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SubscribeMetric3D v2: A Versatile Monocular Geometric Foundation Model for Zero-shot Metric Depth and Surface Normal Estimation
We introduce Metric3D v2, a geometric foundation model for zero-shot metric depth and surface normal estimation from a single image, which is crucial for metric 3D recovery. While depth and normal are geometrically related and highly complimentary, they present distinct challenges. SoTA monocular depth methods achieve zero-shot generalization by learning affine-invariant depths, which cannot recover real-world metrics. Meanwhile, SoTA normal estimation methods have limited zero-shot performance due to the lack of large-scale labeled data. To tackle these issues, we propose solutions for both metric depth estimation and surface normal estimation. For metric depth estimation, we show that the key to a zero-shot single-view model lies in resolving the metric ambiguity from various camera models and large-scale data training. We propose a canonical camera space transformation module, which explicitly addresses the ambiguity problem and can be effortlessly plugged into existing monocular models. For surface normal estimation, we propose a joint depth-normal optimization module to distill diverse data knowledge from metric depth, enabling normal estimators to learn beyond normal labels. Equipped with these modules, our depth-normal models can be stably trained with over 16 million of images from thousands of camera models with different-type annotations, resulting in zero-shot generalization to in-the-wild images with unseen camera settings. Our method enables the accurate recovery of metric 3D structures on randomly collected internet images, paving the way for plausible single-image metrology. Our project page is at https://JUGGHM.github.io/Metric3Dv2.
NDDepth: Normal-Distance Assisted Monocular Depth Estimation
Monocular depth estimation has drawn widespread attention from the vision community due to its broad applications. In this paper, we propose a novel physics (geometry)-driven deep learning framework for monocular depth estimation by assuming that 3D scenes are constituted by piece-wise planes. Particularly, we introduce a new normal-distance head that outputs pixel-level surface normal and plane-to-origin distance for deriving depth at each position. Meanwhile, the normal and distance are regularized by a developed plane-aware consistency constraint. We further integrate an additional depth head to improve the robustness of the proposed framework. To fully exploit the strengths of these two heads, we develop an effective contrastive iterative refinement module that refines depth in a complementary manner according to the depth uncertainty. Extensive experiments indicate that the proposed method exceeds previous state-of-the-art competitors on the NYU-Depth-v2, KITTI and SUN RGB-D datasets. Notably, it ranks 1st among all submissions on the KITTI depth prediction online benchmark at the submission time.
StableNormal: Reducing Diffusion Variance for Stable and Sharp Normal
This work addresses the challenge of high-quality surface normal estimation from monocular colored inputs (i.e., images and videos), a field which has recently been revolutionized by repurposing diffusion priors. However, previous attempts still struggle with stochastic inference, conflicting with the deterministic nature of the Image2Normal task, and costly ensembling step, which slows down the estimation process. Our method, StableNormal, mitigates the stochasticity of the diffusion process by reducing inference variance, thus producing "Stable-and-Sharp" normal estimates without any additional ensembling process. StableNormal works robustly under challenging imaging conditions, such as extreme lighting, blurring, and low quality. It is also robust against transparent and reflective surfaces, as well as cluttered scenes with numerous objects. Specifically, StableNormal employs a coarse-to-fine strategy, which starts with a one-step normal estimator (YOSO) to derive an initial normal guess, that is relatively coarse but reliable, then followed by a semantic-guided refinement process (SG-DRN) that refines the normals to recover geometric details. The effectiveness of StableNormal is demonstrated through competitive performance in standard datasets such as DIODE-indoor, iBims, ScannetV2 and NYUv2, and also in various downstream tasks, such as surface reconstruction and normal enhancement. These results evidence that StableNormal retains both the "stability" and "sharpness" for accurate normal estimation. StableNormal represents a baby attempt to repurpose diffusion priors for deterministic estimation. To democratize this, code and models have been publicly available in hf.co/Stable-X
DepthFM: Fast Monocular Depth Estimation with Flow Matching
Monocular depth estimation is crucial for numerous downstream vision tasks and applications. Current discriminative approaches to this problem are limited due to blurry artifacts, while state-of-the-art generative methods suffer from slow sampling due to their SDE nature. Rather than starting from noise, we seek a direct mapping from input image to depth map. We observe that this can be effectively framed using flow matching, since its straight trajectories through solution space offer efficiency and high quality. Our study demonstrates that a pre-trained image diffusion model can serve as an adequate prior for a flow matching depth model, allowing efficient training on only synthetic data to generalize to real images. We find that an auxiliary surface normals loss further improves the depth estimates. Due to the generative nature of our approach, our model reliably predicts the confidence of its depth estimates. On standard benchmarks of complex natural scenes, our lightweight approach exhibits state-of-the-art performance at favorable low computational cost despite only being trained on little synthetic data.
iDisc: Internal Discretization for Monocular Depth Estimation
Monocular depth estimation is fundamental for 3D scene understanding and downstream applications. However, even under the supervised setup, it is still challenging and ill-posed due to the lack of full geometric constraints. Although a scene can consist of millions of pixels, there are fewer high-level patterns. We propose iDisc to learn those patterns with internal discretized representations. The method implicitly partitions the scene into a set of high-level patterns. In particular, our new module, Internal Discretization (ID), implements a continuous-discrete-continuous bottleneck to learn those concepts without supervision. In contrast to state-of-the-art methods, the proposed model does not enforce any explicit constraints or priors on the depth output. The whole network with the ID module can be trained end-to-end, thanks to the bottleneck module based on attention. Our method sets the new state of the art with significant improvements on NYU-Depth v2 and KITTI, outperforming all published methods on the official KITTI benchmark. iDisc can also achieve state-of-the-art results on surface normal estimation. Further, we explore the model generalization capability via zero-shot testing. We observe the compelling need to promote diversification in the outdoor scenario. Hence, we introduce splits of two autonomous driving datasets, DDAD and Argoverse. Code is available at http://vis.xyz/pub/idisc .
Endo-4DGS: Endoscopic Monocular Scene Reconstruction with 4D Gaussian Splatting
In the realm of robot-assisted minimally invasive surgery, dynamic scene reconstruction can significantly enhance downstream tasks and improve surgical outcomes. Neural Radiance Fields (NeRF)-based methods have recently risen to prominence for their exceptional ability to reconstruct scenes but are hampered by slow inference speed, prolonged training, and inconsistent depth estimation. Some previous work utilizes ground truth depth for optimization but is hard to acquire in the surgical domain. To overcome these obstacles, we present Endo-4DGS, a real-time endoscopic dynamic reconstruction approach that utilizes 3D Gaussian Splatting (GS) for 3D representation. Specifically, we propose lightweight MLPs to capture temporal dynamics with Gaussian deformation fields. To obtain a satisfactory Gaussian Initialization, we exploit a powerful depth estimation foundation model, Depth-Anything, to generate pseudo-depth maps as a geometry prior. We additionally propose confidence-guided learning to tackle the ill-pose problems in monocular depth estimation and enhance the depth-guided reconstruction with surface normal constraints and depth regularization. Our approach has been validated on two surgical datasets, where it can effectively render in real-time, compute efficiently, and reconstruct with remarkable accuracy.
DressRecon: Freeform 4D Human Reconstruction from Monocular Video
We present a method to reconstruct time-consistent human body models from monocular videos, focusing on extremely loose clothing or handheld object interactions. Prior work in human reconstruction is either limited to tight clothing with no object interactions, or requires calibrated multi-view captures or personalized template scans which are costly to collect at scale. Our key insight for high-quality yet flexible reconstruction is the careful combination of generic human priors about articulated body shape (learned from large-scale training data) with video-specific articulated "bag-of-bones" deformation (fit to a single video via test-time optimization). We accomplish this by learning a neural implicit model that disentangles body versus clothing deformations as separate motion model layers. To capture subtle geometry of clothing, we leverage image-based priors such as human body pose, surface normals, and optical flow during optimization. The resulting neural fields can be extracted into time-consistent meshes, or further optimized as explicit 3D Gaussians for high-fidelity interactive rendering. On datasets with highly challenging clothing deformations and object interactions, DressRecon yields higher-fidelity 3D reconstructions than prior art. Project page: https://jefftan969.github.io/dressrecon/
LiftFeat: 3D Geometry-Aware Local Feature Matching
Robust and efficient local feature matching plays a crucial role in applications such as SLAM and visual localization for robotics. Despite great progress, it is still very challenging to extract robust and discriminative visual features in scenarios with drastic lighting changes, low texture areas, or repetitive patterns. In this paper, we propose a new lightweight network called LiftFeat, which lifts the robustness of raw descriptor by aggregating 3D geometric feature. Specifically, we first adopt a pre-trained monocular depth estimation model to generate pseudo surface normal label, supervising the extraction of 3D geometric feature in terms of predicted surface normal. We then design a 3D geometry-aware feature lifting module to fuse surface normal feature with raw 2D descriptor feature. Integrating such 3D geometric feature enhances the discriminative ability of 2D feature description in extreme conditions. Extensive experimental results on relative pose estimation, homography estimation, and visual localization tasks, demonstrate that our LiftFeat outperforms some lightweight state-of-the-art methods. Code will be released at : https://github.com/lyp-deeplearning/LiftFeat.
Diffusion Models Trained with Large Data Are Transferable Visual Models
We show that, simply initializing image understanding models using a pre-trained UNet (or transformer) of diffusion models, it is possible to achieve remarkable transferable performance on fundamental vision perception tasks using a moderate amount of target data (even synthetic data only), including monocular depth, surface normal, image segmentation, matting, human pose estimation, among virtually many others. Previous works have adapted diffusion models for various perception tasks, often reformulating these tasks as generation processes to align with the diffusion process. In sharp contrast, we demonstrate that fine-tuning these models with minimal adjustments can be a more effective alternative, offering the advantages of being embarrassingly simple and significantly faster. As the backbone network of Stable Diffusion models is trained on giant datasets comprising billions of images, we observe very robust generalization capabilities of the diffusion backbone. Experimental results showcase the remarkable transferability of the backbone of diffusion models across diverse tasks and real-world datasets.
Marigold: Affordable Adaptation of Diffusion-Based Image Generators for Image Analysis
The success of deep learning in computer vision over the past decade has hinged on large labeled datasets and strong pretrained models. In data-scarce settings, the quality of these pretrained models becomes crucial for effective transfer learning. Image classification and self-supervised learning have traditionally been the primary methods for pretraining CNNs and transformer-based architectures. Recently, the rise of text-to-image generative models, particularly those using denoising diffusion in a latent space, has introduced a new class of foundational models trained on massive, captioned image datasets. These models' ability to generate realistic images of unseen content suggests they possess a deep understanding of the visual world. In this work, we present Marigold, a family of conditional generative models and a fine-tuning protocol that extracts the knowledge from pretrained latent diffusion models like Stable Diffusion and adapts them for dense image analysis tasks, including monocular depth estimation, surface normals prediction, and intrinsic decomposition. Marigold requires minimal modification of the pre-trained latent diffusion model's architecture, trains with small synthetic datasets on a single GPU over a few days, and demonstrates state-of-the-art zero-shot generalization. Project page: https://marigoldcomputervision.github.io
High-quality Surface Reconstruction using Gaussian Surfels
We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. Such a design provides clear guidance to the optimizer. By treating the local z-axis as the normal direction, it greatly improves optimization stability and surface alignment. While the derivatives to the local z-axis computed from the covariance matrix are zero in this setting, we design a self-supervised normal-depth consistency loss to remedy this issue. Monocular normal priors and foreground masks are incorporated to enhance the quality of the reconstruction, mitigating issues related to highlights and background. We propose a volumetric cutting method to aggregate the information of Gaussian surfels so as to remove erroneous points in depth maps generated by alpha blending. Finally, we apply screened Poisson reconstruction method to the fused depth maps to extract the surface mesh. Experimental results show that our method demonstrates superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods.
SolidGS: Consolidating Gaussian Surfel Splatting for Sparse-View Surface Reconstruction
Gaussian splatting has achieved impressive improvements for both novel-view synthesis and surface reconstruction from multi-view images. However, current methods still struggle to reconstruct high-quality surfaces from only sparse view input images using Gaussian splatting. In this paper, we propose a novel method called SolidGS to address this problem. We observed that the reconstructed geometry can be severely inconsistent across multi-views, due to the property of Gaussian function in geometry rendering. This motivates us to consolidate all Gaussians by adopting a more solid kernel function, which effectively improves the surface reconstruction quality. With the additional help of geometrical regularization and monocular normal estimation, our method achieves superior performance on the sparse view surface reconstruction than all the Gaussian splatting methods and neural field methods on the widely used DTU, Tanks-and-Temples, and LLFF datasets.
iHuman: Instant Animatable Digital Humans From Monocular Videos
Personalized 3D avatars require an animatable representation of digital humans. Doing so instantly from monocular videos offers scalability to broad class of users and wide-scale applications. In this paper, we present a fast, simple, yet effective method for creating animatable 3D digital humans from monocular videos. Our method utilizes the efficiency of Gaussian splatting to model both 3D geometry and appearance. However, we observed that naively optimizing Gaussian splats results in inaccurate geometry, thereby leading to poor animations. This work achieves and illustrates the need of accurate 3D mesh-type modelling of the human body for animatable digitization through Gaussian splats. This is achieved by developing a novel pipeline that benefits from three key aspects: (a) implicit modelling of surface's displacements and the color's spherical harmonics; (b) binding of 3D Gaussians to the respective triangular faces of the body template; (c) a novel technique to render normals followed by their auxiliary supervision. Our exhaustive experiments on three different benchmark datasets demonstrates the state-of-the-art results of our method, in limited time settings. In fact, our method is faster by an order of magnitude (in terms of training time) than its closest competitor. At the same time, we achieve superior rendering and 3D reconstruction performance under the change of poses.
MeshSplat: Generalizable Sparse-View Surface Reconstruction via Gaussian Splatting
Surface reconstruction has been widely studied in computer vision and graphics. However, existing surface reconstruction works struggle to recover accurate scene geometry when the input views are extremely sparse. To address this issue, we propose MeshSplat, a generalizable sparse-view surface reconstruction framework via Gaussian Splatting. Our key idea is to leverage 2DGS as a bridge, which connects novel view synthesis to learned geometric priors and then transfers these priors to achieve surface reconstruction. Specifically, we incorporate a feed-forward network to predict per-view pixel-aligned 2DGS, which enables the network to synthesize novel view images and thus eliminates the need for direct 3D ground-truth supervision. To improve the accuracy of 2DGS position and orientation prediction, we propose a Weighted Chamfer Distance Loss to regularize the depth maps, especially in overlapping areas of input views, and also a normal prediction network to align the orientation of 2DGS with normal vectors predicted by a monocular normal estimator. Extensive experiments validate the effectiveness of our proposed improvement, demonstrating that our method achieves state-of-the-art performance in generalizable sparse-view mesh reconstruction tasks. Project Page: https://hanzhichang.github.io/meshsplat_web
360$^\circ$ Reconstruction From a Single Image Using Space Carved Outpainting
We introduce POP3D, a novel framework that creates a full 360^circ-view 3D model from a single image. POP3D resolves two prominent issues that limit the single-view reconstruction. Firstly, POP3D offers substantial generalizability to arbitrary categories, a trait that previous methods struggle to achieve. Secondly, POP3D further improves reconstruction fidelity and naturalness, a crucial aspect that concurrent works fall short of. Our approach marries the strengths of four primary components: (1) a monocular depth and normal predictor that serves to predict crucial geometric cues, (2) a space carving method capable of demarcating the potentially unseen portions of the target object, (3) a generative model pre-trained on a large-scale image dataset that can complete unseen regions of the target, and (4) a neural implicit surface reconstruction method tailored in reconstructing objects using RGB images along with monocular geometric cues. The combination of these components enables POP3D to readily generalize across various in-the-wild images and generate state-of-the-art reconstructions, outperforming similar works by a significant margin. Project page: http://cg.postech.ac.kr/research/POP3D
Rethinking Inductive Biases for Surface Normal Estimation
Despite the growing demand for accurate surface normal estimation models, existing methods use general-purpose dense prediction models, adopting the same inductive biases as other tasks. In this paper, we discuss the inductive biases needed for surface normal estimation and propose to (1) utilize the per-pixel ray direction and (2) encode the relationship between neighboring surface normals by learning their relative rotation. The proposed method can generate crisp - yet, piecewise smooth - predictions for challenging in-the-wild images of arbitrary resolution and aspect ratio. Compared to a recent ViT-based state-of-the-art model, our method shows a stronger generalization ability, despite being trained on an orders of magnitude smaller dataset. The code is available at https://github.com/baegwangbin/DSINE.
LiSu: A Dataset and Method for LiDAR Surface Normal Estimation
While surface normals are widely used to analyse 3D scene geometry, surface normal estimation from LiDAR point clouds remains severely underexplored. This is caused by the lack of large-scale annotated datasets on the one hand, and lack of methods that can robustly handle the sparse and often noisy LiDAR data in a reasonable time on the other hand. We address these limitations using a traffic simulation engine and present LiSu, the first large-scale, synthetic LiDAR point cloud dataset with ground truth surface normal annotations, eliminating the need for tedious manual labeling. Additionally, we propose a novel method that exploits the spatiotemporal characteristics of autonomous driving data to enhance surface normal estimation accuracy. By incorporating two regularization terms, we enforce spatial consistency among neighboring points and temporal smoothness across consecutive LiDAR frames. These regularizers are particularly effective in self-training settings, where they mitigate the impact of noisy pseudo-labels, enabling robust real-world deployment. We demonstrate the effectiveness of our method on LiSu, achieving state-of-the-art performance in LiDAR surface normal estimation. Moreover, we showcase its full potential in addressing the challenging task of synthetic-to-real domain adaptation, leading to improved neural surface reconstruction on real-world data.
Controllable Dynamic Appearance for Neural 3D Portraits
Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html
Omnidata: A Scalable Pipeline for Making Multi-Task Mid-Level Vision Datasets from 3D Scans
This paper introduces a pipeline to parametrically sample and render multi-task vision datasets from comprehensive 3D scans from the real world. Changing the sampling parameters allows one to "steer" the generated datasets to emphasize specific information. In addition to enabling interesting lines of research, we show the tooling and generated data suffice to train robust vision models. Common architectures trained on a generated starter dataset reached state-of-the-art performance on multiple common vision tasks and benchmarks, despite having seen no benchmark or non-pipeline data. The depth estimation network outperforms MiDaS and the surface normal estimation network is the first to achieve human-level performance for in-the-wild surface normal estimation -- at least according to one metric on the OASIS benchmark. The Dockerized pipeline with CLI, the (mostly python) code, PyTorch dataloaders for the generated data, the generated starter dataset, download scripts and other utilities are available through our project website, https://omnidata.vision.
MSECNet: Accurate and Robust Normal Estimation for 3D Point Clouds by Multi-Scale Edge Conditioning
Estimating surface normals from 3D point clouds is critical for various applications, including surface reconstruction and rendering. While existing methods for normal estimation perform well in regions where normals change slowly, they tend to fail where normals vary rapidly. To address this issue, we propose a novel approach called MSECNet, which improves estimation in normal varying regions by treating normal variation modeling as an edge detection problem. MSECNet consists of a backbone network and a multi-scale edge conditioning (MSEC) stream. The MSEC stream achieves robust edge detection through multi-scale feature fusion and adaptive edge detection. The detected edges are then combined with the output of the backbone network using the edge conditioning module to produce edge-aware representations. Extensive experiments show that MSECNet outperforms existing methods on both synthetic (PCPNet) and real-world (SceneNN) datasets while running significantly faster. We also conduct various analyses to investigate the contribution of each component in the MSEC stream. Finally, we demonstrate the effectiveness of our approach in surface reconstruction.
KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Rendering
NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.
FOUND: Foot Optimization with Uncertain Normals for Surface Deformation Using Synthetic Data
Surface reconstruction from multi-view images is a challenging task, with solutions often requiring a large number of sampled images with high overlap. We seek to develop a method for few-view reconstruction, for the case of the human foot. To solve this task, we must extract rich geometric cues from RGB images, before carefully fusing them into a final 3D object. Our FOUND approach tackles this, with 4 main contributions: (i) SynFoot, a synthetic dataset of 50,000 photorealistic foot images, paired with ground truth surface normals and keypoints; (ii) an uncertainty-aware surface normal predictor trained on our synthetic dataset; (iii) an optimization scheme for fitting a generative foot model to a series of images; and (iv) a benchmark dataset of calibrated images and high resolution ground truth geometry. We show that our normal predictor outperforms all off-the-shelf equivalents significantly on real images, and our optimization scheme outperforms state-of-the-art photogrammetry pipelines, especially for a few-view setting. We release our synthetic dataset and baseline 3D scans to the research community.
DebSDF: Delving into the Details and Bias of Neural Indoor Scene Reconstruction
In recent years, the neural implicit surface has emerged as a powerful representation for multi-view surface reconstruction due to its simplicity and state-of-the-art performance. However, reconstructing smooth and detailed surfaces in indoor scenes from multi-view images presents unique challenges. Indoor scenes typically contain large texture-less regions, making the photometric loss unreliable for optimizing the implicit surface. Previous work utilizes monocular geometry priors to improve the reconstruction in indoor scenes. However, monocular priors often contain substantial errors in thin structure regions due to domain gaps and the inherent inconsistencies when derived independently from different views. This paper presents DebSDF to address these challenges, focusing on the utilization of uncertainty in monocular priors and the bias in SDF-based volume rendering. We propose an uncertainty modeling technique that associates larger uncertainties with larger errors in the monocular priors. High-uncertainty priors are then excluded from optimization to prevent bias. This uncertainty measure also informs an importance-guided ray sampling and adaptive smoothness regularization, enhancing the learning of fine structures. We further introduce a bias-aware signed distance function to density transformation that takes into account the curvature and the angle between the view direction and the SDF normals to reconstruct fine details better. Our approach has been validated through extensive experiments on several challenging datasets, demonstrating improved qualitative and quantitative results in reconstructing thin structures in indoor scenes, thereby outperforming previous work.
SmileSplat: Generalizable Gaussian Splats for Unconstrained Sparse Images
Sparse Multi-view Images can be Learned to predict explicit radiance fields via Generalizable Gaussian Splatting approaches, which can achieve wider application prospects in real-life when ground-truth camera parameters are not required as inputs. In this paper, a novel generalizable Gaussian Splatting method, SmileSplat, is proposed to reconstruct pixel-aligned Gaussian surfels for diverse scenarios only requiring unconstrained sparse multi-view images. First, Gaussian surfels are predicted based on the multi-head Gaussian regression decoder, which can are represented with less degree-of-freedom but have better multi-view consistency. Furthermore, the normal vectors of Gaussian surfel are enhanced based on high-quality of normal priors. Second, the Gaussians and camera parameters (both extrinsic and intrinsic) are optimized to obtain high-quality Gaussian radiance fields for novel view synthesis tasks based on the proposed Bundle-Adjusting Gaussian Splatting module. Extensive experiments on novel view rendering and depth map prediction tasks are conducted on public datasets, demonstrating that the proposed method achieves state-of-the-art performance in various 3D vision tasks. More information can be found on our project page (https://yanyan-li.github.io/project/gs/smilesplat)
DRAEM -- A discriminatively trained reconstruction embedding for surface anomaly detection
Visual surface anomaly detection aims to detect local image regions that significantly deviate from normal appearance. Recent surface anomaly detection methods rely on generative models to accurately reconstruct the normal areas and to fail on anomalies. These methods are trained only on anomaly-free images, and often require hand-crafted post-processing steps to localize the anomalies, which prohibits optimizing the feature extraction for maximal detection capability. In addition to reconstructive approach, we cast surface anomaly detection primarily as a discriminative problem and propose a discriminatively trained reconstruction anomaly embedding model (DRAEM). The proposed method learns a joint representation of an anomalous image and its anomaly-free reconstruction, while simultaneously learning a decision boundary between normal and anomalous examples. The method enables direct anomaly localization without the need for additional complicated post-processing of the network output and can be trained using simple and general anomaly simulations. On the challenging MVTec anomaly detection dataset, DRAEM outperforms the current state-of-the-art unsupervised methods by a large margin and even delivers detection performance close to the fully-supervised methods on the widely used DAGM surface-defect detection dataset, while substantially outperforming them in localization accuracy.
NormalCrafter: Learning Temporally Consistent Normals from Video Diffusion Priors
Surface normal estimation serves as a cornerstone for a spectrum of computer vision applications. While numerous efforts have been devoted to static image scenarios, ensuring temporal coherence in video-based normal estimation remains a formidable challenge. Instead of merely augmenting existing methods with temporal components, we present NormalCrafter to leverage the inherent temporal priors of video diffusion models. To secure high-fidelity normal estimation across sequences, we propose Semantic Feature Regularization (SFR), which aligns diffusion features with semantic cues, encouraging the model to concentrate on the intrinsic semantics of the scene. Moreover, we introduce a two-stage training protocol that leverages both latent and pixel space learning to preserve spatial accuracy while maintaining long temporal context. Extensive evaluations demonstrate the efficacy of our method, showcasing a superior performance in generating temporally consistent normal sequences with intricate details from diverse videos.
FlipNeRF: Flipped Reflection Rays for Few-shot Novel View Synthesis
Neural Radiance Field (NeRF) has been a mainstream in novel view synthesis with its remarkable quality of rendered images and simple architecture. Although NeRF has been developed in various directions improving continuously its performance, the necessity of a dense set of multi-view images still exists as a stumbling block to progress for practical application. In this work, we propose FlipNeRF, a novel regularization method for few-shot novel view synthesis by utilizing our proposed flipped reflection rays. The flipped reflection rays are explicitly derived from the input ray directions and estimated normal vectors, and play a role of effective additional training rays while enabling to estimate more accurate surface normals and learn the 3D geometry effectively. Since the surface normal and the scene depth are both derived from the estimated densities along a ray, the accurate surface normal leads to more exact depth estimation, which is a key factor for few-shot novel view synthesis. Furthermore, with our proposed Uncertainty-aware Emptiness Loss and Bottleneck Feature Consistency Loss, FlipNeRF is able to estimate more reliable outputs with reducing floating artifacts effectively across the different scene structures, and enhance the feature-level consistency between the pair of the rays cast toward the photo-consistent pixels without any additional feature extractor, respectively. Our FlipNeRF achieves the SOTA performance on the multiple benchmarks across all the scenarios.
BridgeDepth: Bridging Monocular and Stereo Reasoning with Latent Alignment
Monocular and stereo depth estimation offer complementary strengths: monocular methods capture rich contextual priors but lack geometric precision, while stereo approaches leverage epipolar geometry yet struggle with ambiguities such as reflective or textureless surfaces. Despite post-hoc synergies, these paradigms remain largely disjoint in practice. We introduce a unified framework that bridges both through iterative bidirectional alignment of their latent representations. At its core, a novel cross-attentive alignment mechanism dynamically synchronizes monocular contextual cues with stereo hypothesis representations during stereo reasoning. This mutual alignment resolves stereo ambiguities (e.g., specular surfaces) by injecting monocular structure priors while refining monocular depth with stereo geometry within a single network. Extensive experiments demonstrate state-of-the-art results: it reduces zero-shot generalization error by !>!40% on Middlebury and ETH3D, while addressing longstanding failures on transparent and reflective surfaces. By harmonizing multi-view geometry with monocular context, our approach enables robust 3D perception that transcends modality-specific limitations. Codes available at https://github.com/aeolusguan/BridgeDepth.
RichDreamer: A Generalizable Normal-Depth Diffusion Model for Detail Richness in Text-to-3D
Lifting 2D diffusion for 3D generation is a challenging problem due to the lack of geometric prior and the complex entanglement of materials and lighting in natural images. Existing methods have shown promise by first creating the geometry through score-distillation sampling (SDS) applied to rendered surface normals, followed by appearance modeling. However, relying on a 2D RGB diffusion model to optimize surface normals is suboptimal due to the distribution discrepancy between natural images and normals maps, leading to instability in optimization. In this paper, recognizing that the normal and depth information effectively describe scene geometry and be automatically estimated from images, we propose to learn a generalizable Normal-Depth diffusion model for 3D generation. We achieve this by training on the large-scale LAION dataset together with the generalizable image-to-depth and normal prior models. In an attempt to alleviate the mixed illumination effects in the generated materials, we introduce an albedo diffusion model to impose data-driven constraints on the albedo component. Our experiments show that when integrated into existing text-to-3D pipelines, our models significantly enhance the detail richness, achieving state-of-the-art results. Our project page is https://lingtengqiu.github.io/RichDreamer/.
Distill Any Depth: Distillation Creates a Stronger Monocular Depth Estimator
Monocular depth estimation (MDE) aims to predict scene depth from a single RGB image and plays a crucial role in 3D scene understanding. Recent advances in zero-shot MDE leverage normalized depth representations and distillation-based learning to improve generalization across diverse scenes. However, current depth normalization methods for distillation, relying on global normalization, can amplify noisy pseudo-labels, reducing distillation effectiveness. In this paper, we systematically analyze the impact of different depth normalization strategies on pseudo-label distillation. Based on our findings, we propose Cross-Context Distillation, which integrates global and local depth cues to enhance pseudo-label quality. Additionally, we introduce a multi-teacher distillation framework that leverages complementary strengths of different depth estimation models, leading to more robust and accurate depth predictions. Extensive experiments on benchmark datasets demonstrate that our approach significantly outperforms state-of-the-art methods, both quantitatively and qualitatively.
The Phong Surface: Efficient 3D Model Fitting using Lifted Optimization
Realtime perceptual and interaction capabilities in mixed reality require a range of 3D tracking problems to be solved at low latency on resource-constrained hardware such as head-mounted devices. Indeed, for devices such as HoloLens 2 where the CPU and GPU are left available for applications, multiple tracking subsystems are required to run on a continuous, real-time basis while sharing a single Digital Signal Processor. To solve model-fitting problems for HoloLens 2 hand tracking, where the computational budget is approximately 100 times smaller than an iPhone 7, we introduce a new surface model: the `Phong surface'. Using ideas from computer graphics, the Phong surface describes the same 3D shape as a triangulated mesh model, but with continuous surface normals which enable the use of lifting-based optimization, providing significant efficiency gains over ICP-based methods. We show that Phong surfaces retain the convergence benefits of smoother surface models, while triangle meshes do not.
SHS-Net: Learning Signed Hyper Surfaces for Oriented Normal Estimation of Point Clouds
We propose a novel method called SHS-Net for oriented normal estimation of point clouds by learning signed hyper surfaces, which can accurately predict normals with global consistent orientation from various point clouds. Almost all existing methods estimate oriented normals through a two-stage pipeline, i.e., unoriented normal estimation and normal orientation, and each step is implemented by a separate algorithm. However, previous methods are sensitive to parameter settings, resulting in poor results from point clouds with noise, density variations and complex geometries. In this work, we introduce signed hyper surfaces (SHS), which are parameterized by multi-layer perceptron (MLP) layers, to learn to estimate oriented normals from point clouds in an end-to-end manner. The signed hyper surfaces are implicitly learned in a high-dimensional feature space where the local and global information is aggregated. Specifically, we introduce a patch encoding module and a shape encoding module to encode a 3D point cloud into a local latent code and a global latent code, respectively. Then, an attention-weighted normal prediction module is proposed as a decoder, which takes the local and global latent codes as input to predict oriented normals. Experimental results show that our SHS-Net outperforms the state-of-the-art methods in both unoriented and oriented normal estimation on the widely used benchmarks. The code, data and pretrained models are publicly available.
Multi-view Surface Reconstruction Using Normal and Reflectance Cues
Achieving high-fidelity 3D surface reconstruction while preserving fine details remains challenging, especially in the presence of materials with complex reflectance properties and without a dense-view setup. In this paper, we introduce a versatile framework that incorporates multi-view normal and optionally reflectance maps into radiance-based surface reconstruction. Our approach employs a pixel-wise joint re-parametrization of reflectance and surface normals, representing them as a vector of radiances under simulated, varying illumination. This formulation enables seamless incorporation into standard surface reconstruction pipelines, such as traditional multi-view stereo (MVS) frameworks or modern neural volume rendering (NVR) ones. Combined with the latter, our approach achieves state-of-the-art performance on multi-view photometric stereo (MVPS) benchmark datasets, including DiLiGenT-MV, LUCES-MV and Skoltech3D. In particular, our method excels in reconstructing fine-grained details and handling challenging visibility conditions. The present paper is an extended version of the earlier conference paper by Brument et al. (in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2024), featuring an accelerated and more robust algorithm as well as a broader empirical evaluation. The code and data relative to this article is available at https://github.com/RobinBruneau/RNb-NeuS2.
LightDepth: Single-View Depth Self-Supervision from Illumination Decline
Single-view depth estimation can be remarkably effective if there is enough ground-truth depth data for supervised training. However, there are scenarios, especially in medicine in the case of endoscopies, where such data cannot be obtained. In such cases, multi-view self-supervision and synthetic-to-real transfer serve as alternative approaches, however, with a considerable performance reduction in comparison to supervised case. Instead, we propose a single-view self-supervised method that achieves a performance similar to the supervised case. In some medical devices, such as endoscopes, the camera and light sources are co-located at a small distance from the target surfaces. Thus, we can exploit that, for any given albedo and surface orientation, pixel brightness is inversely proportional to the square of the distance to the surface, providing a strong single-view self-supervisory signal. In our experiments, our self-supervised models deliver accuracies comparable to those of fully supervised ones, while being applicable without depth ground-truth data.
MonoSplat: Generalizable 3D Gaussian Splatting from Monocular Depth Foundation Models
Recent advances in generalizable 3D Gaussian Splatting have demonstrated promising results in real-time high-fidelity rendering without per-scene optimization, yet existing approaches still struggle to handle unfamiliar visual content during inference on novel scenes due to limited generalizability. To address this challenge, we introduce MonoSplat, a novel framework that leverages rich visual priors from pre-trained monocular depth foundation models for robust Gaussian reconstruction. Our approach consists of two key components: a Mono-Multi Feature Adapter that transforms monocular features into multi-view representations, coupled with an Integrated Gaussian Prediction module that effectively fuses both feature types for precise Gaussian generation. Through the Adapter's lightweight attention mechanism, features are seamlessly aligned and aggregated across views while preserving valuable monocular priors, enabling the Prediction module to generate Gaussian primitives with accurate geometry and appearance. Through extensive experiments on diverse real-world datasets, we convincingly demonstrate that MonoSplat achieves superior reconstruction quality and generalization capability compared to existing methods while maintaining computational efficiency with minimal trainable parameters. Codes are available at https://github.com/CUHK-AIM-Group/MonoSplat.
Surf3R: Rapid Surface Reconstruction from Sparse RGB Views in Seconds
Current multi-view 3D reconstruction methods rely on accurate camera calibration and pose estimation, requiring complex and time-intensive pre-processing that hinders their practical deployment. To address this challenge, we introduce Surf3R, an end-to-end feedforward approach that reconstructs 3D surfaces from sparse views without estimating camera poses and completes an entire scene in under 10 seconds. Our method employs a multi-branch and multi-view decoding architecture in which multiple reference views jointly guide the reconstruction process. Through the proposed branch-wise processing, cross-view attention, and inter-branch fusion, the model effectively captures complementary geometric cues without requiring camera calibration. Moreover, we introduce a D-Normal regularizer based on an explicit 3D Gaussian representation for surface reconstruction. It couples surface normals with other geometric parameters to jointly optimize the 3D geometry, significantly improving 3D consistency and surface detail accuracy. Experimental results demonstrate that Surf3R achieves state-of-the-art performance on multiple surface reconstruction metrics on ScanNet++ and Replica datasets, exhibiting excellent generalization and efficiency.
GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction
3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.
NDC-Scene: Boost Monocular 3D Semantic Scene Completion in Normalized Device Coordinates Space
Monocular 3D Semantic Scene Completion (SSC) has garnered significant attention in recent years due to its potential to predict complex semantics and geometry shapes from a single image, requiring no 3D inputs. In this paper, we identify several critical issues in current state-of-the-art methods, including the Feature Ambiguity of projected 2D features in the ray to the 3D space, the Pose Ambiguity of the 3D convolution, and the Computation Imbalance in the 3D convolution across different depth levels. To address these problems, we devise a novel Normalized Device Coordinates scene completion network (NDC-Scene) that directly extends the 2D feature map to a Normalized Device Coordinates (NDC) space, rather than to the world space directly, through progressive restoration of the dimension of depth with deconvolution operations. Experiment results demonstrate that transferring the majority of computation from the target 3D space to the proposed normalized device coordinates space benefits monocular SSC tasks. Additionally, we design a Depth-Adaptive Dual Decoder to simultaneously upsample and fuse the 2D and 3D feature maps, further improving overall performance. Our extensive experiments confirm that the proposed method consistently outperforms state-of-the-art methods on both outdoor SemanticKITTI and indoor NYUv2 datasets. Our code are available at https://github.com/Jiawei-Yao0812/NDCScene.
Rendering Humans from Object-Occluded Monocular Videos
3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (ie, prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method's superiority.
Light of Normals: Unified Feature Representation for Universal Photometric Stereo
Universal photometric stereo (PS) aims to recover high-quality surface normals from objects under arbitrary lighting conditions without relying on specific illumination models. Despite recent advances such as SDM-UniPS and Uni MS-PS, two fundamental challenges persist: 1) the deep coupling between varying illumination and surface normal features, where ambiguity in observed intensity makes it difficult to determine whether brightness variations stem from lighting changes or surface orientation; and 2) the preservation of high-frequency geometric details in complex surfaces, where intricate geometries create self-shadowing, inter-reflections, and subtle normal variations that conventional feature processing operations struggle to capture accurately.
RNb-NeuS: Reflectance and Normal-based Multi-View 3D Reconstruction
This paper introduces a versatile paradigm for integrating multi-view reflectance (optional) and normal maps acquired through photometric stereo. Our approach employs a pixel-wise joint re-parameterization of reflectance and normal, considering them as a vector of radiances rendered under simulated, varying illumination. This re-parameterization enables the seamless integration of reflectance and normal maps as input data in neural volume rendering-based 3D reconstruction while preserving a single optimization objective. In contrast, recent multi-view photometric stereo (MVPS) methods depend on multiple, potentially conflicting objectives. Despite its apparent simplicity, our proposed approach outperforms state-of-the-art approaches in MVPS benchmarks across F-score, Chamfer distance, and mean angular error metrics. Notably, it significantly improves the detailed 3D reconstruction of areas with high curvature or low visibility.
ANIM: Accurate Neural Implicit Model for Human Reconstruction from a single RGB-D image
Recent progress in human shape learning, shows that neural implicit models are effective in generating 3D human surfaces from limited number of views, and even from a single RGB image. However, existing monocular approaches still struggle to recover fine geometric details such as face, hands or cloth wrinkles. They are also easily prone to depth ambiguities that result in distorted geometries along the camera optical axis. In this paper, we explore the benefits of incorporating depth observations in the reconstruction process by introducing ANIM, a novel method that reconstructs arbitrary 3D human shapes from single-view RGB-D images with an unprecedented level of accuracy. Our model learns geometric details from both multi-resolution pixel-aligned and voxel-aligned features to leverage depth information and enable spatial relationships, mitigating depth ambiguities. We further enhance the quality of the reconstructed shape by introducing a depth-supervision strategy, which improves the accuracy of the signed distance field estimation of points that lie on the reconstructed surface. Experiments demonstrate that ANIM outperforms state-of-the-art works that use RGB, surface normals, point cloud or RGB-D data as input. In addition, we introduce ANIM-Real, a new multi-modal dataset comprising high-quality scans paired with consumer-grade RGB-D camera, and our protocol to fine-tune ANIM, enabling high-quality reconstruction from real-world human capture.
GNeRP: Gaussian-guided Neural Reconstruction of Reflective Objects with Noisy Polarization Priors
Learning surfaces from neural radiance field (NeRF) became a rising topic in Multi-View Stereo (MVS). Recent Signed Distance Function (SDF)-based methods demonstrated their ability to reconstruct accurate 3D shapes of Lambertian scenes. However, their results on reflective scenes are unsatisfactory due to the entanglement of specular radiance and complicated geometry. To address the challenges, we propose a Gaussian-based representation of normals in SDF fields. Supervised by polarization priors, this representation guides the learning of geometry behind the specular reflection and captures more details than existing methods. Moreover, we propose a reweighting strategy in the optimization process to alleviate the noise issue of polarization priors. To validate the effectiveness of our design, we capture polarimetric information, and ground truth meshes in additional reflective scenes with various geometry. We also evaluated our framework on the PANDORA dataset. Comparisons prove our method outperforms existing neural 3D reconstruction methods in reflective scenes by a large margin.
Surface Normal Clustering for Implicit Representation of Manhattan Scenes
Novel view synthesis and 3D modeling using implicit neural field representation are shown to be very effective for calibrated multi-view cameras. Such representations are known to benefit from additional geometric and semantic supervision. Most existing methods that exploit additional supervision require dense pixel-wise labels or localized scene priors. These methods cannot benefit from high-level vague scene priors provided in terms of scenes' descriptions. In this work, we aim to leverage the geometric prior of Manhattan scenes to improve the implicit neural radiance field representations. More precisely, we assume that only the knowledge of the indoor scene (under investigation) being Manhattan is known -- with no additional information whatsoever -- with an unknown Manhattan coordinate frame. Such high-level prior is used to self-supervise the surface normals derived explicitly in the implicit neural fields. Our modeling allows us to cluster the derived normals and exploit their orthogonality constraints for self-supervision. Our exhaustive experiments on datasets of diverse indoor scenes demonstrate the significant benefit of the proposed method over the established baselines. The source code will be available at https://github.com/nikola3794/normal-clustering-nerf.
The Fourth Monocular Depth Estimation Challenge
This paper presents the results of the fourth edition of the Monocular Depth Estimation Challenge (MDEC), which focuses on zero-shot generalization to the SYNS-Patches benchmark, a dataset featuring challenging environments in both natural and indoor settings. In this edition, we revised the evaluation protocol to use least-squares alignment with two degrees of freedom to support disparity and affine-invariant predictions. We also revised the baselines and included popular off-the-shelf methods: Depth Anything v2 and Marigold. The challenge received a total of 24 submissions that outperformed the baselines on the test set; 10 of these included a report describing their approach, with most leading methods relying on affine-invariant predictions. The challenge winners improved the 3D F-Score over the previous edition's best result, raising it from 22.58% to 23.05%.
Repurposing Diffusion-Based Image Generators for Monocular Depth Estimation
Monocular depth estimation is a fundamental computer vision task. Recovering 3D depth from a single image is geometrically ill-posed and requires scene understanding, so it is not surprising that the rise of deep learning has led to a breakthrough. The impressive progress of monocular depth estimators has mirrored the growth in model capacity, from relatively modest CNNs to large Transformer architectures. Still, monocular depth estimators tend to struggle when presented with images with unfamiliar content and layout, since their knowledge of the visual world is restricted by the data seen during training, and challenged by zero-shot generalization to new domains. This motivates us to explore whether the extensive priors captured in recent generative diffusion models can enable better, more generalizable depth estimation. We introduce Marigold, a method for affine-invariant monocular depth estimation that is derived from Stable Diffusion and retains its rich prior knowledge. The estimator can be fine-tuned in a couple of days on a single GPU using only synthetic training data. It delivers state-of-the-art performance across a wide range of datasets, including over 20% performance gains in specific cases. Project page: https://marigoldmonodepth.github.io.
Search is All You Need for Few-shot Anomaly Detection
Few-shot anomaly detection (FSAD) has emerged as a crucial yet challenging task in industrial inspection, where normal distribution modeling must be accomplished with only a few normal images. While existing approaches typically employ multi-modal foundation models combining language and vision modalities for prompt-guided anomaly detection, these methods often demand sophisticated prompt engineering and extensive manual tuning. In this paper, we demonstrate that a straightforward nearest-neighbor search framework can surpass state-of-the-art performance in both single-class and multi-class FSAD scenarios. Our proposed method, VisionAD, consists of four simple yet essential components: (1) scalable vision foundation models that extract universal and discriminative features; (2) dual augmentation strategies - support augmentation to enhance feature matching adaptability and query augmentation to address the oversights of single-view prediction; (3) multi-layer feature integration that captures both low-frequency global context and high-frequency local details with minimal computational overhead; and (4) a class-aware visual memory bank enabling efficient one-for-all multi-class detection. Extensive evaluations across MVTec-AD, VisA, and Real-IAD benchmarks demonstrate VisionAD's exceptional performance. Using only 1 normal images as support, our method achieves remarkable image-level AUROC scores of 97.4%, 94.8%, and 70.8% respectively, outperforming current state-of-the-art approaches by significant margins (+1.6%, +3.2%, and +1.4%). The training-free nature and superior few-shot capabilities of VisionAD make it particularly appealing for real-world applications where samples are scarce or expensive to obtain. Code is available at https://github.com/Qiqigeww/VisionAD.
Learning Depth Estimation for Transparent and Mirror Surfaces
Inferring the depth of transparent or mirror (ToM) surfaces represents a hard challenge for either sensors, algorithms, or deep networks. We propose a simple pipeline for learning to estimate depth properly for such surfaces with neural networks, without requiring any ground-truth annotation. We unveil how to obtain reliable pseudo labels by in-painting ToM objects in images and processing them with a monocular depth estimation model. These labels can be used to fine-tune existing monocular or stereo networks, to let them learn how to deal with ToM surfaces. Experimental results on the Booster dataset show the dramatic improvements enabled by our remarkably simple proposal.
SuperNormal: Neural Surface Reconstruction via Multi-View Normal Integration
We present SuperNormal, a fast, high-fidelity approach to multi-view 3D reconstruction using surface normal maps. With a few minutes, SuperNormal produces detailed surfaces on par with 3D scanners. We harness volume rendering to optimize a neural signed distance function (SDF) powered by multi-resolution hash encoding. To accelerate training, we propose directional finite difference and patch-based ray marching to approximate the SDF gradients numerically. While not compromising reconstruction quality, this strategy is nearly twice as efficient as analytical gradients and about three times faster than axis-aligned finite difference. Experiments on the benchmark dataset demonstrate the superiority of SuperNormal in efficiency and accuracy compared to existing multi-view photometric stereo methods. On our captured objects, SuperNormal produces more fine-grained geometry than recent neural 3D reconstruction methods.
MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views
We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Our project page is the following: https://anttwo.github.io/matcha/
Self-Supervised Monocular Depth Estimation by Direction-aware Cumulative Convolution Network
Monocular depth estimation is known as an ill-posed task in which objects in a 2D image usually do not contain sufficient information to predict their depth. Thus, it acts differently from other tasks (e.g., classification and segmentation) in many ways. In this paper, we find that self-supervised monocular depth estimation shows a direction sensitivity and environmental dependency in the feature representation. But the current backbones borrowed from other tasks pay less attention to handling different types of environmental information, limiting the overall depth accuracy. To bridge this gap, we propose a new Direction-aware Cumulative Convolution Network (DaCCN), which improves the depth feature representation in two aspects. First, we propose a direction-aware module, which can learn to adjust the feature extraction in each direction, facilitating the encoding of different types of information. Secondly, we design a new cumulative convolution to improve the efficiency for aggregating important environmental information. Experiments show that our method achieves significant improvements on three widely used benchmarks, KITTI, Cityscapes, and Make3D, setting a new state-of-the-art performance on the popular benchmarks with all three types of self-supervision.
MonoScene: Monocular 3D Semantic Scene Completion
MonoScene proposes a 3D Semantic Scene Completion (SSC) framework, where the dense geometry and semantics of a scene are inferred from a single monocular RGB image. Different from the SSC literature, relying on 2.5 or 3D input, we solve the complex problem of 2D to 3D scene reconstruction while jointly inferring its semantics. Our framework relies on successive 2D and 3D UNets bridged by a novel 2D-3D features projection inspiring from optics and introduces a 3D context relation prior to enforce spatio-semantic consistency. Along with architectural contributions, we introduce novel global scene and local frustums losses. Experiments show we outperform the literature on all metrics and datasets while hallucinating plausible scenery even beyond the camera field of view. Our code and trained models are available at https://github.com/cv-rits/MonoScene.
Deformable Surface Reconstruction via Riemannian Metric Preservation
Estimating the pose of an object from a monocular image is an inverse problem fundamental in computer vision. The ill-posed nature of this problem requires incorporating deformation priors to solve it. In practice, many materials do not perceptibly shrink or extend when manipulated, constituting a powerful and well-known prior. Mathematically, this translates to the preservation of the Riemannian metric. Neural networks offer the perfect playground to solve the surface reconstruction problem as they can approximate surfaces with arbitrary precision and allow the computation of differential geometry quantities. This paper presents an approach to inferring continuous deformable surfaces from a sequence of images, which is benchmarked against several techniques and obtains state-of-the-art performance without the need for offline training.
MonoWAD: Weather-Adaptive Diffusion Model for Robust Monocular 3D Object Detection
Monocular 3D object detection is an important challenging task in autonomous driving. Existing methods mainly focus on performing 3D detection in ideal weather conditions, characterized by scenarios with clear and optimal visibility. However, the challenge of autonomous driving requires the ability to handle changes in weather conditions, such as foggy weather, not just clear weather. We introduce MonoWAD, a novel weather-robust monocular 3D object detector with a weather-adaptive diffusion model. It contains two components: (1) the weather codebook to memorize the knowledge of the clear weather and generate a weather-reference feature for any input, and (2) the weather-adaptive diffusion model to enhance the feature representation of the input feature by incorporating a weather-reference feature. This serves an attention role in indicating how much improvement is needed for the input feature according to the weather conditions. To achieve this goal, we introduce a weather-adaptive enhancement loss to enhance the feature representation under both clear and foggy weather conditions. Extensive experiments under various weather conditions demonstrate that MonoWAD achieves weather-robust monocular 3D object detection. The code and dataset are released at https://github.com/VisualAIKHU/MonoWAD.
NSF: Neural Surface Fields for Human Modeling from Monocular Depth
Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method `\keyfeature: Neural Surface Fields' for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.
MonoDGP: Monocular 3D Object Detection with Decoupled-Query and Geometry-Error Priors
Perspective projection has been extensively utilized in monocular 3D object detection methods. It introduces geometric priors from 2D bounding boxes and 3D object dimensions to reduce the uncertainty of depth estimation. However, due to depth errors originating from the object's visual surface, the height of the bounding box often fails to represent the actual projected central height, which undermines the effectiveness of geometric depth. Direct prediction for the projected height unavoidably results in a loss of 2D priors, while multi-depth prediction with complex branches does not fully leverage geometric depth. This paper presents a Transformer-based monocular 3D object detection method called MonoDGP, which adopts perspective-invariant geometry errors to modify the projection formula. We also try to systematically discuss and explain the mechanisms and efficacy behind geometry errors, which serve as a simple but effective alternative to multi-depth prediction. Additionally, MonoDGP decouples the depth-guided decoder and constructs a 2D decoder only dependent on visual features, providing 2D priors and initializing object queries without the disturbance of 3D detection. To further optimize and fine-tune input tokens of the transformer decoder, we also introduce a Region Segment Head (RSH) that generates enhanced features and segment embeddings. Our monocular method demonstrates state-of-the-art performance on the KITTI benchmark without extra data. Code is available at https://github.com/PuFanqi23/MonoDGP.
iNVS: Repurposing Diffusion Inpainters for Novel View Synthesis
We present a method for generating consistent novel views from a single source image. Our approach focuses on maximizing the reuse of visible pixels from the source image. To achieve this, we use a monocular depth estimator that transfers visible pixels from the source view to the target view. Starting from a pre-trained 2D inpainting diffusion model, we train our method on the large-scale Objaverse dataset to learn 3D object priors. While training we use a novel masking mechanism based on epipolar lines to further improve the quality of our approach. This allows our framework to perform zero-shot novel view synthesis on a variety of objects. We evaluate the zero-shot abilities of our framework on three challenging datasets: Google Scanned Objects, Ray Traced Multiview, and Common Objects in 3D. See our webpage for more details: https://yashkant.github.io/invs/
Robust 360-8PA: Redesigning The Normalized 8-point Algorithm for 360-FoV Images
This paper presents a novel preconditioning strategy for the classic 8-point algorithm (8-PA) for estimating an essential matrix from 360-FoV images (i.e., equirectangular images) in spherical projection. To alleviate the effect of uneven key-feature distributions and outlier correspondences, which can potentially decrease the accuracy of an essential matrix, our method optimizes a non-rigid transformation to deform a spherical camera into a new spatial domain, defining a new constraint and a more robust and accurate solution for an essential matrix. Through several experiments using random synthetic points, 360-FoV, and fish-eye images, we demonstrate that our normalization can increase the camera pose accuracy by about 20% without significantly overhead the computation time. In addition, we present further benefits of our method through both a constant weighted least-square optimization that improves further the well known Gold Standard Method (GSM) (i.e., the non-linear optimization by using epipolar errors); and a relaxation of the number of RANSAC iterations, both showing that our normalization outcomes a more reliable, robust, and accurate solution.
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.
SSCBench: Monocular 3D Semantic Scene Completion Benchmark in Street Views
Monocular scene understanding is a foundational component of autonomous systems. Within the spectrum of monocular perception topics, one crucial and useful task for holistic 3D scene understanding is semantic scene completion (SSC), which jointly completes semantic information and geometric details from RGB input. However, progress in SSC, particularly in large-scale street views, is hindered by the scarcity of high-quality datasets. To address this issue, we introduce SSCBench, a comprehensive benchmark that integrates scenes from widely used automotive datasets (e.g., KITTI-360, nuScenes, and Waymo). SSCBench follows an established setup and format in the community, facilitating the easy exploration of SSC methods in various street views. We benchmark models using monocular, trinocular, and point cloud input to assess the performance gap resulting from sensor coverage and modality. Moreover, we have unified semantic labels across diverse datasets to simplify cross-domain generalization testing. We commit to including more datasets and SSC models to drive further advancements in this field.
BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting
We present Bidirectional Gaussian Primitives, an image-based novel view synthesis technique designed to represent and render 3D objects with surface and volumetric materials under dynamic illumination. Our approach integrates light intrinsic decomposition into the Gaussian splatting framework, enabling real-time relighting of 3D objects. To unify surface and volumetric material within a cohesive appearance model, we adopt a light- and view-dependent scattering representation via bidirectional spherical harmonics. Our model does not use a specific surface normal-related reflectance function, making it more compatible with volumetric representations like Gaussian splatting, where the normals are undefined. We demonstrate our method by reconstructing and rendering objects with complex materials. Using One-Light-At-a-Time (OLAT) data as input, we can reproduce photorealistic appearances under novel lighting conditions in real time.
AI Playground: Unreal Engine-based Data Ablation Tool for Deep Learning
Machine learning requires data, but acquiring and labeling real-world data is challenging, expensive, and time-consuming. More importantly, it is nearly impossible to alter real data post-acquisition (e.g., change the illumination of a room), making it very difficult to measure how specific properties of the data affect performance. In this paper, we present AI Playground (AIP), an open-source, Unreal Engine-based tool for generating and labeling virtual image data. With AIP, it is trivial to capture the same image under different conditions (e.g., fidelity, lighting, etc.) and with different ground truths (e.g., depth or surface normal values). AIP is easily extendable and can be used with or without code. To validate our proposed tool, we generated eight datasets of otherwise identical but varying lighting and fidelity conditions. We then trained deep neural networks to predict (1) depth values, (2) surface normals, or (3) object labels and assessed each network's intra- and cross-dataset performance. Among other insights, we verified that sensitivity to different settings is problem-dependent. We confirmed the findings of other studies that segmentation models are very sensitive to fidelity, but we also found that they are just as sensitive to lighting. In contrast, depth and normal estimation models seem to be less sensitive to fidelity or lighting and more sensitive to the structure of the image. Finally, we tested our trained depth-estimation networks on two real-world datasets and obtained results comparable to training on real data alone, confirming that our virtual environments are realistic enough for real-world tasks.
Flying Triangulation - towards the 3D movie camera
Flying Triangulation sensors enable a free-hand and motion-robust 3D data acquisition of complex shaped objects. The measurement principle is based on a multi-line light-sectioning approach and uses sophisticated algorithms for real-time registration (S. Ettl et al., Appl. Opt. 51 (2012) 281-289). As "single-shot principle", light sectioning enables the option to get surface data from one single camera exposure. But there is a drawback: A pixel-dense measurement is not possible because of fundamental information-theoretical reasons. By "pixel-dense" we understand that each pixel displays individually measured distance information, neither interpolated from its neighbour pixels nor using lateral context information. Hence, for monomodal single-shot principles, the 3D data generated from one 2D raw image display a significantly lower space-bandwidth than the camera permits. This is the price one must pay for motion robustness. Currently, our sensors project about 10 lines (each with 1000 pixels), reaching an considerable lower data efficiency than theoretically possible for a single-shot sensor. Our aim is to push Flying Triangulation to its information-theoretical limits. Therefore, the line density as well as the measurement depth needs to be significantly increased. This causes serious indexing ambiguities. On the road to a single-shot 3D movie camera, we are working on solutions to overcome the problem of false line indexing by utilizing yet unexploited information. We will present several approaches and will discuss profound information-theoretical questions about the information efficiency of 3D sensors.
Joint Depth Prediction and Semantic Segmentation with Multi-View SAM
Multi-task approaches to joint depth and segmentation prediction are well-studied for monocular images. Yet, predictions from a single-view are inherently limited, while multiple views are available in many robotics applications. On the other end of the spectrum, video-based and full 3D methods require numerous frames to perform reconstruction and segmentation. With this work we propose a Multi-View Stereo (MVS) technique for depth prediction that benefits from rich semantic features of the Segment Anything Model (SAM). This enhanced depth prediction, in turn, serves as a prompt to our Transformer-based semantic segmentation decoder. We report the mutual benefit that both tasks enjoy in our quantitative and qualitative studies on the ScanNet dataset. Our approach consistently outperforms single-task MVS and segmentation models, along with multi-task monocular methods.
Monocular Depth Decomposition of Semi-Transparent Volume Renderings
Neural networks have shown great success in extracting geometric information from color images. Especially, monocular depth estimation networks are increasingly reliable in real-world scenes. In this work we investigate the applicability of such monocular depth estimation networks to semi-transparent volume rendered images. As depth is notoriously difficult to define in a volumetric scene without clearly defined surfaces, we consider different depth computations that have emerged in practice, and compare state-of-the-art monocular depth estimation approaches for these different interpretations during an evaluation considering different degrees of opacity in the renderings. Additionally, we investigate how these networks can be extended to further obtain color and opacity information, in order to create a layered representation of the scene based on a single color image. This layered representation consists of spatially separated semi-transparent intervals that composite to the original input rendering. In our experiments we show that existing approaches to monocular depth estimation can be adapted to perform well on semi-transparent volume renderings, which has several applications in the area of scientific visualization, like re-composition with additional objects and labels or additional shading.
Decaf: Monocular Deformation Capture for Face and Hand Interactions
Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf
ICON: Implicit Clothed humans Obtained from Normals
Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in unconstrained poses. Given a set of images, our method estimates a detailed 3D surface from each image and then combines these into an animatable avatar. Implicit functions are well suited to the first task, as they can capture details like hair and clothes. Current methods, however, are not robust to varied human poses and often produce 3D surfaces with broken or disembodied limbs, missing details, or non-human shapes. The problem is that these methods use global feature encoders that are sensitive to global pose. To address this, we propose ICON ("Implicit Clothed humans Obtained from Normals"), which, instead, uses local features. ICON has two main modules, both of which exploit the SMPL(-X) body model. First, ICON infers detailed clothed-human normals (front/back) conditioned on the SMPL(-X) normals. Second, a visibility-aware implicit surface regressor produces an iso-surface of a human occupancy field. Importantly, at inference time, a feedback loop alternates between refining the SMPL(-X) mesh using the inferred clothed normals and then refining the normals. Given multiple reconstructed frames of a subject in varied poses, we use SCANimate to produce an animatable avatar from them. Evaluation on the AGORA and CAPE datasets shows that ICON outperforms the state of the art in reconstruction, even with heavily limited training data. Additionally, it is much more robust to out-of-distribution samples, e.g., in-the-wild poses/images and out-of-frame cropping. ICON takes a step towards robust 3D clothed human reconstruction from in-the-wild images. This enables creating avatars directly from video with personalized and natural pose-dependent cloth deformation.
Weak Cube R-CNN: Weakly Supervised 3D Detection using only 2D Bounding Boxes
Monocular 3D object detection is an essential task in computer vision, and it has several applications in robotics and virtual reality. However, 3D object detectors are typically trained in a fully supervised way, relying extensively on 3D labeled data, which is labor-intensive and costly to annotate. This work focuses on weakly-supervised 3D detection to reduce data needs using a monocular method that leverages a singlecamera system over expensive LiDAR sensors or multi-camera setups. We propose a general model Weak Cube R-CNN, which can predict objects in 3D at inference time, requiring only 2D box annotations for training by exploiting the relationship between 2D projections of 3D cubes. Our proposed method utilizes pre-trained frozen foundation 2D models to estimate depth and orientation information on a training set. We use these estimated values as pseudo-ground truths during training. We design loss functions that avoid 3D labels by incorporating information from the external models into the loss. In this way, we aim to implicitly transfer knowledge from these large foundation 2D models without having access to 3D bounding box annotations. Experimental results on the SUN RGB-D dataset show increased performance in accuracy compared to an annotation time equalized Cube R-CNN baseline. While not precise for centimetre-level measurements, this method provides a strong foundation for further research.
Learning Multi-view Anomaly Detection
This study explores the recently proposed challenging multi-view Anomaly Detection (AD) task. Single-view tasks would encounter blind spots from other perspectives, resulting in inaccuracies in sample-level prediction. Therefore, we introduce the Multi-View Anomaly Detection (MVAD) framework, which learns and integrates features from multi-views. Specifically, we proposed a Multi-View Adaptive Selection (MVAS) algorithm for feature learning and fusion across multiple views. The feature maps are divided into neighbourhood attention windows to calculate a semantic correlation matrix between single-view windows and all other views, which is a conducted attention mechanism for each single-view window and the top-K most correlated multi-view windows. Adjusting the window sizes and top-K can minimise the computational complexity to linear. Extensive experiments on the Real-IAD dataset for cross-setting (multi/single-class) validate the effectiveness of our approach, achieving state-of-the-art performance among sample 4.1\%uparrow/ image 5.6\%uparrow/pixel 6.7\%uparrow levels with a total of ten metrics with only 18M parameters and fewer GPU memory and training time.
RetinaMask: Learning to predict masks improves state-of-the-art single-shot detection for free
Recently two-stage detectors have surged ahead of single-shot detectors in the accuracy-vs-speed trade-off. Nevertheless single-shot detectors are immensely popular in embedded vision applications. This paper brings single-shot detectors up to the same level as current two-stage techniques. We do this by improving training for the state-of-the-art single-shot detector, RetinaNet, in three ways: integrating instance mask prediction for the first time, making the loss function adaptive and more stable, and including additional hard examples in training. We call the resulting augmented network RetinaMask. The detection component of RetinaMask has the same computational cost as the original RetinaNet, but is more accurate. COCO test-dev results are up to 41.4 mAP for RetinaMask-101 vs 39.1mAP for RetinaNet-101, while the runtime is the same during evaluation. Adding Group Normalization increases the performance of RetinaMask-101 to 41.7 mAP. Code is at:https://github.com/chengyangfu/retinamask
Looking Through the Glass: Neural Surface Reconstruction Against High Specular Reflections
Neural implicit methods have achieved high-quality 3D object surfaces under slight specular highlights. However, high specular reflections (HSR) often appear in front of target objects when we capture them through glasses. The complex ambiguity in these scenes violates the multi-view consistency, then makes it challenging for recent methods to reconstruct target objects correctly. To remedy this issue, we present a novel surface reconstruction framework, NeuS-HSR, based on implicit neural rendering. In NeuS-HSR, the object surface is parameterized as an implicit signed distance function (SDF). To reduce the interference of HSR, we propose decomposing the rendered image into two appearances: the target object and the auxiliary plane. We design a novel auxiliary plane module by combining physical assumptions and neural networks to generate the auxiliary plane appearance. Extensive experiments on synthetic and real-world datasets demonstrate that NeuS-HSR outperforms state-of-the-art approaches for accurate and robust target surface reconstruction against HSR. Code is available at https://github.com/JiaxiongQ/NeuS-HSR.
Generative Landmarks Guided Eyeglasses Removal 3D Face Reconstruction
Single-view 3D face reconstruction is a fundamental Computer Vision problem of extraordinary difficulty. Current systems often assume the input is unobstructed faces which makes their method not suitable for in-the-wild conditions. We present a method for performing a 3D face that removes eyeglasses from a single image. Existing facial reconstruction methods fail to remove eyeglasses automatically for generating a photo-realistic 3D face "in-the-wild".The innovation of our method lies in a process for identifying the eyeglasses area robustly and remove it intelligently. In this work, we estimate the 2D face structure of the reasonable position of the eyeglasses area, which is used for the construction of 3D texture. An excellent anti-eyeglasses face reconstruction method should ensure the authenticity of the output, including the topological structure between the eyes, nose, and mouth. We achieve this via a deep learning architecture that performs direct regression of a 3DMM representation of the 3D facial geometry from a single 2D image. We also demonstrate how the related face parsing task can be incorporated into the proposed framework and help improve reconstruction quality. We conduct extensive experiments on existing 3D face reconstruction tasks as concrete examples to demonstrate the method's superior regulation ability over existing methods often break down.
Self-supervised Feature Adaptation for 3D Industrial Anomaly Detection
Industrial anomaly detection is generally addressed as an unsupervised task that aims at locating defects with only normal training samples. Recently, numerous 2D anomaly detection methods have been proposed and have achieved promising results, however, using only the 2D RGB data as input is not sufficient to identify imperceptible geometric surface anomalies. Hence, in this work, we focus on multi-modal anomaly detection. Specifically, we investigate early multi-modal approaches that attempted to utilize models pre-trained on large-scale visual datasets, i.e., ImageNet, to construct feature databases. And we empirically find that directly using these pre-trained models is not optimal, it can either fail to detect subtle defects or mistake abnormal features as normal ones. This may be attributed to the domain gap between target industrial data and source data.Towards this problem, we propose a Local-to-global Self-supervised Feature Adaptation (LSFA) method to finetune the adaptors and learn task-oriented representation toward anomaly detection.Both intra-modal adaptation and cross-modal alignment are optimized from a local-to-global perspective in LSFA to ensure the representation quality and consistency in the inference stage.Extensive experiments demonstrate that our method not only brings a significant performance boost to feature embedding based approaches, but also outperforms previous State-of-The-Art (SoTA) methods prominently on both MVTec-3D AD and Eyecandies datasets, e.g., LSFA achieves 97.1% I-AUROC on MVTec-3D, surpass previous SoTA by +3.4%.
Two-in-One Depth: Bridging the Gap Between Monocular and Binocular Self-supervised Depth Estimation
Monocular and binocular self-supervised depth estimations are two important and related tasks in computer vision, which aim to predict scene depths from single images and stereo image pairs respectively. In literature, the two tasks are usually tackled separately by two different kinds of models, and binocular models generally fail to predict depth from single images, while the prediction accuracy of monocular models is generally inferior to binocular models. In this paper, we propose a Two-in-One self-supervised depth estimation network, called TiO-Depth, which could not only compatibly handle the two tasks, but also improve the prediction accuracy. TiO-Depth employs a Siamese architecture and each sub-network of it could be used as a monocular depth estimation model. For binocular depth estimation, a Monocular Feature Matching module is proposed for incorporating the stereo knowledge between the two images, and the full TiO-Depth is used to predict depths. We also design a multi-stage joint-training strategy for improving the performances of TiO-Depth in both two tasks by combining the relative advantages of them. Experimental results on the KITTI, Cityscapes, and DDAD datasets demonstrate that TiO-Depth outperforms both the monocular and binocular state-of-the-art methods in most cases, and further verify the feasibility of a two-in-one network for monocular and binocular depth estimation. The code is available at https://github.com/ZM-Zhou/TiO-Depth_pytorch.
A Quantitative Evaluation of Dense 3D Reconstruction of Sinus Anatomy from Monocular Endoscopic Video
Generating accurate 3D reconstructions from endoscopic video is a promising avenue for longitudinal radiation-free analysis of sinus anatomy and surgical outcomes. Several methods for monocular reconstruction have been proposed, yielding visually pleasant 3D anatomical structures by retrieving relative camera poses with structure-from-motion-type algorithms and fusion of monocular depth estimates. However, due to the complex properties of the underlying algorithms and endoscopic scenes, the reconstruction pipeline may perform poorly or fail unexpectedly. Further, acquiring medical data conveys additional challenges, presenting difficulties in quantitatively benchmarking these models, understanding failure cases, and identifying critical components that contribute to their precision. In this work, we perform a quantitative analysis of a self-supervised approach for sinus reconstruction using endoscopic sequences paired with optical tracking and high-resolution computed tomography acquired from nine ex-vivo specimens. Our results show that the generated reconstructions are in high agreement with the anatomy, yielding an average point-to-mesh error of 0.91 mm between reconstructions and CT segmentations. However, in a point-to-point matching scenario, relevant for endoscope tracking and navigation, we found average target registration errors of 6.58 mm. We identified that pose and depth estimation inaccuracies contribute equally to this error and that locally consistent sequences with shorter trajectories generate more accurate reconstructions. These results suggest that achieving global consistency between relative camera poses and estimated depths with the anatomy is essential. In doing so, we can ensure proper synergy between all components of the pipeline for improved reconstructions that will facilitate clinical application of this innovative technology.
One Eye is All You Need: Lightweight Ensembles for Gaze Estimation with Single Encoders
Gaze estimation has grown rapidly in accuracy in recent years. However, these models often fail to take advantage of different computer vision (CV) algorithms and techniques (such as small ResNet and Inception networks and ensemble models) that have been shown to improve results for other CV problems. Additionally, most current gaze estimation models require the use of either both eyes or an entire face, whereas real-world data may not always have both eyes in high resolution. Thus, we propose a gaze estimation model that implements the ResNet and Inception model architectures and makes predictions using only one eye image. Furthermore, we propose an ensemble calibration network that uses the predictions from several individual architectures for subject-specific predictions. With the use of lightweight architectures, we achieve high performance on the GazeCapture dataset with very low model parameter counts. When using two eyes as input, we achieve a prediction error of 1.591 cm on the test set without calibration and 1.439 cm with an ensemble calibration model. With just one eye as input, we still achieve an average prediction error of 2.312 cm on the test set without calibration and 1.951 cm with an ensemble calibration model. We also notice significantly lower errors on the right eye images in the test set, which could be important in the design of future gaze estimation-based tools.
RIC: Rotate-Inpaint-Complete for Generalizable Scene Reconstruction
General scene reconstruction refers to the task of estimating the full 3D geometry and texture of a scene containing previously unseen objects. In many practical applications such as AR/VR, autonomous navigation, and robotics, only a single view of the scene may be available, making the scene reconstruction task challenging. In this paper, we present a method for scene reconstruction by structurally breaking the problem into two steps: rendering novel views via inpainting and 2D to 3D scene lifting. Specifically, we leverage the generalization capability of large visual language models (Dalle-2) to inpaint the missing areas of scene color images rendered from different views. Next, we lift these inpainted images to 3D by predicting normals of the inpainted image and solving for the missing depth values. By predicting for normals instead of depth directly, our method allows for robustness to changes in depth distributions and scale. With rigorous quantitative evaluation, we show that our method outperforms multiple baselines while providing generalization to novel objects and scenes.
GEDepth: Ground Embedding for Monocular Depth Estimation
Monocular depth estimation is an ill-posed problem as the same 2D image can be projected from infinite 3D scenes. Although the leading algorithms in this field have reported significant improvement, they are essentially geared to the particular compound of pictorial observations and camera parameters (i.e., intrinsics and extrinsics), strongly limiting their generalizability in real-world scenarios. To cope with this challenge, this paper proposes a novel ground embedding module to decouple camera parameters from pictorial cues, thus promoting the generalization capability. Given camera parameters, the proposed module generates the ground depth, which is stacked with the input image and referenced in the final depth prediction. A ground attention is designed in the module to optimally combine ground depth with residual depth. Our ground embedding is highly flexible and lightweight, leading to a plug-in module that is amenable to be integrated into various depth estimation networks. Experiments reveal that our approach achieves the state-of-the-art results on popular benchmarks, and more importantly, renders significant generalization improvement on a wide range of cross-domain tests.
NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects
Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.
Wonder3D: Single Image to 3D using Cross-Domain Diffusion
In this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images.Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of image-to-3D tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure consistency, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and reasonably good efficiency compared to prior works.
FreBIS: Frequency-Based Stratification for Neural Implicit Surface Representations
Neural implicit surface representation techniques are in high demand for advancing technologies in augmented reality/virtual reality, digital twins, autonomous navigation, and many other fields. With their ability to model object surfaces in a scene as a continuous function, such techniques have made remarkable strides recently, especially over classical 3D surface reconstruction methods, such as those that use voxels or point clouds. However, these methods struggle with scenes that have varied and complex surfaces principally because they model any given scene with a single encoder network that is tasked to capture all of low through high-surface frequency information in the scene simultaneously. In this work, we propose a novel, neural implicit surface representation approach called FreBIS to overcome this challenge. FreBIS works by stratifying the scene based on the frequency of surfaces into multiple frequency levels, with each level (or a group of levels) encoded by a dedicated encoder. Moreover, FreBIS encourages these encoders to capture complementary information by promoting mutual dissimilarity of the encoded features via a novel, redundancy-aware weighting module. Empirical evaluations on the challenging BlendedMVS dataset indicate that replacing the standard encoder in an off-the-shelf neural surface reconstruction method with our frequency-stratified encoders yields significant improvements. These enhancements are evident both in the quality of the reconstructed 3D surfaces and in the fidelity of their renderings from any viewpoint.
Multi-view Reconstruction via SfM-guided Monocular Depth Estimation
In this paper, we present a new method for multi-view geometric reconstruction. In recent years, large vision models have rapidly developed, performing excellently across various tasks and demonstrating remarkable generalization capabilities. Some works use large vision models for monocular depth estimation, which have been applied to facilitate multi-view reconstruction tasks in an indirect manner. Due to the ambiguity of the monocular depth estimation task, the estimated depth values are usually not accurate enough, limiting their utility in aiding multi-view reconstruction. We propose to incorporate SfM information, a strong multi-view prior, into the depth estimation process, thus enhancing the quality of depth prediction and enabling their direct application in multi-view geometric reconstruction. Experimental results on public real-world datasets show that our method significantly improves the quality of depth estimation compared to previous monocular depth estimation works. Additionally, we evaluate the reconstruction quality of our approach in various types of scenes including indoor, streetscape, and aerial views, surpassing state-of-the-art MVS methods. The code and supplementary materials are available at https://zju3dv.github.io/murre/ .
SOAR: Self-Occluded Avatar Recovery from a Single Video In the Wild
Self-occlusion is common when capturing people in the wild, where the performer do not follow predefined motion scripts. This challenges existing monocular human reconstruction systems that assume full body visibility. We introduce Self-Occluded Avatar Recovery (SOAR), a method for complete human reconstruction from partial observations where parts of the body are entirely unobserved. SOAR leverages structural normal prior and generative diffusion prior to address such an ill-posed reconstruction problem. For structural normal prior, we model human with an reposable surfel model with well-defined and easily readable shapes. For generative diffusion prior, we perform an initial reconstruction and refine it using score distillation. On various benchmarks, we show that SOAR performs favorably than state-of-the-art reconstruction and generation methods, and on-par comparing to concurrent works. Additional video results and code are available at https://soar-avatar.github.io/.
Reference-guided Controllable Inpainting of Neural Radiance Fields
The popularity of Neural Radiance Fields (NeRFs) for view synthesis has led to a desire for NeRF editing tools. Here, we focus on inpainting regions in a view-consistent and controllable manner. In addition to the typical NeRF inputs and masks delineating the unwanted region in each view, we require only a single inpainted view of the scene, i.e., a reference view. We use monocular depth estimators to back-project the inpainted view to the correct 3D positions. Then, via a novel rendering technique, a bilateral solver can construct view-dependent effects in non-reference views, making the inpainted region appear consistent from any view. For non-reference disoccluded regions, which cannot be supervised by the single reference view, we devise a method based on image inpainters to guide both the geometry and appearance. Our approach shows superior performance to NeRF inpainting baselines, with the additional advantage that a user can control the generated scene via a single inpainted image. Project page: https://ashmrz.github.io/reference-guided-3d
Single-Image 3D Human Digitization with Shape-Guided Diffusion
We present an approach to generate a 360-degree view of a person with a consistent, high-resolution appearance from a single input image. NeRF and its variants typically require videos or images from different viewpoints. Most existing approaches taking monocular input either rely on ground-truth 3D scans for supervision or lack 3D consistency. While recent 3D generative models show promise of 3D consistent human digitization, these approaches do not generalize well to diverse clothing appearances, and the results lack photorealism. Unlike existing work, we utilize high-capacity 2D diffusion models pretrained for general image synthesis tasks as an appearance prior of clothed humans. To achieve better 3D consistency while retaining the input identity, we progressively synthesize multiple views of the human in the input image by inpainting missing regions with shape-guided diffusion conditioned on silhouette and surface normal. We then fuse these synthesized multi-view images via inverse rendering to obtain a fully textured high-resolution 3D mesh of the given person. Experiments show that our approach outperforms prior methods and achieves photorealistic 360-degree synthesis of a wide range of clothed humans with complex textures from a single image.
DiMeR: Disentangled Mesh Reconstruction Model
With the advent of large-scale 3D datasets, feed-forward 3D generative models, such as the Large Reconstruction Model (LRM), have gained significant attention and achieved remarkable success. However, we observe that RGB images often lead to conflicting training objectives and lack the necessary clarity for geometry reconstruction. In this paper, we revisit the inductive biases associated with mesh reconstruction and introduce DiMeR, a novel disentangled dual-stream feed-forward model for sparse-view mesh reconstruction. The key idea is to disentangle both the input and framework into geometry and texture parts, thereby reducing the training difficulty for each part according to the Principle of Occam's Razor. Given that normal maps are strictly consistent with geometry and accurately capture surface variations, we utilize normal maps as exclusive input for the geometry branch to reduce the complexity between the network's input and output. Moreover, we improve the mesh extraction algorithm to introduce 3D ground truth supervision. As for texture branch, we use RGB images as input to obtain the textured mesh. Overall, DiMeR demonstrates robust capabilities across various tasks, including sparse-view reconstruction, single-image-to-3D, and text-to-3D. Numerous experiments show that DiMeR significantly outperforms previous methods, achieving over 30% improvement in Chamfer Distance on the GSO and OmniObject3D dataset.
ObjectCarver: Semi-automatic segmentation, reconstruction and separation of 3D objects
Implicit neural fields have made remarkable progress in reconstructing 3D surfaces from multiple images; however, they encounter challenges when it comes to separating individual objects within a scene. Previous work has attempted to tackle this problem by introducing a framework to train separate signed distance fields (SDFs) simultaneously for each of N objects and using a regularization term to prevent objects from overlapping. However, all of these methods require segmentation masks to be provided, which are not always readily available. We introduce our method, ObjectCarver, to tackle the problem of object separation from just click input in a single view. Given posed multi-view images and a set of user-input clicks to prompt segmentation of the individual objects, our method decomposes the scene into separate objects and reconstructs a high-quality 3D surface for each one. We introduce a loss function that prevents floaters and avoids inappropriate carving-out due to occlusion. In addition, we introduce a novel scene initialization method that significantly speeds up the process while preserving geometric details compared to previous approaches. Despite requiring neither ground truth masks nor monocular cues, our method outperforms baselines both qualitatively and quantitatively. In addition, we introduce a new benchmark dataset for evaluation.
DepthCues: Evaluating Monocular Depth Perception in Large Vision Models
Large-scale pre-trained vision models are becoming increasingly prevalent, offering expressive and generalizable visual representations that benefit various downstream tasks. Recent studies on the emergent properties of these models have revealed their high-level geometric understanding, in particular in the context of depth perception. However, it remains unclear how depth perception arises in these models without explicit depth supervision provided during pre-training. To investigate this, we examine whether the monocular depth cues, similar to those used by the human visual system, emerge in these models. We introduce a new benchmark, DepthCues, designed to evaluate depth cue understanding, and present findings across 20 diverse and representative pre-trained vision models. Our analysis shows that human-like depth cues emerge in more recent larger models. We also explore enhancing depth perception in large vision models by fine-tuning on DepthCues, and find that even without dense depth supervision, this improves depth estimation. To support further research, our benchmark and evaluation code will be made publicly available for studying depth perception in vision models.
Enhanced Scale-aware Depth Estimation for Monocular Endoscopic Scenes with Geometric Modeling
Scale-aware monocular depth estimation poses a significant challenge in computer-aided endoscopic navigation. However, existing depth estimation methods that do not consider the geometric priors struggle to learn the absolute scale from training with monocular endoscopic sequences. Additionally, conventional methods face difficulties in accurately estimating details on tissue and instruments boundaries. In this paper, we tackle these problems by proposing a novel enhanced scale-aware framework that only uses monocular images with geometric modeling for depth estimation. Specifically, we first propose a multi-resolution depth fusion strategy to enhance the quality of monocular depth estimation. To recover the precise scale between relative depth and real-world values, we further calculate the 3D poses of instruments in the endoscopic scenes by algebraic geometry based on the image-only geometric primitives (i.e., boundaries and tip of instruments). Afterwards, the 3D poses of surgical instruments enable the scale recovery of relative depth maps. By coupling scale factors and relative depth estimation, the scale-aware depth of the monocular endoscopic scenes can be estimated. We evaluate the pipeline on in-house endoscopic surgery videos and simulated data. The results demonstrate that our method can learn the absolute scale with geometric modeling and accurately estimate scale-aware depth for monocular scenes.
Depth Anything at Any Condition
We present Depth Anything at Any Condition (DepthAnything-AC), a foundation monocular depth estimation (MDE) model capable of handling diverse environmental conditions. Previous foundation MDE models achieve impressive performance across general scenes but not perform well in complex open-world environments that involve challenging conditions, such as illumination variations, adverse weather, and sensor-induced distortions. To overcome the challenges of data scarcity and the inability of generating high-quality pseudo-labels from corrupted images, we propose an unsupervised consistency regularization finetuning paradigm that requires only a relatively small amount of unlabeled data. Furthermore, we propose the Spatial Distance Constraint to explicitly enforce the model to learn patch-level relative relationships, resulting in clearer semantic boundaries and more accurate details. Experimental results demonstrate the zero-shot capabilities of DepthAnything-AC across diverse benchmarks, including real-world adverse weather benchmarks, synthetic corruption benchmarks, and general benchmarks. Project Page: https://ghost233lism.github.io/depthanything-AC-page Code: https://github.com/HVision-NKU/DepthAnythingAC
MonoNeRF: Learning Generalizable NeRFs from Monocular Videos without Camera Pose
We propose a generalizable neural radiance fields - MonoNeRF, that can be trained on large-scale monocular videos of moving in static scenes without any ground-truth annotations of depth and camera poses. MonoNeRF follows an Autoencoder-based architecture, where the encoder estimates the monocular depth and the camera pose, and the decoder constructs a Multiplane NeRF representation based on the depth encoder feature, and renders the input frames with the estimated camera. The learning is supervised by the reconstruction error. Once the model is learned, it can be applied to multiple applications including depth estimation, camera pose estimation, and single-image novel view synthesis. More qualitative results are available at: https://oasisyang.github.io/mononerf .
Transparent Shape from a Single View Polarization Image
This paper presents a learning-based method for transparent surface estimation from a single view polarization image. Existing shape from polarization(SfP) methods have the difficulty in estimating transparent shape since the inherent transmission interference heavily reduces the reliability of physics-based prior. To address this challenge, we propose the concept of physics-based prior, which is inspired by the characteristic that the transmission component in the polarization image has more noise than reflection. The confidence is used to determine the contribution of the interfered physics-based prior. Then, we build a network(TransSfP) with multi-branch architecture to avoid the destruction of relationships between different hierarchical inputs. To train and test our method, we construct a dataset for transparent shape from polarization with paired polarization images and ground-truth normal maps. Extensive experiments and comparisons demonstrate the superior accuracy of our method.
MonoNeRD: NeRF-like Representations for Monocular 3D Object Detection
In the field of monocular 3D detection, it is common practice to utilize scene geometric clues to enhance the detector's performance. However, many existing works adopt these clues explicitly such as estimating a depth map and back-projecting it into 3D space. This explicit methodology induces sparsity in 3D representations due to the increased dimensionality from 2D to 3D, and leads to substantial information loss, especially for distant and occluded objects. To alleviate this issue, we propose MonoNeRD, a novel detection framework that can infer dense 3D geometry and occupancy. Specifically, we model scenes with Signed Distance Functions (SDF), facilitating the production of dense 3D representations. We treat these representations as Neural Radiance Fields (NeRF) and then employ volume rendering to recover RGB images and depth maps. To the best of our knowledge, this work is the first to introduce volume rendering for M3D, and demonstrates the potential of implicit reconstruction for image-based 3D perception. Extensive experiments conducted on the KITTI-3D benchmark and Waymo Open Dataset demonstrate the effectiveness of MonoNeRD. Codes are available at https://github.com/cskkxjk/MonoNeRD.
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.
Transitive Invariance for Self-supervised Visual Representation Learning
Learning visual representations with self-supervised learning has become popular in computer vision. The idea is to design auxiliary tasks where labels are free to obtain. Most of these tasks end up providing data to learn specific kinds of invariance useful for recognition. In this paper, we propose to exploit different self-supervised approaches to learn representations invariant to (i) inter-instance variations (two objects in the same class should have similar features) and (ii) intra-instance variations (viewpoint, pose, deformations, illumination, etc). Instead of combining two approaches with multi-task learning, we argue to organize and reason the data with multiple variations. Specifically, we propose to generate a graph with millions of objects mined from hundreds of thousands of videos. The objects are connected by two types of edges which correspond to two types of invariance: "different instances but a similar viewpoint and category" and "different viewpoints of the same instance". By applying simple transitivity on the graph with these edges, we can obtain pairs of images exhibiting richer visual invariance. We use this data to train a Triplet-Siamese network with VGG16 as the base architecture and apply the learned representations to different recognition tasks. For object detection, we achieve 63.2% mAP on PASCAL VOC 2007 using Fast R-CNN (compare to 67.3% with ImageNet pre-training). For the challenging COCO dataset, our method is surprisingly close (23.5%) to the ImageNet-supervised counterpart (24.4%) using the Faster R-CNN framework. We also show that our network can perform significantly better than the ImageNet network in the surface normal estimation task.
MetaCap: Meta-learning Priors from Multi-View Imagery for Sparse-view Human Performance Capture and Rendering
Faithful human performance capture and free-view rendering from sparse RGB observations is a long-standing problem in Vision and Graphics. The main challenges are the lack of observations and the inherent ambiguities of the setting, e.g. occlusions and depth ambiguity. As a result, radiance fields, which have shown great promise in capturing high-frequency appearance and geometry details in dense setups, perform poorly when naively supervising them on sparse camera views, as the field simply overfits to the sparse-view inputs. To address this, we propose MetaCap, a method for efficient and high-quality geometry recovery and novel view synthesis given very sparse or even a single view of the human. Our key idea is to meta-learn the radiance field weights solely from potentially sparse multi-view videos, which can serve as a prior when fine-tuning them on sparse imagery depicting the human. This prior provides a good network weight initialization, thereby effectively addressing ambiguities in sparse-view capture. Due to the articulated structure of the human body and motion-induced surface deformations, learning such a prior is non-trivial. Therefore, we propose to meta-learn the field weights in a pose-canonicalized space, which reduces the spatial feature range and makes feature learning more effective. Consequently, one can fine-tune our field parameters to quickly generalize to unseen poses, novel illumination conditions as well as novel and sparse (even monocular) camera views. For evaluating our method under different scenarios, we collect a new dataset, WildDynaCap, which contains subjects captured in, both, a dense camera dome and in-the-wild sparse camera rigs, and demonstrate superior results compared to recent state-of-the-art methods on, both, public and WildDynaCap dataset.
HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined Regularization
Recovery of an underlying scene geometry from multiview images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf. Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at https://github.com/Gorilla-Lab-SCUT/HelixSurf.
HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human Generation
Recent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of the text-to-image diffusion model, which lacks an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we observed that fine-tuning text-to-image diffusion models with normal maps enables their adaptation into text-to-normal diffusion models, which enhances the 2D perception of 3D geometry while preserving the priors learned from large-scale datasets. Therefore, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation by learning the normal diffusion model including a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to prompts with view-dependent text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and coarse-to-fine texture generation strategy to enhance the efficiency and robustness of 3D human generation. Comprehensive experiments substantiate our method's ability to generate 3D humans with intricate geometry and realistic appearances, significantly outperforming existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/.
Niagara: Normal-Integrated Geometric Affine Field for Scene Reconstruction from a Single View
Recent advances in single-view 3D scene reconstruction have highlighted the challenges in capturing fine geometric details and ensuring structural consistency, particularly in high-fidelity outdoor scene modeling. This paper presents Niagara, a new single-view 3D scene reconstruction framework that can faithfully reconstruct challenging outdoor scenes from a single input image for the first time. Our approach integrates monocular depth and normal estimation as input, which substantially improves its ability to capture fine details, mitigating common issues like geometric detail loss and deformation. Additionally, we introduce a geometric affine field (GAF) and 3D self-attention as geometry-constraint, which combines the structural properties of explicit geometry with the adaptability of implicit feature fields, striking a balance between efficient rendering and high-fidelity reconstruction. Our framework finally proposes a specialized encoder-decoder architecture, where a depth-based 3D Gaussian decoder is proposed to predict 3D Gaussian parameters, which can be used for novel view synthesis. Extensive results and analyses suggest that our Niagara surpasses prior SoTA approaches such as Flash3D in both single-view and dual-view settings, significantly enhancing the geometric accuracy and visual fidelity, especially in outdoor scenes.
BRIDGE - Building Reinforcement-Learning Depth-to-Image Data Generation Engine for Monocular Depth Estimation
Monocular Depth Estimation (MDE) is a foundational task for computer vision. Traditional methods are limited by data scarcity and quality, hindering their robustness. To overcome this, we propose BRIDGE, an RL-optimized depth-to-image (D2I) generation framework that synthesizes over 20M realistic and geometrically accurate RGB images, each intrinsically paired with its ground truth depth, from diverse source depth maps. Then we train our depth estimation model on this dataset, employing a hybrid supervision strategy that integrates teacher pseudo-labels with ground truth depth for comprehensive and robust training. This innovative data generation and training paradigm enables BRIDGE to achieve breakthroughs in scale and domain diversity, consistently outperforming existing state-of-the-art approaches quantitatively and in complex scene detail capture, thereby fostering general and robust depth features. Code and models are available at https://dingning-liu.github.io/bridge.github.io/.
Robust Monocular Depth Estimation under Challenging Conditions
While state-of-the-art monocular depth estimation approaches achieve impressive results in ideal settings, they are highly unreliable under challenging illumination and weather conditions, such as at nighttime or in the presence of rain. In this paper, we uncover these safety-critical issues and tackle them with md4all: a simple and effective solution that works reliably under both adverse and ideal conditions, as well as for different types of learning supervision. We achieve this by exploiting the efficacy of existing methods under perfect settings. Therefore, we provide valid training signals independently of what is in the input. First, we generate a set of complex samples corresponding to the normal training ones. Then, we train the model by guiding its self- or full-supervision by feeding the generated samples and computing the standard losses on the corresponding original images. Doing so enables a single model to recover information across diverse conditions without modifications at inference time. Extensive experiments on two challenging public datasets, namely nuScenes and Oxford RobotCar, demonstrate the effectiveness of our techniques, outperforming prior works by a large margin in both standard and challenging conditions. Source code and data are available at: https://md4all.github.io.
Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful representation ability of neural radiance field, the constructed model can represent complex facial attributes including hair, wearings, which can not be represented by traditional mesh blendshape. To construct the personalized semantic facial model, we propose to define the bases as several multi-level voxel fields. With a short monocular RGB video as input, our method can construct the subject's semantic facial NeRF model with only ten to twenty minutes, and can render a photo-realistic human head image in tens of miliseconds with a given expression coefficient and view direction. With this novel representation, we apply it to many tasks like facial retargeting and expression editing. Experimental results demonstrate its strong representation ability and training/inference speed. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/NeRFBlendShape/
UniDepthV2: Universal Monocular Metric Depth Estimation Made Simpler
Accurate monocular metric depth estimation (MMDE) is crucial to solving downstream tasks in 3D perception and modeling. However, the remarkable accuracy of recent MMDE methods is confined to their training domains. These methods fail to generalize to unseen domains even in the presence of moderate domain gaps, which hinders their practical applicability. We propose a new model, UniDepthV2, capable of reconstructing metric 3D scenes from solely single images across domains. Departing from the existing MMDE paradigm, UniDepthV2 directly predicts metric 3D points from the input image at inference time without any additional information, striving for a universal and flexible MMDE solution. In particular, UniDepthV2 implements a self-promptable camera module predicting a dense camera representation to condition depth features. Our model exploits a pseudo-spherical output representation, which disentangles the camera and depth representations. In addition, we propose a geometric invariance loss that promotes the invariance of camera-prompted depth features. UniDepthV2 improves its predecessor UniDepth model via a new edge-guided loss which enhances the localization and sharpness of edges in the metric depth outputs, a revisited, simplified and more efficient architectural design, and an additional uncertainty-level output which enables downstream tasks requiring confidence. Thorough evaluations on ten depth datasets in a zero-shot regime consistently demonstrate the superior performance and generalization of UniDepthV2. Code and models are available at https://github.com/lpiccinelli-eth/UniDepth
Depth Pro: Sharp Monocular Metric Depth in Less Than a Second
We present a foundation model for zero-shot metric monocular depth estimation. Our model, Depth Pro, synthesizes high-resolution depth maps with unparalleled sharpness and high-frequency details. The predictions are metric, with absolute scale, without relying on the availability of metadata such as camera intrinsics. And the model is fast, producing a 2.25-megapixel depth map in 0.3 seconds on a standard GPU. These characteristics are enabled by a number of technical contributions, including an efficient multi-scale vision transformer for dense prediction, a training protocol that combines real and synthetic datasets to achieve high metric accuracy alongside fine boundary tracing, dedicated evaluation metrics for boundary accuracy in estimated depth maps, and state-of-the-art focal length estimation from a single image. Extensive experiments analyze specific design choices and demonstrate that Depth Pro outperforms prior work along multiple dimensions. We release code and weights at https://github.com/apple/ml-depth-pro
Monocular 3D Object Detection with Bounding Box Denoising in 3D by Perceiver
The main challenge of monocular 3D object detection is the accurate localization of 3D center. Motivated by a new and strong observation that this challenge can be remedied by a 3D-space local-grid search scheme in an ideal case, we propose a stage-wise approach, which combines the information flow from 2D-to-3D (3D bounding box proposal generation with a single 2D image) and 3D-to-2D (proposal verification by denoising with 3D-to-2D contexts) in a top-down manner. Specifically, we first obtain initial proposals from off-the-shelf backbone monocular 3D detectors. Then, we generate a 3D anchor space by local-grid sampling from the initial proposals. Finally, we perform 3D bounding box denoising at the 3D-to-2D proposal verification stage. To effectively learn discriminative features for denoising highly overlapped proposals, this paper presents a method of using the Perceiver I/O model to fuse the 3D-to-2D geometric information and the 2D appearance information. With the encoded latent representation of a proposal, the verification head is implemented with a self-attention module. Our method, named as MonoXiver, is generic and can be easily adapted to any backbone monocular 3D detectors. Experimental results on the well-established KITTI dataset and the challenging large-scale Waymo dataset show that MonoXiver consistently achieves improvement with limited computation overhead.
Immersive Virtual Reality Simulations of Bionic Vision
Bionic vision uses neuroprostheses to restore useful vision to people living with incurable blindness. However, a major outstanding challenge is predicting what people 'see' when they use their devices. The limited field of view of current devices necessitates head movements to scan the scene, which is difficult to simulate on a computer screen. In addition, many computational models of bionic vision lack biological realism. To address these challenges, we present VR-SPV, an open-source virtual reality toolbox for simulated prosthetic vision that uses a psychophysically validated computational model to allow sighted participants to 'see through the eyes' of a bionic eye user. To demonstrate its utility, we systematically evaluated how clinically reported visual distortions affect performance in a letter recognition and an immersive obstacle avoidance task. Our results highlight the importance of using an appropriate phosphene model when predicting visual outcomes for bionic vision.
The Third Monocular Depth Estimation Challenge
This paper discusses the results of the third edition of the Monocular Depth Estimation Challenge (MDEC). The challenge focuses on zero-shot generalization to the challenging SYNS-Patches dataset, featuring complex scenes in natural and indoor settings. As with the previous edition, methods can use any form of supervision, i.e. supervised or self-supervised. The challenge received a total of 19 submissions outperforming the baseline on the test set: 10 among them submitted a report describing their approach, highlighting a diffused use of foundational models such as Depth Anything at the core of their method. The challenge winners drastically improved 3D F-Score performance, from 17.51% to 23.72%.
UniDepth: Universal Monocular Metric Depth Estimation
Accurate monocular metric depth estimation (MMDE) is crucial to solving downstream tasks in 3D perception and modeling. However, the remarkable accuracy of recent MMDE methods is confined to their training domains. These methods fail to generalize to unseen domains even in the presence of moderate domain gaps, which hinders their practical applicability. We propose a new model, UniDepth, capable of reconstructing metric 3D scenes from solely single images across domains. Departing from the existing MMDE methods, UniDepth directly predicts metric 3D points from the input image at inference time without any additional information, striving for a universal and flexible MMDE solution. In particular, UniDepth implements a self-promptable camera module predicting dense camera representation to condition depth features. Our model exploits a pseudo-spherical output representation, which disentangles camera and depth representations. In addition, we propose a geometric invariance loss that promotes the invariance of camera-prompted depth features. Thorough evaluations on ten datasets in a zero-shot regime consistently demonstrate the superior performance of UniDepth, even when compared with methods directly trained on the testing domains. Code and models are available at: https://github.com/lpiccinelli-eth/unidepth
Depth Any Canopy: Leveraging Depth Foundation Models for Canopy Height Estimation
Estimating global tree canopy height is crucial for forest conservation and climate change applications. However, capturing high-resolution ground truth canopy height using LiDAR is expensive and not available globally. An efficient alternative is to train a canopy height estimator to operate on single-view remotely sensed imagery. The primary obstacle to this approach is that these methods require significant training data to generalize well globally and across uncommon edge cases. Recent monocular depth estimation foundation models have show strong zero-shot performance even for complex scenes. In this paper we leverage the representations learned by these models to transfer to the remote sensing domain for measuring canopy height. Our findings suggest that our proposed Depth Any Canopy, the result of fine-tuning the Depth Anything v2 model for canopy height estimation, provides a performant and efficient solution, surpassing the current state-of-the-art with superior or comparable performance using only a fraction of the computational resources and parameters. Furthermore, our approach requires less than \$1.30 in compute and results in an estimated carbon footprint of 0.14 kgCO2. Code, experimental results, and model checkpoints are openly available at https://github.com/DarthReca/depth-any-canopy.
3D Visual Illusion Depth Estimation
3D visual illusion is a perceptual phenomenon where a two-dimensional plane is manipulated to simulate three-dimensional spatial relationships, making a flat artwork or object look three-dimensional in the human visual system. In this paper, we reveal that the machine visual system is also seriously fooled by 3D visual illusions, including monocular and binocular depth estimation. In order to explore and analyze the impact of 3D visual illusion on depth estimation, we collect a large dataset containing almost 3k scenes and 200k images to train and evaluate SOTA monocular and binocular depth estimation methods. We also propose a robust depth estimation framework that uses common sense from a vision-language model to adaptively select reliable depth from binocular disparity and monocular depth. Experiments show that SOTA monocular, binocular, and multi-view depth estimation approaches are all fooled by various 3D visual illusions, while our method achieves SOTA performance.
HyperHuman: Hyper-Realistic Human Generation with Latent Structural Diffusion
Despite significant advances in large-scale text-to-image models, achieving hyper-realistic human image generation remains a desirable yet unsolved task. Existing models like Stable Diffusion and DALL-E 2 tend to generate human images with incoherent parts or unnatural poses. To tackle these challenges, our key insight is that human image is inherently structural over multiple granularities, from the coarse-level body skeleton to fine-grained spatial geometry. Therefore, capturing such correlations between the explicit appearance and latent structure in one model is essential to generate coherent and natural human images. To this end, we propose a unified framework, HyperHuman, that generates in-the-wild human images of high realism and diverse layouts. Specifically, 1) we first build a large-scale human-centric dataset, named HumanVerse, which consists of 340M images with comprehensive annotations like human pose, depth, and surface normal. 2) Next, we propose a Latent Structural Diffusion Model that simultaneously denoises the depth and surface normal along with the synthesized RGB image. Our model enforces the joint learning of image appearance, spatial relationship, and geometry in a unified network, where each branch in the model complements to each other with both structural awareness and textural richness. 3) Finally, to further boost the visual quality, we propose a Structure-Guided Refiner to compose the predicted conditions for more detailed generation of higher resolution. Extensive experiments demonstrate that our framework yields the state-of-the-art performance, generating hyper-realistic human images under diverse scenarios. Project Page: https://snap-research.github.io/HyperHuman/
Kick Back & Relax: Learning to Reconstruct the World by Watching SlowTV
Self-supervised monocular depth estimation (SS-MDE) has the potential to scale to vast quantities of data. Unfortunately, existing approaches limit themselves to the automotive domain, resulting in models incapable of generalizing to complex environments such as natural or indoor settings. To address this, we propose a large-scale SlowTV dataset curated from YouTube, containing an order of magnitude more data than existing automotive datasets. SlowTV contains 1.7M images from a rich diversity of environments, such as worldwide seasonal hiking, scenic driving and scuba diving. Using this dataset, we train an SS-MDE model that provides zero-shot generalization to a large collection of indoor/outdoor datasets. The resulting model outperforms all existing SSL approaches and closes the gap on supervised SoTA, despite using a more efficient architecture. We additionally introduce a collection of best-practices to further maximize performance and zero-shot generalization. This includes 1) aspect ratio augmentation, 2) camera intrinsic estimation, 3) support frame randomization and 4) flexible motion estimation. Code is available at https://github.com/jspenmar/slowtv_monodepth.
A ResNet is All You Need? Modeling A Strong Baseline for Detecting Referable Diabetic Retinopathy in Fundus Images
Deep learning is currently the state-of-the-art for automated detection of referable diabetic retinopathy (DR) from color fundus photographs (CFP). While the general interest is put on improving results through methodological innovations, it is not clear how good these approaches perform compared to standard deep classification models trained with the appropriate settings. In this paper we propose to model a strong baseline for this task based on a simple and standard ResNet-18 architecture. To this end, we built on top of prior art by training the model with a standard preprocessing strategy but using images from several public sources and an empirically calibrated data augmentation setting. To evaluate its performance, we covered multiple clinically relevant perspectives, including image and patient level DR screening, discriminating responses by input quality and DR grade, assessing model uncertainties and analyzing its results in a qualitative manner. With no other methodological innovation than a carefully designed training, our ResNet model achieved an AUC = 0.955 (0.953 - 0.956) on a combined test set of 61007 test images from different public datasets, which is in line or even better than what other more complex deep learning models reported in the literature. Similar AUC values were obtained in 480 images from two separate in-house databases specially prepared for this study, which emphasize its generalization ability. This confirms that standard networks can still be strong baselines for this task if properly trained.
Visual Instruction Tuning towards General-Purpose Multimodal Model: A Survey
Traditional computer vision generally solves each single task independently by a dedicated model with the task instruction implicitly designed in the model architecture, arising two limitations: (1) it leads to task-specific models, which require multiple models for different tasks and restrict the potential synergies from diverse tasks; (2) it leads to a pre-defined and fixed model interface that has limited interactivity and adaptability in following user' task instructions. To address them, Visual Instruction Tuning (VIT) has been intensively studied recently, which finetunes a large vision model with language as task instructions, aiming to learn from a wide range of vision tasks described by language instructions a general-purpose multimodal model that can follow arbitrary instructions and thus solve arbitrary tasks specified by the user. This work aims to provide a systematic review of visual instruction tuning, covering (1) the background that presents computer vision task paradigms and the development of VIT; (2) the foundations of VIT that introduce commonly used network architectures, visual instruction tuning frameworks and objectives, and evaluation setups and tasks; (3) the commonly used datasets in visual instruction tuning and evaluation; (4) the review of existing VIT methods that categorizes them with a taxonomy according to both the studied vision task and the method design and highlights the major contributions, strengths, and shortcomings of them; (5) the comparison and discussion of VIT methods over various instruction-following benchmarks; (6) several challenges, open directions and possible future works in visual instruction tuning research.
FCOS3D: Fully Convolutional One-Stage Monocular 3D Object Detection
Monocular 3D object detection is an important task for autonomous driving considering its advantage of low cost. It is much more challenging than conventional 2D cases due to its inherent ill-posed property, which is mainly reflected in the lack of depth information. Recent progress on 2D detection offers opportunities to better solving this problem. However, it is non-trivial to make a general adapted 2D detector work in this 3D task. In this paper, we study this problem with a practice built on a fully convolutional single-stage detector and propose a general framework FCOS3D. Specifically, we first transform the commonly defined 7-DoF 3D targets to the image domain and decouple them as 2D and 3D attributes. Then the objects are distributed to different feature levels with consideration of their 2D scales and assigned only according to the projected 3D-center for the training procedure. Furthermore, the center-ness is redefined with a 2D Gaussian distribution based on the 3D-center to fit the 3D target formulation. All of these make this framework simple yet effective, getting rid of any 2D detection or 2D-3D correspondence priors. Our solution achieves 1st place out of all the vision-only methods in the nuScenes 3D detection challenge of NeurIPS 2020. Code and models are released at https://github.com/open-mmlab/mmdetection3d.
360MonoDepth: High-Resolution 360° Monocular Depth Estimation
360{\deg} cameras can capture complete environments in a single shot, which makes 360{\deg} imagery alluring in many computer vision tasks. However, monocular depth estimation remains a challenge for 360{\deg} data, particularly for high resolutions like 2K (2048x1024) and beyond that are important for novel-view synthesis and virtual reality applications. Current CNN-based methods do not support such high resolutions due to limited GPU memory. In this work, we propose a flexible framework for monocular depth estimation from high-resolution 360{\deg} images using tangent images. We project the 360{\deg} input image onto a set of tangent planes that produce perspective views, which are suitable for the latest, most accurate state-of-the-art perspective monocular depth estimators. To achieve globally consistent disparity estimates, we recombine the individual depth estimates using deformable multi-scale alignment followed by gradient-domain blending. The result is a dense, high-resolution 360{\deg} depth map with a high level of detail, also for outdoor scenes which are not supported by existing methods. Our source code and data are available at https://manurare.github.io/360monodepth/.
Mono2Stereo: A Benchmark and Empirical Study for Stereo Conversion
With the rapid proliferation of 3D devices and the shortage of 3D content, stereo conversion is attracting increasing attention. Recent works introduce pretrained Diffusion Models (DMs) into this task. However, due to the scarcity of large-scale training data and comprehensive benchmarks, the optimal methodologies for employing DMs in stereo conversion and the accurate evaluation of stereo effects remain largely unexplored. In this work, we introduce the Mono2Stereo dataset, providing high-quality training data and benchmark to support in-depth exploration of stereo conversion. With this dataset, we conduct an empirical study that yields two primary findings. 1) The differences between the left and right views are subtle, yet existing metrics consider overall pixels, failing to concentrate on regions critical to stereo effects. 2) Mainstream methods adopt either one-stage left-to-right generation or warp-and-inpaint pipeline, facing challenges of degraded stereo effect and image distortion respectively. Based on these findings, we introduce a new evaluation metric, Stereo Intersection-over-Union, which prioritizes disparity and achieves a high correlation with human judgments on stereo effect. Moreover, we propose a strong baseline model, harmonizing the stereo effect and image quality simultaneously, and notably surpassing current mainstream methods. Our code and data will be open-sourced to promote further research in stereo conversion. Our models are available at mono2stereo-bench.github.io.
UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction
Neural implicit 3D representations have emerged as a powerful paradigm for reconstructing surfaces from multi-view images and synthesizing novel views. Unfortunately, existing methods such as DVR or IDR require accurate per-pixel object masks as supervision. At the same time, neural radiance fields have revolutionized novel view synthesis. However, NeRF's estimated volume density does not admit accurate surface reconstruction. Our key insight is that implicit surface models and radiance fields can be formulated in a unified way, enabling both surface and volume rendering using the same model. This unified perspective enables novel, more efficient sampling procedures and the ability to reconstruct accurate surfaces without input masks. We compare our method on the DTU, BlendedMVS, and a synthetic indoor dataset. Our experiments demonstrate that we outperform NeRF in terms of reconstruction quality while performing on par with IDR without requiring masks.
QuartDepth: Post-Training Quantization for Real-Time Depth Estimation on the Edge
Monocular Depth Estimation (MDE) has emerged as a pivotal task in computer vision, supporting numerous real-world applications. However, deploying accurate depth estimation models on resource-limited edge devices, especially Application-Specific Integrated Circuits (ASICs), is challenging due to the high computational and memory demands. Recent advancements in foundational depth estimation deliver impressive results but further amplify the difficulty of deployment on ASICs. To address this, we propose QuartDepth which adopts post-training quantization to quantize MDE models with hardware accelerations for ASICs. Our approach involves quantizing both weights and activations to 4-bit precision, reducing the model size and computation cost. To mitigate the performance degradation, we introduce activation polishing and compensation algorithm applied before and after activation quantization, as well as a weight reconstruction method for minimizing errors in weight quantization. Furthermore, we design a flexible and programmable hardware accelerator by supporting kernel fusion and customized instruction programmability, enhancing throughput and efficiency. Experimental results demonstrate that our framework achieves competitive accuracy while enabling fast inference and higher energy efficiency on ASICs, bridging the gap between high-performance depth estimation and practical edge-device applicability. Code: https://github.com/shawnricecake/quart-depth
Sapiens: Foundation for Human Vision Models
We present Sapiens, a family of models for four fundamental human-centric vision tasks - 2D pose estimation, body-part segmentation, depth estimation, and surface normal prediction. Our models natively support 1K high-resolution inference and are extremely easy to adapt for individual tasks by simply fine-tuning models pretrained on over 300 million in-the-wild human images. We observe that, given the same computational budget, self-supervised pretraining on a curated dataset of human images significantly boosts the performance for a diverse set of human-centric tasks. The resulting models exhibit remarkable generalization to in-the-wild data, even when labeled data is scarce or entirely synthetic. Our simple model design also brings scalability - model performance across tasks improves as we scale the number of parameters from 0.3 to 2 billion. Sapiens consistently surpasses existing baselines across various human-centric benchmarks. We achieve significant improvements over the prior state-of-the-art on Humans-5K (pose) by 7.6 mAP, Humans-2K (part-seg) by 17.1 mIoU, Hi4D (depth) by 22.4% relative RMSE, and THuman2 (normal) by 53.5% relative angular error.
Diving into the Fusion of Monocular Priors for Generalized Stereo Matching
The matching formulation makes it naturally hard for the stereo matching to handle ill-posed regions like occlusions and non-Lambertian surfaces. Fusing monocular priors has been proven helpful for ill-posed matching, but the biased monocular prior learned from small stereo datasets constrains the generalization. Recently, stereo matching has progressed by leveraging the unbiased monocular prior from the vision foundation model (VFM) to improve the generalization in ill-posed regions. We dive into the fusion process and observe three main problems limiting the fusion of the VFM monocular prior. The first problem is the misalignment between affine-invariant relative monocular depth and absolute depth of disparity. Besides, when we use the monocular feature in an iterative update structure, the over-confidence in the disparity update leads to local optima results. A direct fusion of a monocular depth map could alleviate the local optima problem, but noisy disparity results computed at the first several iterations will misguide the fusion. In this paper, we propose a binary local ordering map to guide the fusion, which converts the depth map into a binary relative format, unifying the relative and absolute depth representation. The computed local ordering map is also used to re-weight the initial disparity update, resolving the local optima and noisy problem. In addition, we formulate the final direct fusion of monocular depth to the disparity as a registration problem, where a pixel-wise linear regression module can globally and adaptively align them. Our method fully exploits the monocular prior to support stereo matching results effectively and efficiently. We significantly improve the performance from the experiments when generalizing from SceneFlow to Middlebury and Booster datasets while barely reducing the efficiency.
2L3: Lifting Imperfect Generated 2D Images into Accurate 3D
Reconstructing 3D objects from a single image is an intriguing but challenging problem. One promising solution is to utilize multi-view (MV) 3D reconstruction to fuse generated MV images into consistent 3D objects. However, the generated images usually suffer from inconsistent lighting, misaligned geometry, and sparse views, leading to poor reconstruction quality. To cope with these problems, we present a novel 3D reconstruction framework that leverages intrinsic decomposition guidance, transient-mono prior guidance, and view augmentation to cope with the three issues, respectively. Specifically, we first leverage to decouple the shading information from the generated images to reduce the impact of inconsistent lighting; then, we introduce mono prior with view-dependent transient encoding to enhance the reconstructed normal; and finally, we design a view augmentation fusion strategy that minimizes pixel-level loss in generated sparse views and semantic loss in augmented random views, resulting in view-consistent geometry and detailed textures. Our approach, therefore, enables the integration of a pre-trained MV image generator and a neural network-based volumetric signed distance function (SDF) representation for a single image to 3D object reconstruction. We evaluate our framework on various datasets and demonstrate its superior performance in both quantitative and qualitative assessments, signifying a significant advancement in 3D object reconstruction. Compared with the latest state-of-the-art method Syncdreamer~liu2023syncdreamer, we reduce the Chamfer Distance error by about 36\% and improve PSNR by about 30\% .
DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation
Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.
SuperSimpleNet: Unifying Unsupervised and Supervised Learning for Fast and Reliable Surface Defect Detection
The aim of surface defect detection is to identify and localise abnormal regions on the surfaces of captured objects, a task that's increasingly demanded across various industries. Current approaches frequently fail to fulfil the extensive demands of these industries, which encompass high performance, consistency, and fast operation, along with the capacity to leverage the entirety of the available training data. Addressing these gaps, we introduce SuperSimpleNet, an innovative discriminative model that evolved from SimpleNet. This advanced model significantly enhances its predecessor's training consistency, inference time, as well as detection performance. SuperSimpleNet operates in an unsupervised manner using only normal training images but also benefits from labelled abnormal training images when they are available. SuperSimpleNet achieves state-of-the-art results in both the supervised and the unsupervised settings, as demonstrated by experiments across four challenging benchmark datasets. Code: https://github.com/blaz-r/SuperSimpleNet .
PS-GS: Gaussian Splatting for Multi-View Photometric Stereo
Integrating inverse rendering with multi-view photometric stereo (MVPS) yields more accurate 3D reconstructions than the inverse rendering approaches that rely on fixed environment illumination. However, efficient inverse rendering with MVPS remains challenging. To fill this gap, we introduce the Gaussian Splatting for Multi-view Photometric Stereo (PS-GS), which efficiently and jointly estimates the geometry, materials, and lighting of the object that is illuminated by diverse directional lights (multi-light). Our method first reconstructs a standard 2D Gaussian splatting model as the initial geometry. Based on the initialization model, it then proceeds with the deferred inverse rendering by the full rendering equation containing a lighting-computing multi-layer perceptron. During the whole optimization, we regularize the rendered normal maps by the uncalibrated photometric stereo estimated normals. We also propose the 2D Gaussian ray-tracing for single directional light to refine the incident lighting. The regularizations and the use of multi-view and multi-light images mitigate the ill-posed problem of inverse rendering. After optimization, the reconstructed object can be used for novel-view synthesis, relighting, and material and shape editing. Experiments on both synthetic and real datasets demonstrate that our method outperforms prior works in terms of reconstruction accuracy and computational efficiency.
Good Colour Maps: How to Design Them
Many colour maps provided by vendors have highly uneven perceptual contrast over their range. It is not uncommon for colour maps to have perceptual flat spots that can hide a feature as large as one tenth of the total data range. Colour maps may also have perceptual discontinuities that induce the appearance of false features. Previous work in the design of perceptually uniform colour maps has mostly failed to recognise that CIELAB space is only designed to be perceptually uniform at very low spatial frequencies. The most important factor in designing a colour map is to ensure that the magnitude of the incremental change in perceptual lightness of the colours is uniform. The specific requirements for linear, diverging, rainbow and cyclic colour maps are developed in detail. To support this work two test images for evaluating colour maps are presented. The use of colour maps in combination with relief shading is considered and the conditions under which colour can enhance or disrupt relief shading are identified. Finally, a set of new basis colours for the construction of ternary images are presented. Unlike the RGB primaries these basis colours produce images whereby the salience of structures are consistent irrespective of the assignment of basis colours to data channels.
AllWeatherNet:Unified Image Enhancement for Autonomous Driving under Adverse Weather and Lowlight-conditions
Adverse conditions like snow, rain, nighttime, and fog, pose challenges for autonomous driving perception systems. Existing methods have limited effectiveness in improving essential computer vision tasks, such as semantic segmentation, and often focus on only one specific condition, such as removing rain or translating nighttime images into daytime ones. To address these limitations, we propose a method to improve the visual quality and clarity degraded by such adverse conditions. Our method, AllWeather-Net, utilizes a novel hierarchical architecture to enhance images across all adverse conditions. This architecture incorporates information at three semantic levels: scene, object, and texture, by discriminating patches at each level. Furthermore, we introduce a Scaled Illumination-aware Attention Mechanism (SIAM) that guides the learning towards road elements critical for autonomous driving perception. SIAM exhibits robustness, remaining unaffected by changes in weather conditions or environmental scenes. AllWeather-Net effectively transforms images into normal weather and daytime scenes, demonstrating superior image enhancement results and subsequently enhancing the performance of semantic segmentation, with up to a 5.3% improvement in mIoU in the trained domain. We also show our model's generalization ability by applying it to unseen domains without re-training, achieving up to 3.9% mIoU improvement. Code can be accessed at: https://github.com/Jumponthemoon/AllWeatherNet.
2DGS-Room: Seed-Guided 2D Gaussian Splatting with Geometric Constrains for High-Fidelity Indoor Scene Reconstruction
The reconstruction of indoor scenes remains challenging due to the inherent complexity of spatial structures and the prevalence of textureless regions. Recent advancements in 3D Gaussian Splatting have improved novel view synthesis with accelerated processing but have yet to deliver comparable performance in surface reconstruction. In this paper, we introduce 2DGS-Room, a novel method leveraging 2D Gaussian Splatting for high-fidelity indoor scene reconstruction. Specifically, we employ a seed-guided mechanism to control the distribution of 2D Gaussians, with the density of seed points dynamically optimized through adaptive growth and pruning mechanisms. To further improve geometric accuracy, we incorporate monocular depth and normal priors to provide constraints for details and textureless regions respectively. Additionally, multi-view consistency constraints are employed to mitigate artifacts and further enhance reconstruction quality. Extensive experiments on ScanNet and ScanNet++ datasets demonstrate that our method achieves state-of-the-art performance in indoor scene reconstruction.
OCTID: Optical Coherence Tomography Image Database
Optical coherence tomography (OCT) is a non-invasive imaging modality which is widely used in clinical ophthalmology. OCT images are capable of visualizing deep retinal layers which is crucial for early diagnosis of retinal diseases. In this paper, we describe a comprehensive open-access database containing more than 500 highresolution images categorized into different pathological conditions. The image classes include Normal (NO), Macular Hole (MH), Age-related Macular Degeneration (AMD), Central Serous Retinopathy (CSR), and Diabetic Retinopathy (DR). The images were obtained from a raster scan protocol with a 2mm scan length and 512x1024 pixel resolution. We have also included 25 normal OCT images with their corresponding ground truth delineations which can be used for an accurate evaluation of OCT image segmentation. In addition, we have provided a user-friendly GUI which can be used by clinicians for manual (and semi-automated) segmentation.
Booster: a Benchmark for Depth from Images of Specular and Transparent Surfaces
Estimating depth from images nowadays yields outstanding results, both in terms of in-domain accuracy and generalization. However, we identify two main challenges that remain open in this field: dealing with non-Lambertian materials and effectively processing high-resolution images. Purposely, we propose a novel dataset that includes accurate and dense ground-truth labels at high resolution, featuring scenes containing several specular and transparent surfaces. Our acquisition pipeline leverages a novel deep space-time stereo framework, enabling easy and accurate labeling with sub-pixel precision. The dataset is composed of 606 samples collected in 85 different scenes, each sample includes both a high-resolution pair (12 Mpx) as well as an unbalanced stereo pair (Left: 12 Mpx, Right: 1.1 Mpx), typical of modern mobile devices that mount sensors with different resolutions. Additionally, we provide manually annotated material segmentation masks and 15K unlabeled samples. The dataset is composed of a train set and two test sets, the latter devoted to the evaluation of stereo and monocular depth estimation networks. Our experiments highlight the open challenges and future research directions in this field.
Tiled Multiplane Images for Practical 3D Photography
The task of synthesizing novel views from a single image has useful applications in virtual reality and mobile computing, and a number of approaches to the problem have been proposed in recent years. A Multiplane Image (MPI) estimates the scene as a stack of RGBA layers, and can model complex appearance effects, anti-alias depth errors and synthesize soft edges better than methods that use textured meshes or layered depth images. And unlike neural radiance fields, an MPI can be efficiently rendered on graphics hardware. However, MPIs are highly redundant and require a large number of depth layers to achieve plausible results. Based on the observation that the depth complexity in local image regions is lower than that over the entire image, we split an MPI into many small, tiled regions, each with only a few depth planes. We call this representation a Tiled Multiplane Image (TMPI). We propose a method for generating a TMPI with adaptive depth planes for single-view 3D photography in the wild. Our synthesized results are comparable to state-of-the-art single-view MPI methods while having lower computational overhead.
Dual-Space NeRF: Learning Animatable Avatars and Scene Lighting in Separate Spaces
Modeling the human body in a canonical space is a common practice for capturing and animation. But when involving the neural radiance field (NeRF), learning a static NeRF in the canonical space is not enough because the lighting of the body changes when the person moves even though the scene lighting is constant. Previous methods alleviate the inconsistency of lighting by learning a per-frame embedding, but this operation does not generalize to unseen poses. Given that the lighting condition is static in the world space while the human body is consistent in the canonical space, we propose a dual-space NeRF that models the scene lighting and the human body with two MLPs in two separate spaces. To bridge these two spaces, previous methods mostly rely on the linear blend skinning (LBS) algorithm. However, the blending weights for LBS of a dynamic neural field are intractable and thus are usually memorized with another MLP, which does not generalize to novel poses. Although it is possible to borrow the blending weights of a parametric mesh such as SMPL, the interpolation operation introduces more artifacts. In this paper, we propose to use the barycentric mapping, which can directly generalize to unseen poses and surprisingly achieves superior results than LBS with neural blending weights. Quantitative and qualitative results on the Human3.6M and the ZJU-MoCap datasets show the effectiveness of our method.
HybridNeRF: Efficient Neural Rendering via Adaptive Volumetric Surfaces
Neural radiance fields provide state-of-the-art view synthesis quality but tend to be slow to render. One reason is that they make use of volume rendering, thus requiring many samples (and model queries) per ray at render time. Although this representation is flexible and easy to optimize, most real-world objects can be modeled more efficiently with surfaces instead of volumes, requiring far fewer samples per ray. This observation has spurred considerable progress in surface representations such as signed distance functions, but these may struggle to model semi-opaque and thin structures. We propose a method, HybridNeRF, that leverages the strengths of both representations by rendering most objects as surfaces while modeling the (typically) small fraction of challenging regions volumetrically. We evaluate HybridNeRF against the challenging Eyeful Tower dataset along with other commonly used view synthesis datasets. When comparing to state-of-the-art baselines, including recent rasterization-based approaches, we improve error rates by 15-30% while achieving real-time framerates (at least 36 FPS) for virtual-reality resolutions (2Kx2K).
