Modeling hand-object interactions is a fundamentally challenging task in 3D computer vision. Despite remarkable progress that has been achieved in this field, existing methods still fail to synthesize the hand-object interaction photo-realistically, suffering from degraded rendering quality caused by the heavy mutual occlusions between the hand and the object, and inaccurate hand-object pose estimation. To tackle these challenges, we present a novel free-viewpoint rendering framework, Neural Contact Radiance Field (NCRF), to reconstruct hand-object interactions from a sparse set of videos. In particular, the proposed NCRF framework consists of two key components: (a) A contact optimization field that predicts an accurate contact field from 3D query points for achieving desirable contact between the hand and the object. (b) A hand-object neural radiance field to learn an implicit hand-object representation in a static canonical space, in concert with the specifically designed hand-object motion field to produce observation-to-canonical correspondences. We jointly learn these key components where they mutually help and regularize each other with visual and geometric constraints, producing a high-quality hand-object reconstruction that achieves photo-realistic novel view synthesis. Extensive experiments on HO3D and DexYCB datasets show that our approach outperforms the current state-of-the-art in terms of both rendering quality and pose estimation accuracy.
Fine-grained grocery object recognition is an important computer vision problem with broad applications in automatic checkout, in-store robotic navigation, and assistive technologies for the visually impaired. Existing datasets on groceries are mainly 2D images. Models trained on these datasets are limited to learning features from the regular 2D grids. While portable 3D sensors such as Kinect were commonly available for mobile phones, sensors such as LiDAR and TrueDepth, have recently been integrated into mobile phones. Despite the availability of mobile 3D sensors, there are currently no dedicated real-world large-scale benchmark 3D datasets for grocery. In addition, existing 3D datasets lack fine-grained grocery categories and have limited training samples. Furthermore, collecting data by going around the object versus the traditional photo capture makes data collection cumbersome. Thus, we introduce a large-scale grocery dataset called 3DGrocery100. It constitutes 100 classes, with a total of 87,898 3D point clouds created from 10,755 RGB-D single-view images. We benchmark our dataset on six recent state-of-the-art 3D point cloud classification models. Additionally, we also benchmark the dataset on few-shot and continual learning point cloud classification tasks. Project Page: https://bigdatavision.org/3DGrocery100/.
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.
Several photonic microring resonators (MRRs) based analog accelerators have been proposed to accelerate the inference of integer-quantized CNNs with remarkably higher throughput and energy efficiency compared to their electronic counterparts. However, the existing analog photonic accelerators suffer from three shortcomings: (i) severe hampering of wavelength parallelism due to various crosstalk effects, (ii) inflexibility of supporting various dataflows other than the weight-stationary dataflow, and (iii) failure in fully leveraging the ability of photodetectors to perform in-situ accumulations. These shortcomings collectively hamper the performance and energy efficiency of prior accelerators. To tackle these shortcomings, we present a novel Hybrid timE Amplitude aNalog optical Accelerator, called HEANA. HEANA employs hybrid time-amplitude analog optical multipliers (TAOMs) that increase the flexibility of HEANA to support multiple dataflows. A spectrally hitless arrangement of TAOMs significantly reduces the crosstalk effects, thereby increasing the wavelength parallelism in HEANA. Moreover, HEANA employs our invented balanced photo-charge accumulators (BPCAs) that enable buffer-less, in-situ, temporal accumulations to eliminate the need to use reduction networks in HEANA, relieving it from related latency and energy overheads. Our evaluation for the inference of four modern CNNs indicates that HEANA provides improvements of atleast 66x and 84x in frames-per-second (FPS) and FPS/W (energy-efficiency), respectively, for equal-area comparisons, on gmean over two MRR-based analog CNN accelerators from prior work.
Despite significant progress in optical character recognition (OCR) and computer vision systems, robustly recognizing text and identifying people in images taken in unconstrained \emph{in-the-wild} environments remain an ongoing challenge. However, such obstacles must be overcome in practical applications of vision systems, such as identifying racers in photos taken during off-road racing events. To this end, we introduce two new challenging real-world datasets - the off-road motorcycle Racer Number Dataset (RND) and the Muddy Racer re-iDentification Dataset (MUDD) - to highlight the shortcomings of current methods and drive advances in OCR and person re-identification (ReID) under extreme conditions. These two datasets feature over 6,300 images taken during off-road competitions which exhibit a variety of factors that undermine even modern vision systems, namely mud, complex poses, and motion blur. We establish benchmark performance on both datasets using state-of-the-art models. Off-the-shelf models transfer poorly, reaching only 15% end-to-end (E2E) F1 score on text spotting, and 33% rank-1 accuracy on ReID. Fine-tuning yields major improvements, bringing model performance to 53% F1 score for E2E text spotting and 79% rank-1 accuracy on ReID, but still falls short of good performance. Our analysis exposes open problems in real-world OCR and ReID that necessitate domain-targeted techniques. With these datasets and analysis of model limitations, we aim to foster innovations in handling real-world conditions like mud and complex poses to drive progress in robust computer vision. All data was sourced from PerformancePhoto.co, a website used by professional motorsports photographers, racers, and fans. The top-performing text spotting and ReID models are deployed on this platform to power real-time race photo search.
3D Gaussian Splatting has garnered extensive attention and application in real-time neural rendering. Concurrently, concerns have been raised about the limitations of this technology in aspects such as point cloud storage, performance , and robustness in sparse viewpoints , leading to various improvements. However, there has been a notable lack of attention to the projection errors introduced by the local affine approximation inherent in the splatting itself, and the consequential impact of these errors on the quality of photo-realistic rendering. This paper addresses the projection error function of 3D Gaussian Splatting, commencing with the residual error from the first-order Taylor expansion of the projection function $\phi$. The analysis establishes a correlation between the error and the Gaussian mean position. Subsequently, leveraging function optimization theory, this paper analyzes the function's minima to provide an optimal projection strategy for Gaussian Splatting referred to Optimal Gaussian Splatting. Experimental validation further confirms that this projection methodology reduces artifacts, resulting in a more convincingly realistic rendering.
3D Gaussian Splatting has garnered extensive attention and application in real-time neural rendering. Concurrently, concerns have been raised about the limitations of this technology in aspects such as point cloud storage, performance , and robustness in sparse viewpoints , leading to various improvements. However, there has been a notable lack of attention to the projection errors introduced by the local affine approximation inherent in the splatting itself, and the consequential impact of these errors on the quality of photo-realistic rendering. This paper addresses the projection error function of 3D Gaussian Splatting, commencing with the residual error from the first-order Taylor expansion of the projection function $\phi$. The analysis establishes a correlation between the error and the Gaussian mean position. Subsequently, leveraging function optimization theory, this paper analyzes the function's minima to provide an optimal projection strategy for Gaussian Splatting referred to Optimal Gaussian Splatting. Experimental validation further confirms that this projection methodology reduces artifacts, resulting in a more convincingly realistic rendering.
The integration of neural rendering and the SLAM system recently showed promising results in joint localization and photorealistic view reconstruction. However, existing methods, fully relying on implicit representations, are so resource-hungry that they cannot run on portable devices, which deviates from the original intention of SLAM. In this paper, we present Photo-SLAM, a novel SLAM framework with a hyper primitives map. Specifically, we simultaneously exploit explicit geometric features for localization and learn implicit photometric features to represent the texture information of the observed environment. In addition to actively densifying hyper primitives based on geometric features, we further introduce a Gaussian-Pyramid-based training method to progressively learn multi-level features, enhancing photorealistic mapping performance. The extensive experiments with monocular, stereo, and RGB-D datasets prove that our proposed system Photo-SLAM significantly outperforms current state-of-the-art SLAM systems for online photorealistic mapping, e.g., PSNR is 30% higher and rendering speed is hundreds of times faster in the Replica dataset. Moreover, the Photo-SLAM can run at real-time speed using an embedded platform such as Jetson AGX Orin, showing the potential of robotics applications.