versatile editing without needing neural field-to-mesh conversion, offering a more user-friendly experience.
Abstract:We propose ExtraNeRF, a novel method for extrapolating the range of views handled by a Neural Radiance Field (NeRF). Our main idea is to leverage NeRFs to model scene-specific, fine-grained details, while capitalizing on diffusion models to extrapolate beyond our observed data. A key ingredient is to track visibility to determine what portions of the scene have not been observed, and focus on reconstructing those regions consistently with diffusion models. Our primary contributions include a visibility-aware diffusion-based inpainting module that is fine-tuned on the input imagery, yielding an initial NeRF with moderate quality (often blurry) inpainted regions, followed by a second diffusion model trained on the input imagery to consistently enhance, notably sharpen, the inpainted imagery from the first pass. We demonstrate high-quality results, extrapolating beyond a small number of (typically six or fewer) input views, effectively outpainting the NeRF as well as inpainting newly disoccluded regions inside the original viewing volume. We compare with related work both quantitatively and qualitatively and show significant gains over prior art.