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Mar 14

LLplace: The 3D Indoor Scene Layout Generation and Editing via Large Language Model

Designing 3D indoor layouts is a crucial task with significant applications in virtual reality, interior design, and automated space planning. Existing methods for 3D layout design either rely on diffusion models, which utilize spatial relationship priors, or heavily leverage the inferential capabilities of proprietary Large Language Models (LLMs), which require extensive prompt engineering and in-context exemplars via black-box trials. These methods often face limitations in generalization and dynamic scene editing. In this paper, we introduce LLplace, a novel 3D indoor scene layout designer based on lightweight fine-tuned open-source LLM Llama3. LLplace circumvents the need for spatial relationship priors and in-context exemplars, enabling efficient and credible room layout generation based solely on user inputs specifying the room type and desired objects. We curated a new dialogue dataset based on the 3D-Front dataset, expanding the original data volume and incorporating dialogue data for adding and removing objects. This dataset can enhance the LLM's spatial understanding. Furthermore, through dialogue, LLplace activates the LLM's capability to understand 3D layouts and perform dynamic scene editing, enabling the addition and removal of objects. Our approach demonstrates that LLplace can effectively generate and edit 3D indoor layouts interactively and outperform existing methods in delivering high-quality 3D design solutions. Code and dataset will be released.

S-INF: Towards Realistic Indoor Scene Synthesis via Scene Implicit Neural Field

Learning-based methods have become increasingly popular in 3D indoor scene synthesis (ISS), showing superior performance over traditional optimization-based approaches. These learning-based methods typically model distributions on simple yet explicit scene representations using generative models. However, due to the oversimplified explicit representations that overlook detailed information and the lack of guidance from multimodal relationships within the scene, most learning-based methods struggle to generate indoor scenes with realistic object arrangements and styles. In this paper, we introduce a new method, Scene Implicit Neural Field (S-INF), for indoor scene synthesis, aiming to learn meaningful representations of multimodal relationships, to enhance the realism of indoor scene synthesis. S-INF assumes that the scene layout is often related to the object-detailed information. It disentangles the multimodal relationships into scene layout relationships and detailed object relationships, fusing them later through implicit neural fields (INFs). By learning specialized scene layout relationships and projecting them into S-INF, we achieve a realistic generation of scene layout. Additionally, S-INF captures dense and detailed object relationships through differentiable rendering, ensuring stylistic consistency across objects. Through extensive experiments on the benchmark 3D-FRONT dataset, we demonstrate that our method consistently achieves state-of-the-art performance under different types of ISS.

Single-view 3D Scene Reconstruction with High-fidelity Shape and Texture

Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.

fMRI-3D: A Comprehensive Dataset for Enhancing fMRI-based 3D Reconstruction

Reconstructing 3D visuals from functional Magnetic Resonance Imaging (fMRI) data, introduced as Recon3DMind in our conference work, is of significant interest to both cognitive neuroscience and computer vision. To advance this task, we present the fMRI-3D dataset, which includes data from 15 participants and showcases a total of 4768 3D objects. The dataset comprises two components: fMRI-Shape, previously introduced and accessible at https://huggingface.co/datasets/Fudan-fMRI/fMRI-Shape, and fMRI-Objaverse, proposed in this paper and available at https://huggingface.co/datasets/Fudan-fMRI/fMRI-Objaverse. fMRI-Objaverse includes data from 5 subjects, 4 of whom are also part of the Core set in fMRI-Shape, with each subject viewing 3142 3D objects across 117 categories, all accompanied by text captions. This significantly enhances the diversity and potential applications of the dataset. Additionally, we propose MinD-3D, a novel framework designed to decode 3D visual information from fMRI signals. The framework first extracts and aggregates features from fMRI data using a neuro-fusion encoder, then employs a feature-bridge diffusion model to generate visual features, and finally reconstructs the 3D object using a generative transformer decoder. We establish new benchmarks by designing metrics at both semantic and structural levels to evaluate model performance. Furthermore, we assess our model's effectiveness in an Out-of-Distribution setting and analyze the attribution of the extracted features and the visual ROIs in fMRI signals. Our experiments demonstrate that MinD-3D not only reconstructs 3D objects with high semantic and spatial accuracy but also deepens our understanding of how human brain processes 3D visual information. Project page at: https://jianxgao.github.io/MinD-3D.

3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views

3D cars are commonly used in self-driving systems, virtual/augmented reality, and games. However, existing 3D car datasets are either synthetic or low-quality, presenting a significant gap toward the high-quality real-world 3D car datasets and limiting their applications in practical scenarios. In this paper, we propose the first large-scale 3D real car dataset, termed 3DRealCar, offering three distinctive features. (1) High-Volume: 2,500 cars are meticulously scanned by 3D scanners, obtaining car images and point clouds with real-world dimensions; (2) High-Quality: Each car is captured in an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset contains various cars from over 100 brands, collected under three distinct lighting conditions, including reflective, standard, and dark. Additionally, we offer detailed car parsing maps for each instance to promote research in car parsing tasks. Moreover, we remove background point clouds and standardize the car orientation to a unified axis for the reconstruction only on cars without background and controllable rendering. We benchmark 3D reconstruction results with state-of-the-art methods across each lighting condition in 3DRealCar. Extensive experiments demonstrate that the standard lighting condition part of 3DRealCar can be used to produce a large number of high-quality 3D cars, improving various 2D and 3D tasks related to cars. Notably, our dataset brings insight into the fact that recent 3D reconstruction methods face challenges in reconstructing high-quality 3D cars under reflective and dark lighting conditions. red{https://xiaobiaodu.github.io/3drealcar/{Our dataset is available here.}}

ShapeSplat: A Large-scale Dataset of Gaussian Splats and Their Self-Supervised Pretraining

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 \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.

Are We Hungry for 3D LiDAR Data for Semantic Segmentation? A Survey and Experimental Study

3D semantic segmentation is a fundamental task for robotic and autonomous driving applications. Recent works have been focused on using deep learning techniques, whereas developing fine-annotated 3D LiDAR datasets is extremely labor intensive and requires professional skills. The performance limitation caused by insufficient datasets is called data hunger problem. This research provides a comprehensive survey and experimental study on the question: are we hungry for 3D LiDAR data for semantic segmentation? The studies are conducted at three levels. First, a broad review to the main 3D LiDAR datasets is conducted, followed by a statistical analysis on three representative datasets to gain an in-depth view on the datasets' size and diversity, which are the critical factors in learning deep models. Second, a systematic review to the state-of-the-art 3D semantic segmentation is conducted, followed by experiments and cross examinations of three representative deep learning methods to find out how the size and diversity of the datasets affect deep models' performance. Finally, a systematic survey to the existing efforts to solve the data hunger problem is conducted on both methodological and dataset's viewpoints, followed by an insightful discussion of remaining problems and open questions To the best of our knowledge, this is the first work to analyze the data hunger problem for 3D semantic segmentation using deep learning techniques that are addressed in the literature review, statistical analysis, and cross-dataset and cross-algorithm experiments. We share findings and discussions, which may lead to potential topics in future works.

OpenMask3D: Open-Vocabulary 3D Instance Segmentation

We introduce the task of open-vocabulary 3D instance segmentation. Traditional approaches for 3D instance segmentation largely rely on existing 3D annotated datasets, which are restricted to a closed-set of object categories. This is an important limitation for real-life applications where one might need to perform tasks guided by novel, open-vocabulary queries related to objects from a wide variety. Recently, open-vocabulary 3D scene understanding methods have emerged to address this problem by learning queryable features per each point in the scene. While such a representation can be directly employed to perform semantic segmentation, existing methods have limitations in their ability to identify object instances. In this work, we address this limitation, and propose OpenMask3D, which is a zero-shot approach for open-vocabulary 3D instance segmentation. Guided by predicted class-agnostic 3D instance masks, our model aggregates per-mask features via multi-view fusion of CLIP-based image embeddings. We conduct experiments and ablation studies on the ScanNet200 dataset to evaluate the performance of OpenMask3D, and provide insights about the open-vocabulary 3D instance segmentation task. We show that our approach outperforms other open-vocabulary counterparts, particularly on the long-tail distribution. Furthermore, OpenMask3D goes beyond the limitations of close-vocabulary approaches, and enables the segmentation of object instances based on free-form queries describing object properties such as semantics, geometry, affordances, and material properties.

3DiffTection: 3D Object Detection with Geometry-Aware Diffusion Features

We present 3DiffTection, a state-of-the-art method for 3D object detection from single images, leveraging features from a 3D-aware diffusion model. Annotating large-scale image data for 3D detection is resource-intensive and time-consuming. Recently, pretrained large image diffusion models have become prominent as effective feature extractors for 2D perception tasks. However, these features are initially trained on paired text and image data, which are not optimized for 3D tasks, and often exhibit a domain gap when applied to the target data. Our approach bridges these gaps through two specialized tuning strategies: geometric and semantic. For geometric tuning, we fine-tune a diffusion model to perform novel view synthesis conditioned on a single image, by introducing a novel epipolar warp operator. This task meets two essential criteria: the necessity for 3D awareness and reliance solely on posed image data, which are readily available (e.g., from videos) and does not require manual annotation. For semantic refinement, we further train the model on target data with detection supervision. Both tuning phases employ ControlNet to preserve the integrity of the original feature capabilities. In the final step, we harness these enhanced capabilities to conduct a test-time prediction ensemble across multiple virtual viewpoints. Through our methodology, we obtain 3D-aware features that are tailored for 3D detection and excel in identifying cross-view point correspondences. Consequently, our model emerges as a powerful 3D detector, substantially surpassing previous benchmarks, e.g., Cube-RCNN, a precedent in single-view 3D detection by 9.43\% in AP3D on the Omni3D-ARkitscene dataset. Furthermore, 3DiffTection showcases robust data efficiency and generalization to cross-domain data.

From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos

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.

AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark

Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/

ImageNet3D: Towards General-Purpose Object-Level 3D Understanding

A vision model with general-purpose object-level 3D understanding should be capable of inferring both 2D (e.g., class name and bounding box) and 3D information (e.g., 3D location and 3D viewpoint) for arbitrary rigid objects in natural images. This is a challenging task, as it involves inferring 3D information from 2D signals and most importantly, generalizing to rigid objects from unseen categories. However, existing datasets with object-level 3D annotations are often limited by the number of categories or the quality of annotations. Models developed on these datasets become specialists for certain categories or domains, and fail to generalize. In this work, we present ImageNet3D, a large dataset for general-purpose object-level 3D understanding. ImageNet3D augments 200 categories from the ImageNet dataset with 2D bounding box, 3D pose, 3D location annotations, and image captions interleaved with 3D information. With the new annotations available in ImageNet3D, we could (i) analyze the object-level 3D awareness of visual foundation models, and (ii) study and develop general-purpose models that infer both 2D and 3D information for arbitrary rigid objects in natural images, and (iii) integrate unified 3D models with large language models for 3D-related reasoning.. We consider two new tasks, probing of object-level 3D awareness and open vocabulary pose estimation, besides standard classification and pose estimation. Experimental results on ImageNet3D demonstrate the potential of our dataset in building vision models with stronger general-purpose object-level 3D understanding.

Holistic Understanding of 3D Scenes as Universal Scene Description

3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered by current works. In this work, we address this shortcoming and introduce (1) an expertly curated dataset in the Universal Scene Description (USD) format, featuring high-quality manual annotations, for instance, segmentation and articulation on 280 indoor scenes; (2) a learning-based model together with a novel baseline capable of predicting part segmentation along with a full specification of motion attributes, including motion type, articulated and interactable parts, and motion parameters; (3) a benchmark serving to compare upcoming methods for the task at hand. Overall, our dataset provides 8 types of annotations - object and part segmentations, motion types, movable and interactable parts, motion parameters, connectivity, and object mass annotations. With its broad and high-quality annotations, the data provides the basis for holistic 3D scene understanding models. All data is provided in the USD format, allowing interoperability and easy integration with downstream tasks. We provide open access to our dataset, benchmark, and method's source code.

Robust Attentional Aggregation of Deep Feature Sets for Multi-view 3D Reconstruction

We study the problem of recovering an underlying 3D shape from a set of images. Existing learning based approaches usually resort to recurrent neural nets, e.g., GRU, or intuitive pooling operations, e.g., max/mean poolings, to fuse multiple deep features encoded from input images. However, GRU based approaches are unable to consistently estimate 3D shapes given different permutations of the same set of input images as the recurrent unit is permutation variant. It is also unlikely to refine the 3D shape given more images due to the long-term memory loss of GRU. Commonly used pooling approaches are limited to capturing partial information, e.g., max/mean values, ignoring other valuable features. In this paper, we present a new feed-forward neural module, named AttSets, together with a dedicated training algorithm, named FASet, to attentively aggregate an arbitrarily sized deep feature set for multi-view 3D reconstruction. The AttSets module is permutation invariant, computationally efficient and flexible to implement, while the FASet algorithm enables the AttSets based network to be remarkably robust and generalize to an arbitrary number of input images. We thoroughly evaluate FASet and the properties of AttSets on multiple large public datasets. Extensive experiments show that AttSets together with FASet algorithm significantly outperforms existing aggregation approaches.

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

Deep Fashion3D: A Dataset and Benchmark for 3D Garment Reconstruction from Single Images

High-fidelity clothing reconstruction is the key to achieving photorealism in a wide range of applications including human digitization, virtual try-on, etc. Recent advances in learning-based approaches have accomplished unprecedented accuracy in recovering unclothed human shape and pose from single images, thanks to the availability of powerful statistical models, e.g. SMPL, learned from a large number of body scans. In contrast, modeling and recovering clothed human and 3D garments remains notoriously difficult, mostly due to the lack of large-scale clothing models available for the research community. We propose to fill this gap by introducing Deep Fashion3D, the largest collection to date of 3D garment models, with the goal of establishing a novel benchmark and dataset for the evaluation of image-based garment reconstruction systems. Deep Fashion3D contains 2078 models reconstructed from real garments, which covers 10 different categories and 563 garment instances. It provides rich annotations including 3D feature lines, 3D body pose and the corresponded multi-view real images. In addition, each garment is randomly posed to enhance the variety of real clothing deformations. To demonstrate the advantage of Deep Fashion3D, we propose a novel baseline approach for single-view garment reconstruction, which leverages the merits of both mesh and implicit representations. A novel adaptable template is proposed to enable the learning of all types of clothing in a single network. Extensive experiments have been conducted on the proposed dataset to verify its significance and usefulness. We will make Deep Fashion3D publicly available upon publication.

MVImgNet: A Large-scale Dataset of Multi-view Images

Being data-driven is one of the most iconic properties of deep learning algorithms. The birth of ImageNet drives a remarkable trend of "learning from large-scale data" in computer vision. Pretraining on ImageNet to obtain rich universal representations has been manifested to benefit various 2D visual tasks, and becomes a standard in 2D vision. However, due to the laborious collection of real-world 3D data, there is yet no generic dataset serving as a counterpart of ImageNet in 3D vision, thus how such a dataset can impact the 3D community is unraveled. To remedy this defect, we introduce MVImgNet, a large-scale dataset of multi-view images, which is highly convenient to gain by shooting videos of real-world objects in human daily life. It contains 6.5 million frames from 219,188 videos crossing objects from 238 classes, with rich annotations of object masks, camera parameters, and point clouds. The multi-view attribute endows our dataset with 3D-aware signals, making it a soft bridge between 2D and 3D vision. We conduct pilot studies for probing the potential of MVImgNet on a variety of 3D and 2D visual tasks, including radiance field reconstruction, multi-view stereo, and view-consistent image understanding, where MVImgNet demonstrates promising performance, remaining lots of possibilities for future explorations. Besides, via dense reconstruction on MVImgNet, a 3D object point cloud dataset is derived, called MVPNet, covering 87,200 samples from 150 categories, with the class label on each point cloud. Experiments show that MVPNet can benefit the real-world 3D object classification while posing new challenges to point cloud understanding. MVImgNet and MVPNet will be publicly available, hoping to inspire the broader vision community.

Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer

Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

DFA3D: 3D Deformable Attention For 2D-to-3D Feature Lifting

In this paper, we propose a new operator, called 3D DeFormable Attention (DFA3D), for 2D-to-3D feature lifting, which transforms multi-view 2D image features into a unified 3D space for 3D object detection. Existing feature lifting approaches, such as Lift-Splat-based and 2D attention-based, either use estimated depth to get pseudo LiDAR features and then splat them to a 3D space, which is a one-pass operation without feature refinement, or ignore depth and lift features by 2D attention mechanisms, which achieve finer semantics while suffering from a depth ambiguity problem. In contrast, our DFA3D-based method first leverages the estimated depth to expand each view's 2D feature map to 3D and then utilizes DFA3D to aggregate features from the expanded 3D feature maps. With the help of DFA3D, the depth ambiguity problem can be effectively alleviated from the root, and the lifted features can be progressively refined layer by layer, thanks to the Transformer-like architecture. In addition, we propose a mathematically equivalent implementation of DFA3D which can significantly improve its memory efficiency and computational speed. We integrate DFA3D into several methods that use 2D attention-based feature lifting with only a few modifications in code and evaluate on the nuScenes dataset. The experiment results show a consistent improvement of +1.41\% mAP on average, and up to +15.1\% mAP improvement when high-quality depth information is available, demonstrating the superiority, applicability, and huge potential of DFA3D. The code is available at https://github.com/IDEA-Research/3D-deformable-attention.git.

Cubify Anything: Scaling Indoor 3D Object Detection

We consider indoor 3D object detection with respect to a single RGB(-D) frame acquired from a commodity handheld device. We seek to significantly advance the status quo with respect to both data and modeling. First, we establish that existing datasets have significant limitations to scale, accuracy, and diversity of objects. As a result, we introduce the Cubify-Anything 1M (CA-1M) dataset, which exhaustively labels over 400K 3D objects on over 1K highly accurate laser-scanned scenes with near-perfect registration to over 3.5K handheld, egocentric captures. Next, we establish Cubify Transformer (CuTR), a fully Transformer 3D object detection baseline which rather than operating in 3D on point or voxel-based representations, predicts 3D boxes directly from 2D features derived from RGB(-D) inputs. While this approach lacks any 3D inductive biases, we show that paired with CA-1M, CuTR outperforms point-based methods - accurately recalling over 62% of objects in 3D, and is significantly more capable at handling noise and uncertainty present in commodity LiDAR-derived depth maps while also providing promising RGB only performance without architecture changes. Furthermore, by pre-training on CA-1M, CuTR can outperform point-based methods on a more diverse variant of SUN RGB-D - supporting the notion that while inductive biases in 3D are useful at the smaller sizes of existing datasets, they fail to scale to the data-rich regime of CA-1M. Overall, this dataset and baseline model provide strong evidence that we are moving towards models which can effectively Cubify Anything.

Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability

Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.

MetaFood3D: Large 3D Food Object Dataset with Nutrition Values

Food computing is both important and challenging in computer vision (CV). It significantly contributes to the development of CV algorithms due to its frequent presence in datasets across various applications, ranging from classification and instance segmentation to 3D reconstruction. The polymorphic shapes and textures of food, coupled with high variation in forms and vast multimodal information, including language descriptions and nutritional data, make food computing a complex and demanding task for modern CV algorithms. 3D food modeling is a new frontier for addressing food-related problems, due to its inherent capability to deal with random camera views and its straightforward representation for calculating food portion size. However, the primary hurdle in the development of algorithms for food object analysis is the lack of nutrition values in existing 3D datasets. Moreover, in the broader field of 3D research, there is a critical need for domain-specific test datasets. To bridge the gap between general 3D vision and food computing research, we propose MetaFood3D. This dataset consists of 637 meticulously labeled 3D food objects across 108 categories, featuring detailed nutrition information, weight, and food codes linked to a comprehensive nutrition database. The dataset emphasizes intra-class diversity and includes rich modalities such as textured mesh files, RGB-D videos, and segmentation masks. Experimental results demonstrate our dataset's significant potential for improving algorithm performance, highlight the challenging gap between video captures and 3D scanned data, and show the strength of the MetaFood3D dataset in high-quality data generation, simulation, and augmentation.

3D Human Reconstruction in the Wild with Synthetic Data Using Generative Models

In this work, we show that synthetic data created by generative models is complementary to computer graphics (CG) rendered data for achieving remarkable generalization performance on diverse real-world scenes for 3D human pose and shape estimation (HPS). Specifically, we propose an effective approach based on recent diffusion models, termed HumanWild, which can effortlessly generate human images and corresponding 3D mesh annotations. We first collect a large-scale human-centric dataset with comprehensive annotations, e.g., text captions and surface normal images. Then, we train a customized ControlNet model upon this dataset to generate diverse human images and initial ground-truth labels. At the core of this step is that we can easily obtain numerous surface normal images from a 3D human parametric model, e.g., SMPL-X, by rendering the 3D mesh onto the image plane. As there exists inevitable noise in the initial labels, we then apply an off-the-shelf foundation segmentation model, i.e., SAM, to filter negative data samples. Our data generation pipeline is flexible and customizable to facilitate different real-world tasks, e.g., ego-centric scenes and perspective-distortion scenes. The generated dataset comprises 0.79M images with corresponding 3D annotations, covering versatile viewpoints, scenes, and human identities. We train various HPS regressors on top of the generated data and evaluate them on a wide range of benchmarks (3DPW, RICH, EgoBody, AGORA, SSP-3D) to verify the effectiveness of the generated data. By exclusively employing generative models, we generate large-scale in-the-wild human images and high-quality annotations, eliminating the need for real-world data collection.

Zero-Shot Dual-Path Integration Framework for Open-Vocabulary 3D Instance Segmentation

Open-vocabulary 3D instance segmentation transcends traditional closed-vocabulary methods by enabling the identification of both previously seen and unseen objects in real-world scenarios. It leverages a dual-modality approach, utilizing both 3D point clouds and 2D multi-view images to generate class-agnostic object mask proposals. Previous efforts predominantly focused on enhancing 3D mask proposal models; consequently, the information that could come from 2D association to 3D was not fully exploited. This bias towards 3D data, while effective for familiar indoor objects, limits the system's adaptability to new and varied object types, where 2D models offer greater utility. Addressing this gap, we introduce Zero-Shot Dual-Path Integration Framework that equally values the contributions of both 3D and 2D modalities. Our framework comprises three components: 3D pathway, 2D pathway, and Dual-Path Integration. 3D pathway generates spatially accurate class-agnostic mask proposals of common indoor objects from 3D point cloud data using a pre-trained 3D model, while 2D pathway utilizes pre-trained open-vocabulary instance segmentation model to identify a diverse array of object proposals from multi-view RGB-D images. In Dual-Path Integration, our Conditional Integration process, which operates in two stages, filters and merges the proposals from both pathways adaptively. This process harmonizes output proposals to enhance segmentation capabilities. Our framework, utilizing pre-trained models in a zero-shot manner, is model-agnostic and demonstrates superior performance on both seen and unseen data, as evidenced by comprehensive evaluations on the ScanNet200 and qualitative results on ARKitScenes datasets.

You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale

Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d

Arc2Face: A Foundation Model of Human Faces

This paper presents Arc2Face, an identity-conditioned face foundation model, which, given the ArcFace embedding of a person, can generate diverse photo-realistic images with an unparalleled degree of face similarity than existing models. Despite previous attempts to decode face recognition features into detailed images, we find that common high-resolution datasets (e.g. FFHQ) lack sufficient identities to reconstruct any subject. To that end, we meticulously upsample a significant portion of the WebFace42M database, the largest public dataset for face recognition (FR). Arc2Face builds upon a pretrained Stable Diffusion model, yet adapts it to the task of ID-to-face generation, conditioned solely on ID vectors. Deviating from recent works that combine ID with text embeddings for zero-shot personalization of text-to-image models, we emphasize on the compactness of FR features, which can fully capture the essence of the human face, as opposed to hand-crafted prompts. Crucially, text-augmented models struggle to decouple identity and text, usually necessitating some description of the given face to achieve satisfactory similarity. Arc2Face, however, only needs the discriminative features of ArcFace to guide the generation, offering a robust prior for a plethora of tasks where ID consistency is of paramount importance. As an example, we train a FR model on synthetic images from our model and achieve superior performance to existing synthetic datasets.

Detecting Human-Object Contact in Images

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

Learning Mesh Representations via Binary Space Partitioning Tree Networks

Polygonal meshes are ubiquitous, but have only played a relatively minor role in the deep learning revolution. State-of-the-art neural generative models for 3D shapes learn implicit functions and generate meshes via expensive iso-surfacing. We overcome these challenges by employing a classical spatial data structure from computer graphics, Binary Space Partitioning (BSP), to facilitate 3D learning. The core operation of BSP involves recursive subdivision of 3D space to obtain convex sets. By exploiting this property, we devise BSP-Net, a network that learns to represent a 3D shape via convex decomposition without supervision. The network is trained to reconstruct a shape using a set of convexes obtained from a BSP-tree built over a set of planes, where the planes and convexes are both defined by learned network weights. BSP-Net directly outputs polygonal meshes from the inferred convexes. The generated meshes are watertight, compact (i.e., low-poly), and well suited to represent sharp geometry. We show that the reconstruction quality by BSP-Net is competitive with those from state-of-the-art methods while using much fewer primitives. We also explore variations to BSP-Net including using a more generic decoder for reconstruction, more general primitives than planes, as well as training a generative model with variational auto-encoders. Code is available at https://github.com/czq142857/BSP-NET-original.

Open-YOLO 3D: Towards Fast and Accurate Open-Vocabulary 3D Instance Segmentation

Recent works on open-vocabulary 3D instance segmentation show strong promise, but at the cost of slow inference speed and high computation requirements. This high computation cost is typically due to their heavy reliance on 3D clip features, which require computationally expensive 2D foundation models like Segment Anything (SAM) and CLIP for multi-view aggregation into 3D. As a consequence, this hampers their applicability in many real-world applications that require both fast and accurate predictions. To this end, we propose a fast yet accurate open-vocabulary 3D instance segmentation approach, named Open-YOLO 3D, that effectively leverages only 2D object detection from multi-view RGB images for open-vocabulary 3D instance segmentation. We address this task by generating class-agnostic 3D masks for objects in the scene and associating them with text prompts. We observe that the projection of class-agnostic 3D point cloud instances already holds instance information; thus, using SAM might only result in redundancy that unnecessarily increases the inference time. We empirically find that a better performance of matching text prompts to 3D masks can be achieved in a faster fashion with a 2D object detector. We validate our Open-YOLO 3D on two benchmarks, ScanNet200 and Replica, under two scenarios: (i) with ground truth masks, where labels are required for given object proposals, and (ii) with class-agnostic 3D proposals generated from a 3D proposal network. Our Open-YOLO 3D achieves state-of-the-art performance on both datasets while obtaining up to sim16times speedup compared to the best existing method in literature. On ScanNet200 val. set, our Open-YOLO 3D achieves mean average precision (mAP) of 24.7\% while operating at 22 seconds per scene. Code and model are available at github.com/aminebdj/OpenYOLO3D.

3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of areas, such as autonomous navigation, robotics, and AR/VR. While large multi-modal models (LMMs) have achieved remarkable progress in a wide range of image and video understanding tasks, their capabilities to perform 3D spatial reasoning on diverse natural images are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 2,772 manually annotated visual question-answer pairs across 12 question types. We conduct robust and thorough evaluation of 3D spatial reasoning capabilities by balancing the data distribution and adopting a novel FlipEval strategy. To further study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench includes two subsets with 3D spatial reasoning questions on paired images with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, uncovering their limitations in various aspects of 3D awareness, such as height, orientation, location, and multi-object reasoning, as well as their degraded performance on images with uncommon camera viewpoints. Our 3DSRBench provide valuable findings and insights about the future development of LMMs with strong 3D reasoning capabilities. Our project page and dataset is available https://3dsrbench.github.io.

DreamCar: Leveraging Car-specific Prior for in-the-wild 3D Car Reconstruction

Self-driving industries usually employ professional artists to build exquisite 3D cars. However, it is expensive to craft large-scale digital assets. Since there are already numerous datasets available that contain a vast number of images of cars, we focus on reconstructing high-quality 3D car models from these datasets. However, these datasets only contain one side of cars in the forward-moving scene. We try to use the existing generative models to provide more supervision information, but they struggle to generalize well in cars since they are trained on synthetic datasets not car-specific. In addition, The reconstructed 3D car texture misaligns due to a large error in camera pose estimation when dealing with in-the-wild images. These restrictions make it challenging for previous methods to reconstruct complete 3D cars. To address these problems, we propose a novel method, named DreamCar, which can reconstruct high-quality 3D cars given a few images even a single image. To generalize the generative model, we collect a car dataset, named Car360, with over 5,600 vehicles. With this dataset, we make the generative model more robust to cars. We use this generative prior specific to the car to guide its reconstruction via Score Distillation Sampling. To further complement the supervision information, we utilize the geometric and appearance symmetry of cars. Finally, we propose a pose optimization method that rectifies poses to tackle texture misalignment. Extensive experiments demonstrate that our method significantly outperforms existing methods in reconstructing high-quality 3D cars. https://xiaobiaodu.github.io/dreamcar-project/{Our code is available.}

ARKitScenes: A Diverse Real-World Dataset For 3D Indoor Scene Understanding Using Mobile RGB-D Data

Scene understanding is an active research area. Commercial depth sensors, such as Kinect, have enabled the release of several RGB-D datasets over the past few years which spawned novel methods in 3D scene understanding. More recently with the launch of the LiDAR sensor in Apple's iPads and iPhones, high quality RGB-D data is accessible to millions of people on a device they commonly use. This opens a whole new era in scene understanding for the Computer Vision community as well as app developers. The fundamental research in scene understanding together with the advances in machine learning can now impact people's everyday experiences. However, transforming these scene understanding methods to real-world experiences requires additional innovation and development. In this paper we introduce ARKitScenes. It is not only the first RGB-D dataset that is captured with a now widely available depth sensor, but to our best knowledge, it also is the largest indoor scene understanding data released. In addition to the raw and processed data from the mobile device, ARKitScenes includes high resolution depth maps captured using a stationary laser scanner, as well as manually labeled 3D oriented bounding boxes for a large taxonomy of furniture. We further analyze the usefulness of the data for two downstream tasks: 3D object detection and color-guided depth upsampling. We demonstrate that our dataset can help push the boundaries of existing state-of-the-art methods and it introduces new challenges that better represent real-world scenarios.

CNN based Cuneiform Sign Detection Learned from Annotated 3D Renderings and Mapped Photographs with Illumination Augmentation

Motivated by the challenges of the Digital Ancient Near Eastern Studies (DANES) community, we develop digital tools for processing cuneiform script being a 3D script imprinted into clay tablets used for more than three millennia and at least eight major languages. It consists of thousands of characters that have changed over time and space. Photographs are the most common representations usable for machine learning, while ink drawings are prone to interpretation. Best suited 3D datasets that are becoming available. We created and used the HeiCuBeDa and MaiCuBeDa datasets, which consist of around 500 annotated tablets. For our novel OCR-like approach to mixed image data, we provide an additional mapping tool for transferring annotations between 3D renderings and photographs. Our sign localization uses a RepPoints detector to predict the locations of characters as bounding boxes. We use image data from GigaMesh's MSII (curvature, see https://gigamesh.eu) based rendering, Phong-shaded 3D models, and photographs as well as illumination augmentation. The results show that using rendered 3D images for sign detection performs better than other work on photographs. In addition, our approach gives reasonably good results for photographs only, while it is best used for mixed datasets. More importantly, the Phong renderings, and especially the MSII renderings, improve the results on photographs, which is the largest dataset on a global scale.

AutoSynth: Learning to Generate 3D Training Data for Object Point Cloud Registration

In the current deep learning paradigm, the amount and quality of training data are as critical as the network architecture and its training details. However, collecting, processing, and annotating real data at scale is difficult, expensive, and time-consuming, particularly for tasks such as 3D object registration. While synthetic datasets can be created, they require expertise to design and include a limited number of categories. In this paper, we introduce a new approach called AutoSynth, which automatically generates 3D training data for point cloud registration. Specifically, AutoSynth automatically curates an optimal dataset by exploring a search space encompassing millions of potential datasets with diverse 3D shapes at a low cost.To achieve this, we generate synthetic 3D datasets by assembling shape primitives, and develop a meta-learning strategy to search for the best training data for 3D registration on real point clouds. For this search to remain tractable, we replace the point cloud registration network with a much smaller surrogate network, leading to a 4056.43 times speedup. We demonstrate the generality of our approach by implementing it with two different point cloud registration networks, BPNet and IDAM. Our results on TUD-L, LINEMOD and Occluded-LINEMOD evidence that a neural network trained on our searched dataset yields consistently better performance than the same one trained on the widely used ModelNet40 dataset.

Weakly Supervised 3D Open-vocabulary Segmentation

Open-vocabulary segmentation of 3D scenes is a fundamental function of human perception and thus a crucial objective in computer vision research. However, this task is heavily impeded by the lack of large-scale and diverse 3D open-vocabulary segmentation datasets for training robust and generalizable models. Distilling knowledge from pre-trained 2D open-vocabulary segmentation models helps but it compromises the open-vocabulary feature as the 2D models are mostly finetuned with close-vocabulary datasets. We tackle the challenges in 3D open-vocabulary segmentation by exploiting pre-trained foundation models CLIP and DINO in a weakly supervised manner. Specifically, given only the open-vocabulary text descriptions of the objects in a scene, we distill the open-vocabulary multimodal knowledge and object reasoning capability of CLIP and DINO into a neural radiance field (NeRF), which effectively lifts 2D features into view-consistent 3D segmentation. A notable aspect of our approach is that it does not require any manual segmentation annotations for either the foundation models or the distillation process. Extensive experiments show that our method even outperforms fully supervised models trained with segmentation annotations in certain scenes, suggesting that 3D open-vocabulary segmentation can be effectively learned from 2D images and text-image pairs. Code is available at https://github.com/Kunhao-Liu/3D-OVS.

Feat2GS: Probing Visual Foundation Models with Gaussian Splatting

Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.

MMScan: A Multi-Modal 3D Scene Dataset with Hierarchical Grounded Language Annotations

With the emergence of LLMs and their integration with other data modalities, multi-modal 3D perception attracts more attention due to its connectivity to the physical world and makes rapid progress. However, limited by existing datasets, previous works mainly focus on understanding object properties or inter-object spatial relationships in a 3D scene. To tackle this problem, this paper builds the first largest ever multi-modal 3D scene dataset and benchmark with hierarchical grounded language annotations, MMScan. It is constructed based on a top-down logic, from region to object level, from a single target to inter-target relationships, covering holistic aspects of spatial and attribute understanding. The overall pipeline incorporates powerful VLMs via carefully designed prompts to initialize the annotations efficiently and further involve humans' correction in the loop to ensure the annotations are natural, correct, and comprehensive. Built upon existing 3D scanning data, the resulting multi-modal 3D dataset encompasses 1.4M meta-annotated captions on 109k objects and 7.7k regions as well as over 3.04M diverse samples for 3D visual grounding and question-answering benchmarks. We evaluate representative baselines on our benchmarks, analyze their capabilities in different aspects, and showcase the key problems to be addressed in the future. Furthermore, we use this high-quality dataset to train state-of-the-art 3D visual grounding and LLMs and obtain remarkable performance improvement both on existing benchmarks and in-the-wild evaluation. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.

OpenShape: Scaling Up 3D Shape Representation Towards Open-World Understanding

We introduce OpenShape, a method for learning multi-modal joint representations of text, image, and point clouds. We adopt the commonly used multi-modal contrastive learning framework for representation alignment, but with a specific focus on scaling up 3D representations to enable open-world 3D shape understanding. To achieve this, we scale up training data by ensembling multiple 3D datasets and propose several strategies to automatically filter and enrich noisy text descriptions. We also explore and compare strategies for scaling 3D backbone networks and introduce a novel hard negative mining module for more efficient training. We evaluate OpenShape on zero-shot 3D classification benchmarks and demonstrate its superior capabilities for open-world recognition. Specifically, OpenShape achieves a zero-shot accuracy of 46.8% on the 1,156-category Objaverse-LVIS benchmark, compared to less than 10% for existing methods. OpenShape also achieves an accuracy of 85.3% on ModelNet40, outperforming previous zero-shot baseline methods by 20% and performing on par with some fully-supervised methods. Furthermore, we show that our learned embeddings encode a wide range of visual and semantic concepts (e.g., subcategories, color, shape, style) and facilitate fine-grained text-3D and image-3D interactions. Due to their alignment with CLIP embeddings, our learned shape representations can also be integrated with off-the-shelf CLIP-based models for various applications, such as point cloud captioning and point cloud-conditioned image generation.

DendroMap: Visual Exploration of Large-Scale Image Datasets for Machine Learning with Treemaps

In this paper, we present DendroMap, a novel approach to interactively exploring large-scale image datasets for machine learning (ML). ML practitioners often explore image datasets by generating a grid of images or projecting high-dimensional representations of images into 2-D using dimensionality reduction techniques (e.g., t-SNE). However, neither approach effectively scales to large datasets because images are ineffectively organized and interactions are insufficiently supported. To address these challenges, we develop DendroMap by adapting Treemaps, a well-known visualization technique. DendroMap effectively organizes images by extracting hierarchical cluster structures from high-dimensional representations of images. It enables users to make sense of the overall distributions of datasets and interactively zoom into specific areas of interests at multiple levels of abstraction. Our case studies with widely-used image datasets for deep learning demonstrate that users can discover insights about datasets and trained models by examining the diversity of images, identifying underperforming subgroups, and analyzing classification errors. We conducted a user study that evaluates the effectiveness of DendroMap in grouping and searching tasks by comparing it with a gridified version of t-SNE and found that participants preferred DendroMap. DendroMap is available at https://div-lab.github.io/dendromap/.

SAMPart3D: Segment Any Part in 3D Objects

3D part segmentation is a crucial and challenging task in 3D perception, playing a vital role in applications such as robotics, 3D generation, and 3D editing. Recent methods harness the powerful Vision Language Models (VLMs) for 2D-to-3D knowledge distillation, achieving zero-shot 3D part segmentation. However, these methods are limited by their reliance on text prompts, which restricts the scalability to large-scale unlabeled datasets and the flexibility in handling part ambiguities. In this work, we introduce SAMPart3D, a scalable zero-shot 3D part segmentation framework that segments any 3D object into semantic parts at multiple granularities, without requiring predefined part label sets as text prompts. For scalability, we use text-agnostic vision foundation models to distill a 3D feature extraction backbone, allowing scaling to large unlabeled 3D datasets to learn rich 3D priors. For flexibility, we distill scale-conditioned part-aware 3D features for 3D part segmentation at multiple granularities. Once the segmented parts are obtained from the scale-conditioned part-aware 3D features, we use VLMs to assign semantic labels to each part based on the multi-view renderings. Compared to previous methods, our SAMPart3D can scale to the recent large-scale 3D object dataset Objaverse and handle complex, non-ordinary objects. Additionally, we contribute a new 3D part segmentation benchmark to address the lack of diversity and complexity of objects and parts in existing benchmarks. Experiments show that our SAMPart3D significantly outperforms existing zero-shot 3D part segmentation methods, and can facilitate various applications such as part-level editing and interactive segmentation.

Generating Images with 3D Annotations Using Diffusion Models

Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.

FAC: 3D Representation Learning via Foreground Aware Feature Contrast

Contrastive learning has recently demonstrated great potential for unsupervised pre-training in 3D scene understanding tasks. However, most existing work randomly selects point features as anchors while building contrast, leading to a clear bias toward background points that often dominate in 3D scenes. Also, object awareness and foreground-to-background discrimination are neglected, making contrastive learning less effective. To tackle these issues, we propose a general foreground-aware feature contrast (FAC) framework to learn more effective point cloud representations in pre-training. FAC consists of two novel contrast designs to construct more effective and informative contrast pairs. The first is building positive pairs within the same foreground segment where points tend to have the same semantics. The second is that we prevent over-discrimination between 3D segments/objects and encourage foreground-to-background distinctions at the segment level with adaptive feature learning in a Siamese correspondence network, which adaptively learns feature correlations within and across point cloud views effectively. Visualization with point activation maps shows that our contrast pairs capture clear correspondences among foreground regions during pre-training. Quantitative experiments also show that FAC achieves superior knowledge transfer and data efficiency in various downstream 3D semantic segmentation and object detection tasks.

EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting

With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.

Beyond Face Rotation: Global and Local Perception GAN for Photorealistic and Identity Preserving Frontal View Synthesis

Photorealistic frontal view synthesis from a single face image has a wide range of applications in the field of face recognition. Although data-driven deep learning methods have been proposed to address this problem by seeking solutions from ample face data, this problem is still challenging because it is intrinsically ill-posed. This paper proposes a Two-Pathway Generative Adversarial Network (TP-GAN) for photorealistic frontal view synthesis by simultaneously perceiving global structures and local details. Four landmark located patch networks are proposed to attend to local textures in addition to the commonly used global encoder-decoder network. Except for the novel architecture, we make this ill-posed problem well constrained by introducing a combination of adversarial loss, symmetry loss and identity preserving loss. The combined loss function leverages both frontal face distribution and pre-trained discriminative deep face models to guide an identity preserving inference of frontal views from profiles. Different from previous deep learning methods that mainly rely on intermediate features for recognition, our method directly leverages the synthesized identity preserving image for downstream tasks like face recognition and attribution estimation. Experimental results demonstrate that our method not only presents compelling perceptual results but also outperforms state-of-the-art results on large pose face recognition.

ULIP: Learning a Unified Representation of Language, Images, and Point Clouds for 3D Understanding

The recognition capabilities of current state-of-the-art 3D models are limited by datasets with a small number of annotated data and a pre-defined set of categories. In its 2D counterpart, recent advances have shown that similar problems can be significantly alleviated by employing knowledge from other modalities, such as language. Inspired by this, leveraging multimodal information for 3D modality could be promising to improve 3D understanding under the restricted data regime, but this line of research is not well studied. Therefore, we introduce ULIP to learn a unified representation of images, texts, and 3D point clouds by pre-training with object triplets from the three modalities. To overcome the shortage of training triplets, ULIP leverages a pre-trained vision-language model that has already learned a common visual and textual space by training with massive image-text pairs. Then, ULIP learns a 3D representation space aligned with the common image-text space, using a small number of automatically synthesized triplets. ULIP is agnostic to 3D backbone networks and can easily be integrated into any 3D architecture. Experiments show that ULIP effectively improves the performance of multiple recent 3D backbones by simply pre-training them on ShapeNet55 using our framework, achieving state-of-the-art performance in both standard 3D classification and zero-shot 3D classification on ModelNet40 and ScanObjectNN. ULIP also improves the performance of PointMLP by around 3% in 3D classification on ScanObjectNN, and outperforms PointCLIP by 28.8% on top-1 accuracy for zero-shot 3D classification on ModelNet40. Our code and pre-trained models are released at https://github.com/salesforce/ULIP.

3D-SPS: Single-Stage 3D Visual Grounding via Referred Point Progressive Selection

3D visual grounding aims to locate the referred target object in 3D point cloud scenes according to a free-form language description. Previous methods mostly follow a two-stage paradigm, i.e., language-irrelevant detection and cross-modal matching, which is limited by the isolated architecture. In such a paradigm, the detector needs to sample keypoints from raw point clouds due to the inherent properties of 3D point clouds (irregular and large-scale), to generate the corresponding object proposal for each keypoint. However, sparse proposals may leave out the target in detection, while dense proposals may confuse the matching model. Moreover, the language-irrelevant detection stage can only sample a small proportion of keypoints on the target, deteriorating the target prediction. In this paper, we propose a 3D Single-Stage Referred Point Progressive Selection (3D-SPS) method, which progressively selects keypoints with the guidance of language and directly locates the target. Specifically, we propose a Description-aware Keypoint Sampling (DKS) module to coarsely focus on the points of language-relevant objects, which are significant clues for grounding. Besides, we devise a Target-oriented Progressive Mining (TPM) module to finely concentrate on the points of the target, which is enabled by progressive intra-modal relation modeling and inter-modal target mining. 3D-SPS bridges the gap between detection and matching in the 3D visual grounding task, localizing the target at a single stage. Experiments demonstrate that 3D-SPS achieves state-of-the-art performance on both ScanRefer and Nr3D/Sr3D datasets.

UniSDF: Unifying Neural Representations for High-Fidelity 3D Reconstruction of Complex Scenes with Reflections

Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real unbounded scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both view-based as well as reflection-based color prediction parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces. Please see our project page at https://fangjinhuawang.github.io/UniSDF.

STPLS3D: A Large-Scale Synthetic and Real Aerial Photogrammetry 3D Point Cloud Dataset

Although various 3D datasets with different functions and scales have been proposed recently, it remains challenging for individuals to complete the whole pipeline of large-scale data collection, sanitization, and annotation. Moreover, the created datasets usually suffer from extremely imbalanced class distribution or partial low-quality data samples. Motivated by this, we explore the procedurally synthetic 3D data generation paradigm to equip individuals with the full capability of creating large-scale annotated photogrammetry point clouds. Specifically, we introduce a synthetic aerial photogrammetry point clouds generation pipeline that takes full advantage of open geospatial data sources and off-the-shelf commercial packages. Unlike generating synthetic data in virtual games, where the simulated data usually have limited gaming environments created by artists, the proposed pipeline simulates the reconstruction process of the real environment by following the same UAV flight pattern on different synthetic terrain shapes and building densities, which ensure similar quality, noise pattern, and diversity with real data. In addition, the precise semantic and instance annotations can be generated fully automatically, avoiding the expensive and time-consuming manual annotation. Based on the proposed pipeline, we present a richly-annotated synthetic 3D aerial photogrammetry point cloud dataset, termed STPLS3D, with more than 16 km^2 of landscapes and up to 18 fine-grained semantic categories. For verification purposes, we also provide a parallel dataset collected from four areas in the real environment. Extensive experiments conducted on our datasets demonstrate the effectiveness and quality of the proposed synthetic dataset.

Mosaic-SDF for 3D Generative Models

Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models, and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously, we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form, compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the 3D Warehouse dataset, and text-to-3D generation using a dataset of about 600k caption-shape pairs.

A Hierarchical Representation Network for Accurate and Detailed Face Reconstruction from In-The-Wild Images

Limited by the nature of the low-dimensional representational capacity of 3DMM, most of the 3DMM-based face reconstruction (FR) methods fail to recover high-frequency facial details, such as wrinkles, dimples, etc. Some attempt to solve the problem by introducing detail maps or non-linear operations, however, the results are still not vivid. To this end, we in this paper present a novel hierarchical representation network (HRN) to achieve accurate and detailed face reconstruction from a single image. Specifically, we implement the geometry disentanglement and introduce the hierarchical representation to fulfill detailed face modeling. Meanwhile, 3D priors of facial details are incorporated to enhance the accuracy and authenticity of the reconstruction results. We also propose a de-retouching module to achieve better decoupling of the geometry and appearance. It is noteworthy that our framework can be extended to a multi-view fashion by considering detail consistency of different views. Extensive experiments on two single-view and two multi-view FR benchmarks demonstrate that our method outperforms the existing methods in both reconstruction accuracy and visual effects. Finally, we introduce a high-quality 3D face dataset FaceHD-100 to boost the research of high-fidelity face reconstruction. The project homepage is at https://younglbw.github.io/HRN-homepage/.

Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives

Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .

Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models

Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.

Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI

We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.

How far are we from solving the 2D & 3D Face Alignment problem? (and a dataset of 230,000 3D facial landmarks)

This paper investigates how far a very deep neural network is from attaining close to saturating performance on existing 2D and 3D face alignment datasets. To this end, we make the following 5 contributions: (a) we construct, for the first time, a very strong baseline by combining a state-of-the-art architecture for landmark localization with a state-of-the-art residual block, train it on a very large yet synthetically expanded 2D facial landmark dataset and finally evaluate it on all other 2D facial landmark datasets. (b) We create a guided by 2D landmarks network which converts 2D landmark annotations to 3D and unifies all existing datasets, leading to the creation of LS3D-W, the largest and most challenging 3D facial landmark dataset to date ~230,000 images. (c) Following that, we train a neural network for 3D face alignment and evaluate it on the newly introduced LS3D-W. (d) We further look into the effect of all "traditional" factors affecting face alignment performance like large pose, initialization and resolution, and introduce a "new" one, namely the size of the network. (e) We show that both 2D and 3D face alignment networks achieve performance of remarkable accuracy which is probably close to saturating the datasets used. Training and testing code as well as the dataset can be downloaded from https://www.adrianbulat.com/face-alignment/

FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models

3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.

ODIN: A Single Model for 2D and 3D Perception

State-of-the-art models on contemporary 3D perception benchmarks like ScanNet consume and label dataset-provided 3D point clouds, obtained through post processing of sensed multiview RGB-D images. They are typically trained in-domain, forego large-scale 2D pre-training and outperform alternatives that featurize the posed RGB-D multiview images instead. The gap in performance between methods that consume posed images versus post-processed 3D point clouds has fueled the belief that 2D and 3D perception require distinct model architectures. In this paper, we challenge this view and propose ODIN (Omni-Dimensional INstance segmentation), a model that can segment and label both 2D RGB images and 3D point clouds, using a transformer architecture that alternates between 2D within-view and 3D cross-view information fusion. Our model differentiates 2D and 3D feature operations through the positional encodings of the tokens involved, which capture pixel coordinates for 2D patch tokens and 3D coordinates for 3D feature tokens. ODIN achieves state-of-the-art performance on ScanNet200, Matterport3D and AI2THOR 3D instance segmentation benchmarks, and competitive performance on ScanNet, S3DIS and COCO. It outperforms all previous works by a wide margin when the sensed 3D point cloud is used in place of the point cloud sampled from 3D mesh. When used as the 3D perception engine in an instructable embodied agent architecture, it sets a new state-of-the-art on the TEACh action-from-dialogue benchmark. Our code and checkpoints can be found at the project website: https://odin-seg.github.io.

OpenIns3D: Snap and Lookup for 3D Open-vocabulary Instance Segmentation

Current 3D open-vocabulary scene understanding methods mostly utilize well-aligned 2D images as the bridge to learn 3D features with language. However, applying these approaches becomes challenging in scenarios where 2D images are absent. In this work, we introduce a completely new pipeline, namely, OpenIns3D, which requires no 2D image inputs, for 3D open-vocabulary scene understanding at the instance level. The OpenIns3D framework employs a "Mask-Snap-Lookup" scheme. The "Mask" module learns class-agnostic mask proposals in 3D point clouds. The "Snap" module generates synthetic scene-level images at multiple scales and leverages 2D vision language models to extract interesting objects. The "Lookup" module searches through the outcomes of "Snap" with the help of Mask2Pixel maps, which contain the precise correspondence between 3D masks and synthetic images, to assign category names to the proposed masks. This 2D input-free, easy-to-train, and flexible approach achieved state-of-the-art results on a wide range of indoor and outdoor datasets with a large margin. Furthermore, OpenIns3D allows for effortless switching of 2D detectors without re-training. When integrated with state-of-the-art 2D open-world models such as ODISE and GroundingDINO, superb results are observed on open-vocabulary instance segmentation. When integrated with LLM-powered 2D models like LISA, it demonstrates a remarkable capacity to process highly complex text queries, including those that require intricate reasoning and world knowledge. Project page: https://zheninghuang.github.io/OpenIns3D/

OmniHD-Scenes: A Next-Generation Multimodal Dataset for Autonomous Driving

The rapid advancement of deep learning has intensified the need for comprehensive data for use by autonomous driving algorithms. High-quality datasets are crucial for the development of effective data-driven autonomous driving solutions. Next-generation autonomous driving datasets must be multimodal, incorporating data from advanced sensors that feature extensive data coverage, detailed annotations, and diverse scene representation. To address this need, we present OmniHD-Scenes, a large-scale multimodal dataset that provides comprehensive omnidirectional high-definition data. The OmniHD-Scenes dataset combines data from 128-beam LiDAR, six cameras, and six 4D imaging radar systems to achieve full environmental perception. The dataset comprises 1501 clips, each approximately 30-s long, totaling more than 450K synchronized frames and more than 5.85 million synchronized sensor data points. We also propose a novel 4D annotation pipeline. To date, we have annotated 200 clips with more than 514K precise 3D bounding boxes. These clips also include semantic segmentation annotations for static scene elements. Additionally, we introduce a novel automated pipeline for generation of the dense occupancy ground truth, which effectively leverages information from non-key frames. Alongside the proposed dataset, we establish comprehensive evaluation metrics, baseline models, and benchmarks for 3D detection and semantic occupancy prediction. These benchmarks utilize surround-view cameras and 4D imaging radar to explore cost-effective sensor solutions for autonomous driving applications. Extensive experiments demonstrate the effectiveness of our low-cost sensor configuration and its robustness under adverse conditions. Data will be released at https://www.2077ai.com/OmniHD-Scenes.

F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting

This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.

Self-supervised learning of Split Invariant Equivariant representations

Recent progress has been made towards learning invariant or equivariant representations with self-supervised learning. While invariant methods are evaluated on large scale datasets, equivariant ones are evaluated in smaller, more controlled, settings. We aim at bridging the gap between the two in order to learn more diverse representations that are suitable for a wide range of tasks. We start by introducing a dataset called 3DIEBench, consisting of renderings from 3D models over 55 classes and more than 2.5 million images where we have full control on the transformations applied to the objects. We further introduce a predictor architecture based on hypernetworks to learn equivariant representations with no possible collapse to invariance. We introduce SIE (Split Invariant-Equivariant) which combines the hypernetwork-based predictor with representations split in two parts, one invariant, the other equivariant, to learn richer representations. We demonstrate significant performance gains over existing methods on equivariance related tasks from both a qualitative and quantitative point of view. We further analyze our introduced predictor and show how it steers the learned latent space. We hope that both our introduced dataset and approach will enable learning richer representations without supervision in more complex scenarios. Code and data are available at https://github.com/facebookresearch/SIE.

GridPull: Towards Scalability in Learning Implicit Representations from 3D Point Clouds

Learning implicit representations has been a widely used solution for surface reconstruction from 3D point clouds. The latest methods infer a distance or occupancy field by overfitting a neural network on a single point cloud. However, these methods suffer from a slow inference due to the slow convergence of neural networks and the extensive calculation of distances to surface points, which limits them to small scale points. To resolve the scalability issue in surface reconstruction, we propose GridPull to improve the efficiency of learning implicit representations from large scale point clouds. Our novelty lies in the fast inference of a discrete distance field defined on grids without using any neural components. To remedy the lack of continuousness brought by neural networks, we introduce a loss function to encourage continuous distances and consistent gradients in the field during pulling queries onto the surface in grids near to the surface. We use uniform grids for a fast grid search to localize sampled queries, and organize surface points in a tree structure to speed up the calculation of distances to the surface. We do not rely on learning priors or normal supervision during optimization, and achieve superiority over the latest methods in terms of complexity and accuracy. We evaluate our method on shape and scene benchmarks, and report numerical and visual comparisons with the latest methods to justify our effectiveness and superiority. The code is available at https://github.com/chenchao15/GridPull.

Large-Vocabulary 3D Diffusion Model with Transformer

Creating diverse and high-quality 3D assets with an automatic generative model is highly desirable. Despite extensive efforts on 3D generation, most existing works focus on the generation of a single category or a few categories. In this paper, we introduce a diffusion-based feed-forward framework for synthesizing massive categories of real-world 3D objects with a single generative model. Notably, there are three major challenges for this large-vocabulary 3D generation: a) the need for expressive yet efficient 3D representation; b) large diversity in geometry and texture across categories; c) complexity in the appearances of real-world objects. To this end, we propose a novel triplane-based 3D-aware Diffusion model with TransFormer, DiffTF, for handling challenges via three aspects. 1) Considering efficiency and robustness, we adopt a revised triplane representation and improve the fitting speed and accuracy. 2) To handle the drastic variations in geometry and texture, we regard the features of all 3D objects as a combination of generalized 3D knowledge and specialized 3D features. To extract generalized 3D knowledge from diverse categories, we propose a novel 3D-aware transformer with shared cross-plane attention. It learns the cross-plane relations across different planes and aggregates the generalized 3D knowledge with specialized 3D features. 3) In addition, we devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge in the encoded triplanes for handling categories with complex appearances. Extensive experiments on ShapeNet and OmniObject3D (over 200 diverse real-world categories) convincingly demonstrate that a single DiffTF model achieves state-of-the-art large-vocabulary 3D object generation performance with large diversity, rich semantics, and high quality.

StreetSurfaceVis: a dataset of crowdsourced street-level imagery with semi-automated annotations of road surface type and quality

Road unevenness significantly impacts the safety and comfort of various traffic participants, especially vulnerable road users such as cyclists and wheelchair users. This paper introduces StreetSurfaceVis, a novel dataset comprising 9,122 street-level images collected from a crowdsourcing platform and manually annotated by road surface type and quality. The dataset is intended to train models for comprehensive surface assessments of road networks. Existing open datasets are constrained by limited geospatial coverage and camera setups, typically excluding cycleways and footways. By crafting a heterogeneous dataset, we aim to fill this gap and enable robust models that maintain high accuracy across diverse image sources. However, the frequency distribution of road surface types and qualities is highly imbalanced. We address the challenge of ensuring sufficient images per class while reducing manual annotation by proposing a sampling strategy that incorporates various external label prediction resources. More precisely, we estimate the impact of (1) enriching the image data with OpenStreetMap tags, (2) iterative training and application of a custom surface type classification model, (3) amplifying underrepresented classes through prompt-based classification with GPT-4o or similarity search using image embeddings. We show that utilizing a combination of these strategies effectively reduces manual annotation workload while ensuring sufficient class representation.

RISurConv: Rotation Invariant Surface Attention-Augmented Convolutions for 3D Point Cloud Classification and Segmentation

Despite the progress on 3D point cloud deep learning, most prior works focus on learning features that are invariant to translation and point permutation, and very limited efforts have been devoted for rotation invariant property. Several recent studies achieve rotation invariance at the cost of lower accuracies. In this work, we close this gap by proposing a novel yet effective rotation invariant architecture for 3D point cloud classification and segmentation. Instead of traditional pointwise operations, we construct local triangle surfaces to capture more detailed surface structure, based on which we can extract highly expressive rotation invariant surface properties which are then integrated into an attention-augmented convolution operator named RISurConv to generate refined attention features via self-attention layers. Based on RISurConv we build an effective neural network for 3D point cloud analysis that is invariant to arbitrary rotations while maintaining high accuracy. We verify the performance on various benchmarks with supreme results obtained surpassing the previous state-of-the-art by a large margin. We achieve an overall accuracy of 96.0% (+4.7%) on ModelNet40, 93.1% (+12.8%) on ScanObjectNN, and class accuracies of 91.5% (+3.6%), 82.7% (+5.1%), and 78.5% (+9.2%) on the three categories of the FG3D dataset for the fine-grained classification task. Additionally, we achieve 81.5% (+1.0%) mIoU on ShapeNet for the segmentation task. Code is available here: https://github.com/cszyzhang/RISurConv