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SubscribeDeepMesh: Differentiable Iso-Surface Extraction
Geometric Deep Learning has recently made striking progress with the advent of continuous deep implicit fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is unlimited in resolution. Unfortunately, these methods are often unsuitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Implicit Fields. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define DeepMesh - an end-to-end differentiable mesh representation that can vary its topology. We validate our theoretical insight through several applications: Single view 3D Reconstruction via Differentiable Rendering, Physically-Driven Shape Optimization, Full Scene 3D Reconstruction from Scans and End-to-End Training. In all cases our end-to-end differentiable parameterization gives us an edge over state-of-the-art algorithms.
DeLiRa: Self-Supervised Depth, Light, and Radiance Fields
Differentiable volumetric rendering is a powerful paradigm for 3D reconstruction and novel view synthesis. However, standard volume rendering approaches struggle with degenerate geometries in the case of limited viewpoint diversity, a common scenario in robotics applications. In this work, we propose to use the multi-view photometric objective from the self-supervised depth estimation literature as a geometric regularizer for volumetric rendering, significantly improving novel view synthesis without requiring additional information. Building upon this insight, we explore the explicit modeling of scene geometry using a generalist Transformer, jointly learning a radiance field as well as depth and light fields with a set of shared latent codes. We demonstrate that sharing geometric information across tasks is mutually beneficial, leading to improvements over single-task learning without an increase in network complexity. Our DeLiRa architecture achieves state-of-the-art results on the ScanNet benchmark, enabling high quality volumetric rendering as well as real-time novel view and depth synthesis in the limited viewpoint diversity setting.
Neural Ordinary Differential Equations
We introduce a new family of deep neural network models. Instead of specifying a discrete sequence of hidden layers, we parameterize the derivative of the hidden state using a neural network. The output of the network is computed using a black-box differential equation solver. These continuous-depth models have constant memory cost, adapt their evaluation strategy to each input, and can explicitly trade numerical precision for speed. We demonstrate these properties in continuous-depth residual networks and continuous-time latent variable models. We also construct continuous normalizing flows, a generative model that can train by maximum likelihood, without partitioning or ordering the data dimensions. For training, we show how to scalably backpropagate through any ODE solver, without access to its internal operations. This allows end-to-end training of ODEs within larger models.
RayTracer.jl: A Differentiable Renderer that supports Parameter Optimization for Scene Reconstruction
In this paper, we present RayTracer.jl, a renderer in Julia that is fully differentiable using source-to-source Automatic Differentiation (AD). This means that RayTracer not only renders 2D images from 3D scene parameters, but it can be used to optimize for model parameters that generate a target image in a Differentiable Programming (DP) pipeline. We interface our renderer with the deep learning library Flux for use in combination with neural networks. We demonstrate the use of this differentiable renderer in rendering tasks and in solving inverse graphics problems.
Pulsar: Efficient Sphere-based Neural Rendering
We propose Pulsar, an efficient sphere-based differentiable renderer that is orders of magnitude faster than competing techniques, modular, and easy-to-use due to its tight integration with PyTorch. Differentiable rendering is the foundation for modern neural rendering approaches, since it enables end-to-end training of 3D scene representations from image observations. However, gradient-based optimization of neural mesh, voxel, or function representations suffers from multiple challenges, i.e., topological inconsistencies, high memory footprints, or slow rendering speeds. To alleviate these problems, Pulsar employs: 1) a sphere-based scene representation, 2) an efficient differentiable rendering engine, and 3) neural shading. Pulsar executes orders of magnitude faster than existing techniques and allows real-time rendering and optimization of representations with millions of spheres. Using spheres for the scene representation, unprecedented speed is obtained while avoiding topology problems. Pulsar is fully differentiable and thus enables a plethora of applications, ranging from 3D reconstruction to general neural rendering.
GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis
We propose a method for dynamic scene reconstruction using deformable 3D Gaussians that is tailored for monocular video. Building upon the efficiency of Gaussian splatting, our approach extends the representation to accommodate dynamic elements via a deformable set of Gaussians residing in a canonical space, and a time-dependent deformation field defined by a multi-layer perceptron (MLP). Moreover, under the assumption that most natural scenes have large regions that remain static, we allow the MLP to focus its representational power by additionally including a static Gaussian point cloud. The concatenated dynamic and static point clouds form the input for the Gaussian Splatting rasterizer, enabling real-time rendering. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Our method achieves results that are comparable to state-of-the-art dynamic neural radiance field methods while allowing much faster optimization and rendering. Project website: https://lynl7130.github.io/gaufre/index.html
Differentiable Point-Based Radiance Fields for Efficient View Synthesis
We propose a differentiable rendering algorithm for efficient novel view synthesis. By departing from volume-based representations in favor of a learned point representation, we improve on existing methods more than an order of magnitude in memory and runtime, both in training and inference. The method begins with a uniformly-sampled random point cloud and learns per-point position and view-dependent appearance, using a differentiable splat-based renderer to evolve the model to match a set of input images. Our method is up to 300x faster than NeRF in both training and inference, with only a marginal sacrifice in quality, while using less than 10~MB of memory for a static scene. For dynamic scenes, our method trains two orders of magnitude faster than STNeRF and renders at near interactive rate, while maintaining high image quality and temporal coherence even without imposing any temporal-coherency regularizers.
FlowMap: High-Quality Camera Poses, Intrinsics, and Depth via Gradient Descent
This paper introduces FlowMap, an end-to-end differentiable method that solves for precise camera poses, camera intrinsics, and per-frame dense depth of a video sequence. Our method performs per-video gradient-descent minimization of a simple least-squares objective that compares the optical flow induced by depth, intrinsics, and poses against correspondences obtained via off-the-shelf optical flow and point tracking. Alongside the use of point tracks to encourage long-term geometric consistency, we introduce differentiable re-parameterizations of depth, intrinsics, and pose that are amenable to first-order optimization. We empirically show that camera parameters and dense depth recovered by our method enable photo-realistic novel view synthesis on 360-degree trajectories using Gaussian Splatting. Our method not only far outperforms prior gradient-descent based bundle adjustment methods, but surprisingly performs on par with COLMAP, the state-of-the-art SfM method, on the downstream task of 360-degree novel view synthesis (even though our method is purely gradient-descent based, fully differentiable, and presents a complete departure from conventional SfM).
Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation
We show how to transform a non-differentiable rasterizer into a differentiable one with minimal engineering efforts and no external dependencies (no Pytorch/Tensorflow). We rely on Stochastic Gradient Estimation, a technique that consists of rasterizing after randomly perturbing the scene's parameters such that their gradient can be stochastically estimated and descended. This method is simple and robust but does not scale in dimensionality (number of scene parameters). Our insight is that the number of parameters contributing to a given rasterized pixel is bounded. Estimating and averaging gradients on a per-pixel basis hence bounds the dimensionality of the underlying optimization problem and makes the method scalable. Furthermore, it is simple to track per-pixel contributing parameters by rasterizing ID- and UV-buffers, which are trivial additions to a rasterization engine if not already available. With these minor modifications, we obtain an in-engine optimizer for 3D assets with millions of geometry and texture parameters.
Diff-DOPE: Differentiable Deep Object Pose Estimation
We introduce Diff-DOPE, a 6-DoF pose refiner that takes as input an image, a 3D textured model of an object, and an initial pose of the object. The method uses differentiable rendering to update the object pose to minimize the visual error between the image and the projection of the model. We show that this simple, yet effective, idea is able to achieve state-of-the-art results on pose estimation datasets. Our approach is a departure from recent methods in which the pose refiner is a deep neural network trained on a large synthetic dataset to map inputs to refinement steps. Rather, our use of differentiable rendering allows us to avoid training altogether. Our approach performs multiple gradient descent optimizations in parallel with different random learning rates to avoid local minima from symmetric objects, similar appearances, or wrong step size. Various modalities can be used, e.g., RGB, depth, intensity edges, and object segmentation masks. We present experiments examining the effect of various choices, showing that the best results are found when the RGB image is accompanied by an object mask and depth image to guide the optimization process.
Differentiable Solver Search for Fast Diffusion Sampling
Diffusion models have demonstrated remarkable generation quality but at the cost of numerous function evaluations. Recently, advanced ODE-based solvers have been developed to mitigate the substantial computational demands of reverse-diffusion solving under limited sampling steps. However, these solvers, heavily inspired by Adams-like multistep methods, rely solely on t-related Lagrange interpolation. We show that t-related Lagrange interpolation is suboptimal for diffusion model and reveal a compact search space comprised of time steps and solver coefficients. Building on our analysis, we propose a novel differentiable solver search algorithm to identify more optimal solver. Equipped with the searched solver, rectified-flow models, e.g., SiT-XL/2 and FlowDCN-XL/2, achieve FID scores of 2.40 and 2.35, respectively, on ImageNet256 with only 10 steps. Meanwhile, DDPM model, DiT-XL/2, reaches a FID score of 2.33 with only 10 steps. Notably, our searched solver outperforms traditional solvers by a significant margin. Moreover, our searched solver demonstrates generality across various model architectures, resolutions, and model sizes.
Reconstructing Animatable Categories from Videos
Building animatable 3D models is challenging due to the need for 3D scans, laborious registration, and manual rigging, which are difficult to scale to arbitrary categories. Recently, differentiable rendering provides a pathway to obtain high-quality 3D models from monocular videos, but these are limited to rigid categories or single instances. We present RAC that builds category 3D models from monocular videos while disentangling variations over instances and motion over time. Three key ideas are introduced to solve this problem: (1) specializing a skeleton to instances via optimization, (2) a method for latent space regularization that encourages shared structure across a category while maintaining instance details, and (3) using 3D background models to disentangle objects from the background. We show that 3D models of humans, cats, and dogs can be learned from 50-100 internet videos.
Human from Blur: Human Pose Tracking from Blurry Images
We propose a method to estimate 3D human poses from substantially blurred images. The key idea is to tackle the inverse problem of image deblurring by modeling the forward problem with a 3D human model, a texture map, and a sequence of poses to describe human motion. The blurring process is then modeled by a temporal image aggregation step. Using a differentiable renderer, we can solve the inverse problem by backpropagating the pixel-wise reprojection error to recover the best human motion representation that explains a single or multiple input images. Since the image reconstruction loss alone is insufficient, we present additional regularization terms. To the best of our knowledge, we present the first method to tackle this problem. Our method consistently outperforms other methods on significantly blurry inputs since they lack one or multiple key functionalities that our method unifies, i.e. image deblurring with sub-frame accuracy and explicit 3D modeling of non-rigid human motion.
RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis
Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density {\sigma}, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/
MeshSDF: Differentiable Iso-Surface Extraction
Geometric Deep Learning has recently made striking progress with the advent of continuous Deep Implicit Fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is not limited in resolution. Unfortunately, these methods are often not suitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Signed Distance Functions. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define MeshSDF, an end-to-end differentiable mesh representation which can vary its topology. We use two different applications to validate our theoretical insight: Single-View Reconstruction via Differentiable Rendering and Physically-Driven Shape Optimization. In both cases our differentiable parameterization gives us an edge over state-of-the-art algorithms.
Subhomogeneous Deep Equilibrium Models
Implicit-depth neural networks have grown as powerful alternatives to traditional networks in various applications in recent years. However, these models often lack guarantees of existence and uniqueness, raising stability, performance, and reproducibility issues. In this paper, we present a new analysis of the existence and uniqueness of fixed points for implicit-depth neural networks based on the concept of subhomogeneous operators and the nonlinear Perron-Frobenius theory. Compared to previous similar analyses, our theory allows for weaker assumptions on the parameter matrices, thus yielding a more flexible framework for well-defined implicit networks. We illustrate the performance of the resulting subhomogeneous networks on feedforward, convolutional, and graph neural network examples.
Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction
Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io
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 .
NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location (x,y,z) and viewing direction (theta, phi)) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
Learning Unsigned Distance Functions from Multi-view Images with Volume Rendering Priors
Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors on the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scale scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. Our results show that the learned volume rendering priors are unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. We evaluate our method on both widely used benchmarks and real scenes, and report superior performance over the state-of-the-art methods.
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.
Learning Temporally Consistent Video Depth from Video Diffusion Priors
This work addresses the challenge of video depth estimation, which expects not only per-frame accuracy but, more importantly, cross-frame consistency. Instead of directly developing a depth estimator from scratch, we reformulate the prediction task into a conditional generation problem. This allows us to leverage the prior knowledge embedded in existing video generation models, thereby reducing learn- ing difficulty and enhancing generalizability. Concretely, we study how to tame the public Stable Video Diffusion (SVD) to predict reliable depth from input videos using a mixture of image depth and video depth datasets. We empirically confirm that a procedural training strategy - first optimizing the spatial layers of SVD and then optimizing the temporal layers while keeping the spatial layers frozen - yields the best results in terms of both spatial accuracy and temporal consistency. We further examine the sliding window strategy for inference on arbitrarily long videos. Our observations indicate a trade-off between efficiency and performance, with a one-frame overlap already producing favorable results. Extensive experimental results demonstrate the superiority of our approach, termed ChronoDepth, over existing alternatives, particularly in terms of the temporal consistency of the estimated depth. Additionally, we highlight the benefits of more consistent video depth in two practical applications: depth-conditioned video generation and novel view synthesis. Our project page is available at https://jhaoshao.github.io/ChronoDepth/{this http URL}.
Preparing Lessons for Progressive Training on Language Models
The rapid progress of Transformers in artificial intelligence has come at the cost of increased resource consumption and greenhouse gas emissions due to growing model sizes. Prior work suggests using pretrained small models to improve training efficiency, but this approach may not be suitable for new model structures. On the other hand, training from scratch can be slow, and progressively stacking layers often fails to achieve significant acceleration. To address these challenges, we propose a novel method called Apollo, which prepares lessons for expanding operations by learning high-layer functionality during training of low layers. Our approach involves low-value-prioritized sampling (LVPS) to train different depths and weight sharing to facilitate efficient expansion. We also introduce an interpolation method for stable model depth extension. Experiments demonstrate that Apollo achieves state-of-the-art acceleration ratios, even rivaling methods using pretrained models, making it a universal and efficient solution for training deep models while reducing time, financial, and environmental costs.
DiffusionDepth: Diffusion Denoising Approach for Monocular Depth Estimation
Monocular depth estimation is a challenging task that predicts the pixel-wise depth from a single 2D image. Current methods typically model this problem as a regression or classification task. We propose DiffusionDepth, a new approach that reformulates monocular depth estimation as a denoising diffusion process. It learns an iterative denoising process to `denoise' random depth distribution into a depth map with the guidance of monocular visual conditions. The process is performed in the latent space encoded by a dedicated depth encoder and decoder. Instead of diffusing ground truth (GT) depth, the model learns to reverse the process of diffusing the refined depth of itself into random depth distribution. This self-diffusion formulation overcomes the difficulty of applying generative models to sparse GT depth scenarios. The proposed approach benefits this task by refining depth estimation step by step, which is superior for generating accurate and highly detailed depth maps. Experimental results on KITTI and NYU-Depth-V2 datasets suggest that a simple yet efficient diffusion approach could reach state-of-the-art performance in both indoor and outdoor scenarios with acceptable inference time.
Light Transport-aware Diffusion Posterior Sampling for Single-View Reconstruction of 3D Volumes
We introduce a single-view reconstruction technique of volumetric fields in which multiple light scattering effects are omnipresent, such as in clouds. We model the unknown distribution of volumetric fields using an unconditional diffusion model trained on a novel benchmark dataset comprising 1,000 synthetically simulated volumetric density fields. The neural diffusion model is trained on the latent codes of a novel, diffusion-friendly, monoplanar representation. The generative model is used to incorporate a tailored parametric diffusion posterior sampling technique into different reconstruction tasks. A physically-based differentiable volume renderer is employed to provide gradients with respect to light transport in the latent space. This stands in contrast to classic NeRF approaches and makes the reconstructions better aligned with observed data. Through various experiments, we demonstrate single-view reconstruction of volumetric clouds at a previously unattainable quality.
Multi-task Learning with 3D-Aware Regularization
Deep neural networks have become a standard building block for designing models that can perform multiple dense computer vision tasks such as depth estimation and semantic segmentation thanks to their ability to capture complex correlations in high dimensional feature space across tasks. However, the cross-task correlations that are learned in the unstructured feature space can be extremely noisy and susceptible to overfitting, consequently hurting performance. We propose to address this problem by introducing a structured 3D-aware regularizer which interfaces multiple tasks through the projection of features extracted from an image encoder to a shared 3D feature space and decodes them into their task output space through differentiable rendering. We show that the proposed method is architecture agnostic and can be plugged into various prior multi-task backbones to improve their performance; as we evidence using standard benchmarks NYUv2 and PASCAL-Context.
3D^2-Actor: Learning Pose-Conditioned 3D-Aware Denoiser for Realistic Gaussian Avatar Modeling
Advancements in neural implicit representations and differentiable rendering have markedly improved the ability to learn animatable 3D avatars from sparse multi-view RGB videos. However, current methods that map observation space to canonical space often face challenges in capturing pose-dependent details and generalizing to novel poses. While diffusion models have demonstrated remarkable zero-shot capabilities in 2D image generation, their potential for creating animatable 3D avatars from 2D inputs remains underexplored. In this work, we introduce 3D^2-Actor, a novel approach featuring a pose-conditioned 3D-aware human modeling pipeline that integrates iterative 2D denoising and 3D rectifying steps. The 2D denoiser, guided by pose cues, generates detailed multi-view images that provide the rich feature set necessary for high-fidelity 3D reconstruction and pose rendering. Complementing this, our Gaussian-based 3D rectifier renders images with enhanced 3D consistency through a two-stage projection strategy and a novel local coordinate representation. Additionally, we propose an innovative sampling strategy to ensure smooth temporal continuity across frames in video synthesis. Our method effectively addresses the limitations of traditional numerical solutions in handling ill-posed mappings, producing realistic and animatable 3D human avatars. Experimental results demonstrate that 3D^2-Actor excels in high-fidelity avatar modeling and robustly generalizes to novel poses. Code is available at: https://github.com/silence-tang/GaussianActor.
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
Towards Depth Foundation Model: Recent Trends in Vision-Based Depth Estimation
Depth estimation is a fundamental task in 3D computer vision, crucial for applications such as 3D reconstruction, free-viewpoint rendering, robotics, autonomous driving, and AR/VR technologies. Traditional methods relying on hardware sensors like LiDAR are often limited by high costs, low resolution, and environmental sensitivity, limiting their applicability in real-world scenarios. Recent advances in vision-based methods offer a promising alternative, yet they face challenges in generalization and stability due to either the low-capacity model architectures or the reliance on domain-specific and small-scale datasets. The emergence of scaling laws and foundation models in other domains has inspired the development of "depth foundation models": deep neural networks trained on large datasets with strong zero-shot generalization capabilities. This paper surveys the evolution of deep learning architectures and paradigms for depth estimation across the monocular, stereo, multi-view, and monocular video settings. We explore the potential of these models to address existing challenges and provide a comprehensive overview of large-scale datasets that can facilitate their development. By identifying key architectures and training strategies, we aim to highlight the path towards robust depth foundation models, offering insights into their future research and applications.
PonderV2: Pave the Way for 3D Foundation Model with A Universal Pre-training Paradigm
In contrast to numerous NLP and 2D vision foundational models, learning a 3D foundational model poses considerably greater challenges. This is primarily due to the inherent data variability and diversity of downstream tasks. In this paper, we introduce a novel universal 3D pre-training framework designed to facilitate the acquisition of efficient 3D representation, thereby establishing a pathway to 3D foundational models. Considering that informative 3D features should encode rich geometry and appearance cues that can be utilized to render realistic images, we propose to learn 3D representations by differentiable neural rendering. We train a 3D backbone with a devised volumetric neural renderer by comparing the rendered with the real images. Notably, our approach seamlessly integrates the learned 3D encoder into various downstream tasks. These tasks encompass not only high-level challenges such as 3D detection and segmentation but also low-level objectives like 3D reconstruction and image synthesis, spanning both indoor and outdoor scenarios. Besides, we also illustrate the capability of pre-training a 2D backbone using the proposed methodology, surpassing conventional pre-training methods by a large margin. For the first time, PonderV2 achieves state-of-the-art performance on 11 indoor and outdoor benchmarks, implying its effectiveness. Code and models are available at https://github.com/OpenGVLab/PonderV2.
Complex Locomotion Skill Learning via Differentiable Physics
Differentiable physics enables efficient gradient-based optimizations of neural network (NN) controllers. However, existing work typically only delivers NN controllers with limited capability and generalizability. We present a practical learning framework that outputs unified NN controllers capable of tasks with significantly improved complexity and diversity. To systematically improve training robustness and efficiency, we investigated a suite of improvements over the baseline approach, including periodic activation functions, and tailored loss functions. In addition, we find our adoption of batching and an Adam optimizer effective in training complex locomotion tasks. We evaluate our framework on differentiable mass-spring and material point method (MPM) simulations, with challenging locomotion tasks and multiple robot designs. Experiments show that our learning framework, based on differentiable physics, delivers better results than reinforcement learning and converges much faster. We demonstrate that users can interactively control soft robot locomotion and switch among multiple goals with specified velocity, height, and direction instructions using a unified NN controller trained in our system. Code is available at https://github.com/erizmr/Complex-locomotion-skill-learning-via-differentiable-physics.
Differentiable Entropy Regularization for Geometry and Neural Networks
We introduce a differentiable estimator of range-partition entropy, a recent concept from computational geometry that enables algorithms to adapt to the "sortedness" of their input. While range-partition entropy provides strong guarantees in algorithm design, it has not yet been made accessible to deep learning. In this work, we (i) propose the first differentiable approximation of range-partition entropy, enabling its use as a trainable loss or regularizer; (ii) design EntropyNet, a neural module that restructures data into low-entropy forms to accelerate downstream instance-optimal algorithms; and (iii) extend this principle beyond geometry by applying entropy regularization directly to Transformer attention. Across tasks, we demonstrate that differentiable entropy improves efficiency without degrading correctness: in geometry, our method achieves up to 4.1times runtime speedups with negligible error (<0.2%); in deep learning, it induces structured attention patterns that yield 6% higher accuracy at 80% sparsity compared to L1 baselines. Our theoretical analysis provides approximation bounds for the estimator, and extensive ablations validate design choices. These results suggest that entropy-bounded computation is not only theoretically elegant but also a practical mechanism for adaptive learning, efficiency, and structured representation.
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.
Diffusion-based Generation, Optimization, and Planning in 3D Scenes
We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.
Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion
Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.
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.
WorldForge: Unlocking Emergent 3D/4D Generation in Video Diffusion Model via Training-Free Guidance
Recent video diffusion models demonstrate strong potential in spatial intelligence tasks due to their rich latent world priors. However, this potential is hindered by their limited controllability and geometric inconsistency, creating a gap between their strong priors and their practical use in 3D/4D tasks. As a result, current approaches often rely on retraining or fine-tuning, which risks degrading pretrained knowledge and incurs high computational costs. To address this, we propose WorldForge, a training-free, inference-time framework composed of three tightly coupled modules. Intra-Step Recursive Refinement introduces a recursive refinement mechanism during inference, which repeatedly optimizes network predictions within each denoising step to enable precise trajectory injection. Flow-Gated Latent Fusion leverages optical flow similarity to decouple motion from appearance in the latent space and selectively inject trajectory guidance into motion-related channels. Dual-Path Self-Corrective Guidance compares guided and unguided denoising paths to adaptively correct trajectory drift caused by noisy or misaligned structural signals. Together, these components inject fine-grained, trajectory-aligned guidance without training, achieving both accurate motion control and photorealistic content generation. Extensive experiments across diverse benchmarks validate our method's superiority in realism, trajectory consistency, and visual fidelity. This work introduces a novel plug-and-play paradigm for controllable video synthesis, offering a new perspective on leveraging generative priors for spatial intelligence.
SharpDepth: Sharpening Metric Depth Predictions Using Diffusion Distillation
We propose SharpDepth, a novel approach to monocular metric depth estimation that combines the metric accuracy of discriminative depth estimation methods (e.g., Metric3D, UniDepth) with the fine-grained boundary sharpness typically achieved by generative methods (e.g., Marigold, Lotus). Traditional discriminative models trained on real-world data with sparse ground-truth depth can accurately predict metric depth but often produce over-smoothed or low-detail depth maps. Generative models, in contrast, are trained on synthetic data with dense ground truth, generating depth maps with sharp boundaries yet only providing relative depth with low accuracy. Our approach bridges these limitations by integrating metric accuracy with detailed boundary preservation, resulting in depth predictions that are both metrically precise and visually sharp. Our extensive zero-shot evaluations on standard depth estimation benchmarks confirm SharpDepth effectiveness, showing its ability to achieve both high depth accuracy and detailed representation, making it well-suited for applications requiring high-quality depth perception across diverse, real-world environments.
Neural Implicit Surface Evolution
This work investigates the use of smooth neural networks for modeling dynamic variations of implicit surfaces under the level set equation (LSE). For this, it extends the representation of neural implicit surfaces to the space-time R^3times R, which opens up mechanisms for continuous geometric transformations. Examples include evolving an initial surface towards general vector fields, smoothing and sharpening using the mean curvature equation, and interpolations of initial conditions. The network training considers two constraints. A data term is responsible for fitting the initial condition to the corresponding time instant, usually R^3 times {0}. Then, a LSE term forces the network to approximate the underlying geometric evolution given by the LSE, without any supervision. The network can also be initialized based on previously trained initial conditions, resulting in faster convergence compared to the standard approach.
Score Jacobian Chaining: Lifting Pretrained 2D Diffusion Models for 3D Generation
A diffusion model learns to predict a vector field of gradients. We propose to apply chain rule on the learned gradients, and back-propagate the score of a diffusion model through the Jacobian of a differentiable renderer, which we instantiate to be a voxel radiance field. This setup aggregates 2D scores at multiple camera viewpoints into a 3D score, and repurposes a pretrained 2D model for 3D data generation. We identify a technical challenge of distribution mismatch that arises in this application, and propose a novel estimation mechanism to resolve it. We run our algorithm on several off-the-shelf diffusion image generative models, including the recently released Stable Diffusion trained on the large-scale LAION dataset.
DreamPropeller: Supercharge Text-to-3D Generation with Parallel Sampling
Recent methods such as Score Distillation Sampling (SDS) and Variational Score Distillation (VSD) using 2D diffusion models for text-to-3D generation have demonstrated impressive generation quality. However, the long generation time of such algorithms significantly degrades the user experience. To tackle this problem, we propose DreamPropeller, a drop-in acceleration algorithm that can be wrapped around any existing text-to-3D generation pipeline based on score distillation. Our framework generalizes Picard iterations, a classical algorithm for parallel sampling an ODE path, and can account for non-ODE paths such as momentum-based gradient updates and changes in dimensions during the optimization process as in many cases of 3D generation. We show that our algorithm trades parallel compute for wallclock time and empirically achieves up to 4.7x speedup with a negligible drop in generation quality for all tested frameworks.
Smooth Diffusion: Crafting Smooth Latent Spaces in Diffusion Models
Recently, diffusion models have made remarkable progress in text-to-image (T2I) generation, synthesizing images with high fidelity and diverse contents. Despite this advancement, latent space smoothness within diffusion models remains largely unexplored. Smooth latent spaces ensure that a perturbation on an input latent corresponds to a steady change in the output image. This property proves beneficial in downstream tasks, including image interpolation, inversion, and editing. In this work, we expose the non-smoothness of diffusion latent spaces by observing noticeable visual fluctuations resulting from minor latent variations. To tackle this issue, we propose Smooth Diffusion, a new category of diffusion models that can be simultaneously high-performing and smooth. Specifically, we introduce Step-wise Variation Regularization to enforce the proportion between the variations of an arbitrary input latent and that of the output image is a constant at any diffusion training step. In addition, we devise an interpolation standard deviation (ISTD) metric to effectively assess the latent space smoothness of a diffusion model. Extensive quantitative and qualitative experiments demonstrate that Smooth Diffusion stands out as a more desirable solution not only in T2I generation but also across various downstream tasks. Smooth Diffusion is implemented as a plug-and-play Smooth-LoRA to work with various community models. Code is available at https://github.com/SHI-Labs/Smooth-Diffusion.
IterMVS: Iterative Probability Estimation for Efficient Multi-View Stereo
We present IterMVS, a new data-driven method for high-resolution multi-view stereo. We propose a novel GRU-based estimator that encodes pixel-wise probability distributions of depth in its hidden state. Ingesting multi-scale matching information, our model refines these distributions over multiple iterations and infers depth and confidence. To extract the depth maps, we combine traditional classification and regression in a novel manner. We verify the efficiency and effectiveness of our method on DTU, Tanks&Temples and ETH3D. While being the most efficient method in both memory and run-time, our model achieves competitive performance on DTU and better generalization ability on Tanks&Temples as well as ETH3D than most state-of-the-art methods. Code is available at https://github.com/FangjinhuaWang/IterMVS.
Derivative-Free Guidance in Continuous and Discrete Diffusion Models with Soft Value-Based Decoding
Diffusion models excel at capturing the natural design spaces of images, molecules, DNA, RNA, and protein sequences. However, rather than merely generating designs that are natural, we often aim to optimize downstream reward functions while preserving the naturalness of these design spaces. Existing methods for achieving this goal often require ``differentiable'' proxy models (e.g., classifier guidance or DPS) or involve computationally expensive fine-tuning of diffusion models (e.g., classifier-free guidance, RL-based fine-tuning). In our work, we propose a new method to address these challenges. Our algorithm is an iterative sampling method that integrates soft value functions, which looks ahead to how intermediate noisy states lead to high rewards in the future, into the standard inference procedure of pre-trained diffusion models. Notably, our approach avoids fine-tuning generative models and eliminates the need to construct differentiable models. This enables us to (1) directly utilize non-differentiable features/reward feedback, commonly used in many scientific domains, and (2) apply our method to recent discrete diffusion models in a principled way. Finally, we demonstrate the effectiveness of our algorithm across several domains, including image generation, molecule generation, and DNA/RNA sequence generation. The code is available at https://github.com/masa-ue/SVDD{https://github.com/masa-ue/SVDD}.
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
Beyond Skeletons: Integrative Latent Mapping for Coherent 4D Sequence Generation
Directly learning to model 4D content, including shape, color and motion, is challenging. Existing methods depend on skeleton-based motion control and offer limited continuity in detail. To address this, we propose a novel framework that generates coherent 4D sequences with animation of 3D shapes under given conditions with dynamic evolution of shape and color over time through integrative latent mapping. We first employ an integrative latent unified representation to encode shape and color information of each detailed 3D geometry frame. The proposed skeleton-free latent 4D sequence joint representation allows us to leverage diffusion models in a low-dimensional space to control the generation of 4D sequences. Finally, temporally coherent 4D sequences are generated conforming well to the input images and text prompts. Extensive experiments on the ShapeNet, 3DBiCar and DeformingThings4D datasets for several tasks demonstrate that our method effectively learns to generate quality 3D shapes with color and 4D mesh animations, improving over the current state-of-the-art. Source code will be released.
Bridging Discrete and Backpropagation: Straight-Through and Beyond
Backpropagation, the cornerstone of deep learning, is limited to computing gradients for continuous variables. This limitation poses challenges for problems involving discrete latent variables. To address this issue, we propose a novel approach to approximate the gradient of parameters involved in generating discrete latent variables. First, we examine the widely used Straight-Through (ST) heuristic and demonstrate that it works as a first-order approximation of the gradient. Guided by our findings, we propose ReinMax, which achieves second-order accuracy by integrating Heun's method, a second-order numerical method for solving ODEs. ReinMax does not require Hessian or other second-order derivatives, thus having negligible computation overheads. Extensive experimental results on various tasks demonstrate the superiority of ReinMax over the state of the art. Implementations are released at https://github.com/microsoft/ReinMax.
AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark
Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/
LooseControl: Lifting ControlNet for Generalized Depth Conditioning
We present LooseControl to allow generalized depth conditioning for diffusion-based image generation. ControlNet, the SOTA for depth-conditioned image generation, produces remarkable results but relies on having access to detailed depth maps for guidance. Creating such exact depth maps, in many scenarios, is challenging. This paper introduces a generalized version of depth conditioning that enables many new content-creation workflows. Specifically, we allow (C1) scene boundary control for loosely specifying scenes with only boundary conditions, and (C2) 3D box control for specifying layout locations of the target objects rather than the exact shape and appearance of the objects. Using LooseControl, along with text guidance, users can create complex environments (e.g., rooms, street views, etc.) by specifying only scene boundaries and locations of primary objects. Further, we provide two editing mechanisms to refine the results: (E1) 3D box editing enables the user to refine images by changing, adding, or removing boxes while freezing the style of the image. This yields minimal changes apart from changes induced by the edited boxes. (E2) Attribute editing proposes possible editing directions to change one particular aspect of the scene, such as the overall object density or a particular object. Extensive tests and comparisons with baselines demonstrate the generality of our method. We believe that LooseControl can become an important design tool for easily creating complex environments and be extended to other forms of guidance channels. Code and more information are available at https://shariqfarooq123.github.io/loose-control/ .
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.
Atlas3D: Physically Constrained Self-Supporting Text-to-3D for Simulation and Fabrication
Existing diffusion-based text-to-3D generation methods primarily focus on producing visually realistic shapes and appearances, often neglecting the physical constraints necessary for downstream tasks. Generated models frequently fail to maintain balance when placed in physics-based simulations or 3D printed. This balance is crucial for satisfying user design intentions in interactive gaming, embodied AI, and robotics, where stable models are needed for reliable interaction. Additionally, stable models ensure that 3D-printed objects, such as figurines for home decoration, can stand on their own without requiring additional supports. To fill this gap, we introduce Atlas3D, an automatic and easy-to-implement method that enhances existing Score Distillation Sampling (SDS)-based text-to-3D tools. Atlas3D ensures the generation of self-supporting 3D models that adhere to physical laws of stability under gravity, contact, and friction. Our approach combines a novel differentiable simulation-based loss function with physically inspired regularization, serving as either a refinement or a post-processing module for existing frameworks. We verify Atlas3D's efficacy through extensive generation tasks and validate the resulting 3D models in both simulated and real-world environments.
DepthCrafter: Generating Consistent Long Depth Sequences for Open-world Videos
Despite significant advancements in monocular depth estimation for static images, estimating video depth in the open world remains challenging, since open-world videos are extremely diverse in content, motion, camera movement, and length. We present DepthCrafter, an innovative method for generating temporally consistent long depth sequences with intricate details for open-world videos, without requiring any supplementary information such as camera poses or optical flow. DepthCrafter achieves generalization ability to open-world videos by training a video-to-depth model from a pre-trained image-to-video diffusion model, through our meticulously designed three-stage training strategy with the compiled paired video-depth datasets. Our training approach enables the model to generate depth sequences with variable lengths at one time, up to 110 frames, and harvest both precise depth details and rich content diversity from realistic and synthetic datasets. We also propose an inference strategy that processes extremely long videos through segment-wise estimation and seamless stitching. Comprehensive evaluations on multiple datasets reveal that DepthCrafter achieves state-of-the-art performance in open-world video depth estimation under zero-shot settings. Furthermore, DepthCrafter facilitates various downstream applications, including depth-based visual effects and conditional video generation.
Neural Spline Flows
A normalizing flow models a complex probability density as an invertible transformation of a simple base density. Flows based on either coupling or autoregressive transforms both offer exact density evaluation and sampling, but rely on the parameterization of an easily invertible elementwise transformation, whose choice determines the flexibility of these models. Building upon recent work, we propose a fully-differentiable module based on monotonic rational-quadratic splines, which enhances the flexibility of both coupling and autoregressive transforms while retaining analytic invertibility. We demonstrate that neural spline flows improve density estimation, variational inference, and generative modeling of images.
DepthMaster: Taming Diffusion Models for Monocular Depth Estimation
Monocular depth estimation within the diffusion-denoising paradigm demonstrates impressive generalization ability but suffers from low inference speed. Recent methods adopt a single-step deterministic paradigm to improve inference efficiency while maintaining comparable performance. However, they overlook the gap between generative and discriminative features, leading to suboptimal results. In this work, we propose DepthMaster, a single-step diffusion model designed to adapt generative features for the discriminative depth estimation task. First, to mitigate overfitting to texture details introduced by generative features, we propose a Feature Alignment module, which incorporates high-quality semantic features to enhance the denoising network's representation capability. Second, to address the lack of fine-grained details in the single-step deterministic framework, we propose a Fourier Enhancement module to adaptively balance low-frequency structure and high-frequency details. We adopt a two-stage training strategy to fully leverage the potential of the two modules. In the first stage, we focus on learning the global scene structure with the Feature Alignment module, while in the second stage, we exploit the Fourier Enhancement module to improve the visual quality. Through these efforts, our model achieves state-of-the-art performance in terms of generalization and detail preservation, outperforming other diffusion-based methods across various datasets. Our project page can be found at https://indu1ge.github.io/DepthMaster_page.
Learning the Distribution of Errors in Stereo Matching for Joint Disparity and Uncertainty Estimation
We present a new loss function for joint disparity and uncertainty estimation in deep stereo matching. Our work is motivated by the need for precise uncertainty estimates and the observation that multi-task learning often leads to improved performance in all tasks. We show that this can be achieved by requiring the distribution of uncertainty to match the distribution of disparity errors via a KL divergence term in the network's loss function. A differentiable soft-histogramming technique is used to approximate the distributions so that they can be used in the loss. We experimentally assess the effectiveness of our approach and observe significant improvements in both disparity and uncertainty prediction on large datasets.
Learning Adaptive Neighborhoods for Graph Neural Networks
Graph convolutional networks (GCNs) enable end-to-end learning on graph structured data. However, many works assume a given graph structure. When the input graph is noisy or unavailable, one approach is to construct or learn a latent graph structure. These methods typically fix the choice of node degree for the entire graph, which is suboptimal. Instead, we propose a novel end-to-end differentiable graph generator which builds graph topologies where each node selects both its neighborhood and its size. Our module can be readily integrated into existing pipelines involving graph convolution operations, replacing the predetermined or existing adjacency matrix with one that is learned, and optimized, as part of the general objective. As such it is applicable to any GCN. We integrate our module into trajectory prediction, point cloud classification and node classification pipelines resulting in improved accuracy over other structure-learning methods across a wide range of datasets and GCN backbones.
Locally Regularized Neural Differential Equations: Some Black Boxes Were Meant to Remain Closed!
Implicit layer deep learning techniques, like Neural Differential Equations, have become an important modeling framework due to their ability to adapt to new problems automatically. Training a neural differential equation is effectively a search over a space of plausible dynamical systems. However, controlling the computational cost for these models is difficult since it relies on the number of steps the adaptive solver takes. Most prior works have used higher-order methods to reduce prediction timings while greatly increasing training time or reducing both training and prediction timings by relying on specific training algorithms, which are harder to use as a drop-in replacement due to strict requirements on automatic differentiation. In this manuscript, we use internal cost heuristics of adaptive differential equation solvers at stochastic time points to guide the training toward learning a dynamical system that is easier to integrate. We "close the black-box" and allow the use of our method with any adjoint technique for gradient calculations of the differential equation solution. We perform experimental studies to compare our method to global regularization to show that we attain similar performance numbers without compromising the flexibility of implementation on ordinary differential equations (ODEs) and stochastic differential equations (SDEs). We develop two sampling strategies to trade off between performance and training time. Our method reduces the number of function evaluations to 0.556-0.733x and accelerates predictions by 1.3-2x.
Global-Local Path Networks for Monocular Depth Estimation with Vertical CutDepth
Depth estimation from a single image is an important task that can be applied to various fields in computer vision, and has grown rapidly with the development of convolutional neural networks. In this paper, we propose a novel structure and training strategy for monocular depth estimation to further improve the prediction accuracy of the network. We deploy a hierarchical transformer encoder to capture and convey the global context, and design a lightweight yet powerful decoder to generate an estimated depth map while considering local connectivity. By constructing connected paths between multi-scale local features and the global decoding stream with our proposed selective feature fusion module, the network can integrate both representations and recover fine details. In addition, the proposed decoder shows better performance than the previously proposed decoders, with considerably less computational complexity. Furthermore, we improve the depth-specific augmentation method by utilizing an important observation in depth estimation to enhance the model. Our network achieves state-of-the-art performance over the challenging depth dataset NYU Depth V2. Extensive experiments have been conducted to validate and show the effectiveness of the proposed approach. Finally, our model shows better generalisation ability and robustness than other comparative models.
MVDD: Multi-View Depth Diffusion Models
Denoising diffusion models have demonstrated outstanding results in 2D image generation, yet it remains a challenge to replicate its success in 3D shape generation. In this paper, we propose leveraging multi-view depth, which represents complex 3D shapes in a 2D data format that is easy to denoise. We pair this representation with a diffusion model, MVDD, that is capable of generating high-quality dense point clouds with 20K+ points with fine-grained details. To enforce 3D consistency in multi-view depth, we introduce an epipolar line segment attention that conditions the denoising step for a view on its neighboring views. Additionally, a depth fusion module is incorporated into diffusion steps to further ensure the alignment of depth maps. When augmented with surface reconstruction, MVDD can also produce high-quality 3D meshes. Furthermore, MVDD stands out in other tasks such as depth completion, and can serve as a 3D prior, significantly boosting many downstream tasks, such as GAN inversion. State-of-the-art results from extensive experiments demonstrate MVDD's excellent ability in 3D shape generation, depth completion, and its potential as a 3D prior for downstream tasks.
Diffusion Models for Monocular Depth Estimation: Overcoming Challenging Conditions
We present a novel approach designed to address the complexities posed by challenging, out-of-distribution data in the single-image depth estimation task. Starting with images that facilitate depth prediction due to the absence of unfavorable factors, we systematically generate new, user-defined scenes with a comprehensive set of challenges and associated depth information. This is achieved by leveraging cutting-edge text-to-image diffusion models with depth-aware control, known for synthesizing high-quality image content from textual prompts while preserving the coherence of 3D structure between generated and source imagery. Subsequent fine-tuning of any monocular depth network is carried out through a self-distillation protocol that takes into account images generated using our strategy and its own depth predictions on simple, unchallenging scenes. Experiments on benchmarks tailored for our purposes demonstrate the effectiveness and versatility of our proposal.
4K4D: Real-Time 4D View Synthesis at 4K Resolution
This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. We will release the code for reproducibility.
Diff3DS: Generating View-Consistent 3D Sketch via Differentiable Curve Rendering
3D sketches are widely used for visually representing the 3D shape and structure of objects or scenes. However, the creation of 3D sketch often requires users to possess professional artistic skills. Existing research efforts primarily focus on enhancing the ability of interactive sketch generation in 3D virtual systems. In this work, we propose Diff3DS, a novel differentiable rendering framework for generating view-consistent 3D sketch by optimizing 3D parametric curves under various supervisions. Specifically, we perform perspective projection to render the 3D rational B\'ezier curves into 2D curves, which are subsequently converted to a 2D raster image via our customized differentiable rasterizer. Our framework bridges the domains of 3D sketch and raster image, achieving end-toend optimization of 3D sketch through gradients computed in the 2D image domain. Our Diff3DS can enable a series of novel 3D sketch generation tasks, including textto-3D sketch and image-to-3D sketch, supported by the popular distillation-based supervision, such as Score Distillation Sampling (SDS). Extensive experiments have yielded promising results and demonstrated the potential of our framework.
Improving the Training of Rectified Flows
Diffusion models have shown great promise for image and video generation, but sampling from state-of-the-art models requires expensive numerical integration of a generative ODE. One approach for tackling this problem is rectified flows, which iteratively learn smooth ODE paths that are less susceptible to truncation error. However, rectified flows still require a relatively large number of function evaluations (NFEs). In this work, we propose improved techniques for training rectified flows, allowing them to compete with knowledge distillation methods even in the low NFE setting. Our main insight is that under realistic settings, a single iteration of the Reflow algorithm for training rectified flows is sufficient to learn nearly straight trajectories; hence, the current practice of using multiple Reflow iterations is unnecessary. We thus propose techniques to improve one-round training of rectified flows, including a U-shaped timestep distribution and LPIPS-Huber premetric. With these techniques, we improve the FID of the previous 2-rectified flow by up to 72% in the 1 NFE setting on CIFAR-10. On ImageNet 64times64, our improved rectified flow outperforms the state-of-the-art distillation methods such as consistency distillation and progressive distillation in both one-step and two-step settings and rivals the performance of improved consistency training (iCT) in FID. Code is available at https://github.com/sangyun884/rfpp.
InFusion: Inpainting 3D Gaussians via Learning Depth Completion from Diffusion Prior
3D Gaussians have recently emerged as an efficient representation for novel view synthesis. This work studies its editability with a particular focus on the inpainting task, which aims to supplement an incomplete set of 3D Gaussians with additional points for visually harmonious rendering. Compared to 2D inpainting, the crux of inpainting 3D Gaussians is to figure out the rendering-relevant properties of the introduced points, whose optimization largely benefits from their initial 3D positions. To this end, we propose to guide the point initialization with an image-conditioned depth completion model, which learns to directly restore the depth map based on the observed image. Such a design allows our model to fill in depth values at an aligned scale with the original depth, and also to harness strong generalizability from largescale diffusion prior. Thanks to the more accurate depth completion, our approach, dubbed InFusion, surpasses existing alternatives with sufficiently better fidelity and efficiency under various complex scenarios. We further demonstrate the effectiveness of InFusion with several practical applications, such as inpainting with user-specific texture or with novel object insertion.
Stable-Sim2Real: Exploring Simulation of Real-Captured 3D Data with Two-Stage Depth Diffusion
3D data simulation aims to bridge the gap between simulated and real-captured 3D data, which is a fundamental problem for real-world 3D visual tasks. Most 3D data simulation methods inject predefined physical priors but struggle to capture the full complexity of real data. An optimal approach involves learning an implicit mapping from synthetic to realistic data in a data-driven manner, but progress in this solution has met stagnation in recent studies. This work explores a new solution path of data-driven 3D simulation, called Stable-Sim2Real, based on a novel two-stage depth diffusion model. The initial stage finetunes Stable-Diffusion to generate the residual between the real and synthetic paired depth, producing a stable but coarse depth, where some local regions may deviate from realistic patterns. To enhance this, both the synthetic and initial output depth are fed into a second-stage diffusion, where diffusion loss is adjusted to prioritize these distinct areas identified by a 3D discriminator. We provide a new benchmark scheme to evaluate 3D data simulation methods. Extensive experiments show that training the network with the 3D simulated data derived from our method significantly enhances performance in real-world 3D visual tasks. Moreover, the evaluation demonstrates the high similarity between our 3D simulated data and real-captured patterns. Project page: https://mutianxu.github.io/stable-sim2real/.
SteinDreamer: Variance Reduction for Text-to-3D Score Distillation via Stein Identity
Score distillation has emerged as one of the most prevalent approaches for text-to-3D asset synthesis. Essentially, score distillation updates 3D parameters by lifting and back-propagating scores averaged over different views. In this paper, we reveal that the gradient estimation in score distillation is inherent to high variance. Through the lens of variance reduction, the effectiveness of SDS and VSD can be interpreted as applications of various control variates to the Monte Carlo estimator of the distilled score. Motivated by this rethinking and based on Stein's identity, we propose a more general solution to reduce variance for score distillation, termed Stein Score Distillation (SSD). SSD incorporates control variates constructed by Stein identity, allowing for arbitrary baseline functions. This enables us to include flexible guidance priors and network architectures to explicitly optimize for variance reduction. In our experiments, the overall pipeline, dubbed SteinDreamer, is implemented by instantiating the control variate with a monocular depth estimator. The results suggest that SSD can effectively reduce the distillation variance and consistently improve visual quality for both object- and scene-level generation. Moreover, we demonstrate that SteinDreamer achieves faster convergence than existing methods due to more stable gradient updates.
EndoPBR: Material and Lighting Estimation for Photorealistic Surgical Simulations via Physically-based Rendering
The lack of labeled datasets in 3D vision for surgical scenes inhibits the development of robust 3D reconstruction algorithms in the medical domain. Despite the popularity of Neural Radiance Fields and 3D Gaussian Splatting in the general computer vision community, these systems have yet to find consistent success in surgical scenes due to challenges such as non-stationary lighting and non-Lambertian surfaces. As a result, the need for labeled surgical datasets continues to grow. In this work, we introduce a differentiable rendering framework for material and lighting estimation from endoscopic images and known geometry. Compared to previous approaches that model lighting and material jointly as radiance, we explicitly disentangle these scene properties for robust and photorealistic novel view synthesis. To disambiguate the training process, we formulate domain-specific properties inherent in surgical scenes. Specifically, we model the scene lighting as a simple spotlight and material properties as a bidirectional reflectance distribution function, parameterized by a neural network. By grounding color predictions in the rendering equation, we can generate photorealistic images at arbitrary camera poses. We evaluate our method with various sequences from the Colonoscopy 3D Video Dataset and show that our method produces competitive novel view synthesis results compared with other approaches. Furthermore, we demonstrate that synthetic data can be used to develop 3D vision algorithms by finetuning a depth estimation model with our rendered outputs. Overall, we see that the depth estimation performance is on par with fine-tuning with the original real images.
Denoising Diffusion Models for Plug-and-Play Image Restoration
Plug-and-play Image Restoration (IR) has been widely recognized as a flexible and interpretable method for solving various inverse problems by utilizing any off-the-shelf denoiser as the implicit image prior. However, most existing methods focus on discriminative Gaussian denoisers. Although diffusion models have shown impressive performance for high-quality image synthesis, their potential to serve as a generative denoiser prior to the plug-and-play IR methods remains to be further explored. While several other attempts have been made to adopt diffusion models for image restoration, they either fail to achieve satisfactory results or typically require an unacceptable number of Neural Function Evaluations (NFEs) during inference. This paper proposes DiffPIR, which integrates the traditional plug-and-play method into the diffusion sampling framework. Compared to plug-and-play IR methods that rely on discriminative Gaussian denoisers, DiffPIR is expected to inherit the generative ability of diffusion models. Experimental results on three representative IR tasks, including super-resolution, image deblurring, and inpainting, demonstrate that DiffPIR achieves state-of-the-art performance on both the FFHQ and ImageNet datasets in terms of reconstruction faithfulness and perceptual quality with no more than 100 NFEs. The source code is available at {https://github.com/yuanzhi-zhu/DiffPIR}
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images
We present a method for creating 3D indoor scenes with a generative model learned from a collection of semantic-segmented depth images captured from different unknown scenes. Given a room with a specified size, our method automatically generates 3D objects in a room from a randomly sampled latent code. Different from existing methods that represent an indoor scene with the type, location, and other properties of objects in the room and learn the scene layout from a collection of complete 3D indoor scenes, our method models each indoor scene as a 3D semantic scene volume and learns a volumetric generative adversarial network (GAN) from a collection of 2.5D partial observations of 3D scenes. To this end, we apply a differentiable projection layer to project the generated 3D semantic scene volumes into semantic-segmented depth images and design a new multiple-view discriminator for learning the complete 3D scene volume from 2.5D semantic-segmented depth images. Compared to existing methods, our method not only efficiently reduces the workload of modeling and acquiring 3D scenes for training, but also produces better object shapes and their detailed layouts in the scene. We evaluate our method with different indoor scene datasets and demonstrate the advantages of our method. We also extend our method for generating 3D indoor scenes from semantic-segmented depth images inferred from RGB images of real scenes.
Physics-based Indirect Illumination for Inverse Rendering
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely ignore the indirect illumination or model it by coarse approximations, leading to sub-optimal illumination, geometry, and material prediction of the scene. In this work, we propose a physics-based illumination model that first locates surface points through an efficient refined sphere tracing algorithm, then explicitly traces the incoming indirect lights at each surface point based on reflection. Then, we estimate each identified indirect light through an efficient neural network. Moreover, we utilize the Leibniz's integral rule to resolve non-differentiability in the proposed illumination model caused by boundary lights inspired by differentiable irradiance in computer graphics. As a result, the proposed differentiable illumination model can be learned end-to-end together with geometry and materials estimation. As a side product, our physics-based inverse rendering model also facilitates flexible and realistic material editing as well as relighting. Extensive experiments on synthetic and real-world datasets demonstrate that the proposed method performs favorably against existing inverse rendering methods on novel view synthesis and inverse rendering.
Fine-Tuning Image-Conditional Diffusion Models is Easier than You Think
Recent work showed that large diffusion models can be reused as highly precise monocular depth estimators by casting depth estimation as an image-conditional image generation task. While the proposed model achieved state-of-the-art results, high computational demands due to multi-step inference limited its use in many scenarios. In this paper, we show that the perceived inefficiency was caused by a flaw in the inference pipeline that has so far gone unnoticed. The fixed model performs comparably to the best previously reported configuration while being more than 200times faster. To optimize for downstream task performance, we perform end-to-end fine-tuning on top of the single-step model with task-specific losses and get a deterministic model that outperforms all other diffusion-based depth and normal estimation models on common zero-shot benchmarks. We surprisingly find that this fine-tuning protocol also works directly on Stable Diffusion and achieves comparable performance to current state-of-the-art diffusion-based depth and normal estimation models, calling into question some of the conclusions drawn from prior works.
MPI-Flow: Learning Realistic Optical Flow with Multiplane Images
The accuracy of learning-based optical flow estimation models heavily relies on the realism of the training datasets. Current approaches for generating such datasets either employ synthetic data or generate images with limited realism. However, the domain gap of these data with real-world scenes constrains the generalization of the trained model to real-world applications. To address this issue, we investigate generating realistic optical flow datasets from real-world images. Firstly, to generate highly realistic new images, we construct a layered depth representation, known as multiplane images (MPI), from single-view images. This allows us to generate novel view images that are highly realistic. To generate optical flow maps that correspond accurately to the new image, we calculate the optical flows of each plane using the camera matrix and plane depths. We then project these layered optical flows into the output optical flow map with volume rendering. Secondly, to ensure the realism of motion, we present an independent object motion module that can separate the camera and dynamic object motion in MPI. This module addresses the deficiency in MPI-based single-view methods, where optical flow is generated only by camera motion and does not account for any object movement. We additionally devise a depth-aware inpainting module to merge new images with dynamic objects and address unnatural motion occlusions. We show the superior performance of our method through extensive experiments on real-world datasets. Moreover, our approach achieves state-of-the-art performance in both unsupervised and supervised training of learning-based models. The code will be made publicly available at: https://github.com/Sharpiless/MPI-Flow.
A Simple Approach to Unifying Diffusion-based Conditional Generation
Recent progress in image generation has sparked research into controlling these models through condition signals, with various methods addressing specific challenges in conditional generation. Instead of proposing another specialized technique, we introduce a simple, unified framework to handle diverse conditional generation tasks involving a specific image-condition correlation. By learning a joint distribution over a correlated image pair (e.g. image and depth) with a diffusion model, our approach enables versatile capabilities via different inference-time sampling schemes, including controllable image generation (e.g. depth to image), estimation (e.g. image to depth), signal guidance, joint generation (image & depth), and coarse control. Previous attempts at unification often introduce significant complexity through multi-stage training, architectural modification, or increased parameter counts. In contrast, our simple formulation requires a single, computationally efficient training stage, maintains the standard model input, and adds minimal learned parameters (15% of the base model). Moreover, our model supports additional capabilities like non-spatially aligned and coarse conditioning. Extensive results show that our single model can produce comparable results with specialized methods and better results than prior unified methods. We also demonstrate that multiple models can be effectively combined for multi-signal conditional generation.
BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion
Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.
AlphaTablets: A Generic Plane Representation for 3D Planar Reconstruction from Monocular Videos
We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications. Project page is available at: https://hyzcluster.github.io/alphatablets
LeviTor: 3D Trajectory Oriented Image-to-Video Synthesis
The intuitive nature of drag-based interaction has led to its growing adoption for controlling object trajectories in image-to-video synthesis. Still, existing methods that perform dragging in the 2D space usually face ambiguity when handling out-of-plane movements. In this work, we augment the interaction with a new dimension, i.e., the depth dimension, such that users are allowed to assign a relative depth for each point on the trajectory. That way, our new interaction paradigm not only inherits the convenience from 2D dragging, but facilitates trajectory control in the 3D space, broadening the scope of creativity. We propose a pioneering method for 3D trajectory control in image-to-video synthesis by abstracting object masks into a few cluster points. These points, accompanied by the depth information and the instance information, are finally fed into a video diffusion model as the control signal. Extensive experiments validate the effectiveness of our approach, dubbed LeviTor, in precisely manipulating the object movements when producing photo-realistic videos from static images. Project page: https://ppetrichor.github.io/levitor.github.io/
Depth Any Video with Scalable Synthetic Data
Video depth estimation has long been hindered by the scarcity of consistent and scalable ground truth data, leading to inconsistent and unreliable results. In this paper, we introduce Depth Any Video, a model that tackles the challenge through two key innovations. First, we develop a scalable synthetic data pipeline, capturing real-time video depth data from diverse synthetic environments, yielding 40,000 video clips of 5-second duration, each with precise depth annotations. Second, we leverage the powerful priors of generative video diffusion models to handle real-world videos effectively, integrating advanced techniques such as rotary position encoding and flow matching to further enhance flexibility and efficiency. Unlike previous models, which are limited to fixed-length video sequences, our approach introduces a novel mixed-duration training strategy that handles videos of varying lengths and performs robustly across different frame rates-even on single frames. At inference, we propose a depth interpolation method that enables our model to infer high-resolution video depth across sequences of up to 150 frames. Our model outperforms all previous generative depth models in terms of spatial accuracy and temporal consistency.
Depth Anything: Unleashing the Power of Large-Scale Unlabeled Data
This work presents Depth Anything, a highly practical solution for robust monocular depth estimation. Without pursuing novel technical modules, we aim to build a simple yet powerful foundation model dealing with any images under any circumstances. To this end, we scale up the dataset by designing a data engine to collect and automatically annotate large-scale unlabeled data (~62M), which significantly enlarges the data coverage and thus is able to reduce the generalization error. We investigate two simple yet effective strategies that make data scaling-up promising. First, a more challenging optimization target is created by leveraging data augmentation tools. It compels the model to actively seek extra visual knowledge and acquire robust representations. Second, an auxiliary supervision is developed to enforce the model to inherit rich semantic priors from pre-trained encoders. We evaluate its zero-shot capabilities extensively, including six public datasets and randomly captured photos. It demonstrates impressive generalization ability. Further, through fine-tuning it with metric depth information from NYUv2 and KITTI, new SOTAs are set. Our better depth model also results in a better depth-conditioned ControlNet. Our models are released at https://github.com/LiheYoung/Depth-Anything.
Seurat: From Moving Points to Depth
Accurate depth estimation from monocular videos remains challenging due to ambiguities inherent in single-view geometry, as crucial depth cues like stereopsis are absent. However, humans often perceive relative depth intuitively by observing variations in the size and spacing of objects as they move. Inspired by this, we propose a novel method that infers relative depth by examining the spatial relationships and temporal evolution of a set of tracked 2D trajectories. Specifically, we use off-the-shelf point tracking models to capture 2D trajectories. Then, our approach employs spatial and temporal transformers to process these trajectories and directly infer depth changes over time. Evaluated on the TAPVid-3D benchmark, our method demonstrates robust zero-shot performance, generalizing effectively from synthetic to real-world datasets. Results indicate that our approach achieves temporally smooth, high-accuracy depth predictions across diverse domains.
Fast Sampling of Diffusion Models with Exponential Integrator
The past few years have witnessed the great success of Diffusion models~(DMs) in generating high-fidelity samples in generative modeling tasks. A major limitation of the DM is its notoriously slow sampling procedure which normally requires hundreds to thousands of time discretization steps of the learned diffusion process to reach the desired accuracy. Our goal is to develop a fast sampling method for DMs with a much less number of steps while retaining high sample quality. To this end, we systematically analyze the sampling procedure in DMs and identify key factors that affect the sample quality, among which the method of discretization is most crucial. By carefully examining the learned diffusion process, we propose Diffusion Exponential Integrator Sampler~(DEIS). It is based on the Exponential Integrator designed for discretizing ordinary differential equations (ODEs) and leverages a semilinear structure of the learned diffusion process to reduce the discretization error. The proposed method can be applied to any DMs and can generate high-fidelity samples in as few as 10 steps. In our experiments, it takes about 3 minutes on one A6000 GPU to generate 50k images from CIFAR10. Moreover, by directly using pre-trained DMs, we achieve the state-of-art sampling performance when the number of score function evaluation~(NFE) is limited, e.g., 4.17 FID with 10 NFEs, 3.37 FID, and 9.74 IS with only 15 NFEs on CIFAR10. Code is available at https://github.com/qsh-zh/deis
DTA: Physical Camouflage Attacks using Differentiable Transformation Network
To perform adversarial attacks in the physical world, many studies have proposed adversarial camouflage, a method to hide a target object by applying camouflage patterns on 3D object surfaces. For obtaining optimal physical adversarial camouflage, previous studies have utilized the so-called neural renderer, as it supports differentiability. However, existing neural renderers cannot fully represent various real-world transformations due to a lack of control of scene parameters compared to the legacy photo-realistic renderers. In this paper, we propose the Differentiable Transformation Attack (DTA), a framework for generating a robust physical adversarial pattern on a target object to camouflage it against object detection models with a wide range of transformations. It utilizes our novel Differentiable Transformation Network (DTN), which learns the expected transformation of a rendered object when the texture is changed while preserving the original properties of the target object. Using our attack framework, an adversary can gain both the advantages of the legacy photo-realistic renderers including various physical-world transformations and the benefit of white-box access by offering differentiability. Our experiments show that our camouflaged 3D vehicles can successfully evade state-of-the-art object detection models in the photo-realistic environment (i.e., CARLA on Unreal Engine). Furthermore, our demonstration on a scaled Tesla Model 3 proves the applicability and transferability of our method to the real world.
Manipulation as in Simulation: Enabling Accurate Geometry Perception in Robots
Modern robotic manipulation primarily relies on visual observations in a 2D color space for skill learning but suffers from poor generalization. In contrast, humans, living in a 3D world, depend more on physical properties-such as distance, size, and shape-than on texture when interacting with objects. Since such 3D geometric information can be acquired from widely available depth cameras, it appears feasible to endow robots with similar perceptual capabilities. Our pilot study found that using depth cameras for manipulation is challenging, primarily due to their limited accuracy and susceptibility to various types of noise. In this work, we propose Camera Depth Models (CDMs) as a simple plugin on daily-use depth cameras, which take RGB images and raw depth signals as input and output denoised, accurate metric depth. To achieve this, we develop a neural data engine that generates high-quality paired data from simulation by modeling a depth camera's noise pattern. Our results show that CDMs achieve nearly simulation-level accuracy in depth prediction, effectively bridging the sim-to-real gap for manipulation tasks. Notably, our experiments demonstrate, for the first time, that a policy trained on raw simulated depth, without the need for adding noise or real-world fine-tuning, generalizes seamlessly to real-world robots on two challenging long-horizon tasks involving articulated, reflective, and slender objects, with little to no performance degradation. We hope our findings will inspire future research in utilizing simulation data and 3D information in general robot policies.
NeuDA: Neural Deformable Anchor for High-Fidelity Implicit Surface Reconstruction
This paper studies implicit surface reconstruction leveraging differentiable ray casting. Previous works such as IDR and NeuS overlook the spatial context in 3D space when predicting and rendering the surface, thereby may fail to capture sharp local topologies such as small holes and structures. To mitigate the limitation, we propose a flexible neural implicit representation leveraging hierarchical voxel grids, namely Neural Deformable Anchor (NeuDA), for high-fidelity surface reconstruction. NeuDA maintains the hierarchical anchor grids where each vertex stores a 3D position (or anchor) instead of the direct embedding (or feature). We optimize the anchor grids such that different local geometry structures can be adaptively encoded. Besides, we dig into the frequency encoding strategies and introduce a simple hierarchical positional encoding method for the hierarchical anchor structure to flexibly exploit the properties of high-frequency and low-frequency geometry and appearance. Experiments on both the DTU and BlendedMVS datasets demonstrate that NeuDA can produce promising mesh surfaces.
Hybrid-grained Feature Aggregation with Coarse-to-fine Language Guidance for Self-supervised Monocular Depth Estimation
Current self-supervised monocular depth estimation (MDE) approaches encounter performance limitations due to insufficient semantic-spatial knowledge extraction. To address this challenge, we propose Hybrid-depth, a novel framework that systematically integrates foundation models (e.g., CLIP and DINO) to extract visual priors and acquire sufficient contextual information for MDE. Our approach introduces a coarse-to-fine progressive learning framework: 1) Firstly, we aggregate multi-grained features from CLIP (global semantics) and DINO (local spatial details) under contrastive language guidance. A proxy task comparing close-distant image patches is designed to enforce depth-aware feature alignment using text prompts; 2) Next, building on the coarse features, we integrate camera pose information and pixel-wise language alignment to refine depth predictions. This module seamlessly integrates with existing self-supervised MDE pipelines (e.g., Monodepth2, ManyDepth) as a plug-and-play depth encoder, enhancing continuous depth estimation. By aggregating CLIP's semantic context and DINO's spatial details through language guidance, our method effectively addresses feature granularity mismatches. Extensive experiments on the KITTI benchmark demonstrate that our method significantly outperforms SOTA methods across all metrics, which also indeed benefits downstream tasks like BEV perception. Code is available at https://github.com/Zhangwenyao1/Hybrid-depth.
ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics
Physical simulators have been widely used in robot planning and control. Among them, differentiable simulators are particularly favored, as they can be incorporated into gradient-based optimization algorithms that are efficient in solving inverse problems such as optimal control and motion planning. Simulating deformable objects is, however, more challenging compared to rigid body dynamics. The underlying physical laws of deformable objects are more complex, and the resulting systems have orders of magnitude more degrees of freedom and therefore they are significantly more computationally expensive to simulate. Computing gradients with respect to physical design or controller parameters is typically even more computationally challenging. In this paper, we propose a real-time, differentiable hybrid Lagrangian-Eulerian physical simulator for deformable objects, ChainQueen, based on the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM can simulate deformable objects including contact and can be seamlessly incorporated into inference, control and co-design systems. We demonstrate that our simulator achieves high precision in both forward simulation and backward gradient computation. We have successfully employed it in a diverse set of control tasks for soft robots, including problems with nearly 3,000 decision variables.
Physics-guided Shape-from-Template: Monocular Video Perception through Neural Surrogate Models
3D reconstruction of dynamic scenes is a long-standing problem in computer graphics and increasingly difficult the less information is available. Shape-from-Template (SfT) methods aim to reconstruct a template-based geometry from RGB images or video sequences, often leveraging just a single monocular camera without depth information, such as regular smartphone recordings. Unfortunately, existing reconstruction methods are either unphysical and noisy or slow in optimization. To solve this problem, we propose a novel SfT reconstruction algorithm for cloth using a pre-trained neural surrogate model that is fast to evaluate, stable, and produces smooth reconstructions due to a regularizing physics simulation. Differentiable rendering of the simulated mesh enables pixel-wise comparisons between the reconstruction and a target video sequence that can be used for a gradient-based optimization procedure to extract not only shape information but also physical parameters such as stretching, shearing, or bending stiffness of the cloth. This allows to retain a precise, stable, and smooth reconstructed geometry while reducing the runtime by a factor of 400-500 compared to phi-SfT, a state-of-the-art physics-based SfT approach.
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
Adversarial Generation of Hierarchical Gaussians for 3D Generative Model
Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.
Delta Velocity Rectified Flow for Text-to-Image Editing
We propose Delta Velocity Rectified Flow (DVRF), a novel inversion-free, path-aware editing framework within rectified flow models for text-to-image editing. DVRF is a distillation-based method that explicitly models the discrepancy between the source and target velocity fields in order to mitigate over-smoothing artifacts rampant in prior distillation sampling approaches. We further introduce a time-dependent shift term to push noisy latents closer to the target trajectory, enhancing the alignment with the target distribution. We theoretically demonstrate that when this shift is disabled, DVRF reduces to Delta Denoising Score, thereby bridging score-based diffusion optimization and velocity-based rectified-flow optimization. Moreover, when the shift term follows a linear schedule under rectified-flow dynamics, DVRF generalizes the Inversion-free method FlowEdit and provides a principled theoretical interpretation for it. Experimental results indicate that DVRF achieves superior editing quality, fidelity, and controllability while requiring no architectural modifications, making it efficient and broadly applicable to text-to-image editing tasks. Code is available at https://github.com/gaspardbd/DeltaVelocityRectifiedFlow.
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.
PrimeDepth: Efficient Monocular Depth Estimation with a Stable Diffusion Preimage
This work addresses the task of zero-shot monocular depth estimation. A recent advance in this field has been the idea of utilising Text-to-Image foundation models, such as Stable Diffusion. Foundation models provide a rich and generic image representation, and therefore, little training data is required to reformulate them as a depth estimation model that predicts highly-detailed depth maps and has good generalisation capabilities. However, the realisation of this idea has so far led to approaches which are, unfortunately, highly inefficient at test-time due to the underlying iterative denoising process. In this work, we propose a different realisation of this idea and present PrimeDepth, a method that is highly efficient at test time while keeping, or even enhancing, the positive aspects of diffusion-based approaches. Our key idea is to extract from Stable Diffusion a rich, but frozen, image representation by running a single denoising step. This representation, we term preimage, is then fed into a refiner network with an architectural inductive bias, before entering the downstream task. We validate experimentally that PrimeDepth is two orders of magnitude faster than the leading diffusion-based method, Marigold, while being more robust for challenging scenarios and quantitatively marginally superior. Thereby, we reduce the gap to the currently leading data-driven approach, Depth Anything, which is still quantitatively superior, but predicts less detailed depth maps and requires 20 times more labelled data. Due to the complementary nature of our approach, even a simple averaging between PrimeDepth and Depth Anything predictions can improve upon both methods and sets a new state-of-the-art in zero-shot monocular depth estimation. In future, data-driven approaches may also benefit from integrating our preimage.
Tensor Programs VI: Feature Learning in Infinite-Depth Neural Networks
By classifying infinite-width neural networks and identifying the *optimal* limit, Tensor Programs IV and V demonstrated a universal way, called muP, for *widthwise hyperparameter transfer*, i.e., predicting optimal hyperparameters of wide neural networks from narrow ones. Here we investigate the analogous classification for *depthwise parametrizations* of deep residual networks (resnets). We classify depthwise parametrizations of block multiplier and learning rate by their infinite-width-then-depth limits. In resnets where each block has only one layer, we identify a unique optimal parametrization, called Depth-muP that extends muP and show empirically it admits depthwise hyperparameter transfer. We identify *feature diversity* as a crucial factor in deep networks, and Depth-muP can be characterized as maximizing both feature learning and feature diversity. Exploiting this, we find that absolute value, among all homogeneous nonlinearities, maximizes feature diversity and indeed empirically leads to significantly better performance. However, if each block is deeper (such as modern transformers), then we find fundamental limitations in all possible infinite-depth limits of such parametrizations, which we illustrate both theoretically and empirically on simple networks as well as Megatron transformer trained on Common Crawl.
DGNS: Deformable Gaussian Splatting and Dynamic Neural Surface for Monocular Dynamic 3D Reconstruction
Dynamic scene reconstruction from monocular video is critical for real-world applications. This paper tackles the dual challenges of dynamic novel-view synthesis and 3D geometry reconstruction by introducing a hybrid framework: Deformable Gaussian Splatting and Dynamic Neural Surfaces (DGNS), in which both modules can leverage each other for both tasks. During training, depth maps generated by the deformable Gaussian splatting module guide the ray sampling for faster processing and provide depth supervision within the dynamic neural surface module to improve geometry reconstruction. Simultaneously, the dynamic neural surface directs the distribution of Gaussian primitives around the surface, enhancing rendering quality. To further refine depth supervision, we introduce a depth-filtering process on depth maps derived from Gaussian rasterization. Extensive experiments on public datasets demonstrate that DGNS achieves state-of-the-art performance in both novel-view synthesis and 3D reconstruction.
Neural Video Depth Stabilizer
Video depth estimation aims to infer temporally consistent depth. Some methods achieve temporal consistency by finetuning a single-image depth model during test time using geometry and re-projection constraints, which is inefficient and not robust. An alternative approach is to learn how to enforce temporal consistency from data, but this requires well-designed models and sufficient video depth data. To address these challenges, we propose a plug-and-play framework called Neural Video Depth Stabilizer (NVDS) that stabilizes inconsistent depth estimations and can be applied to different single-image depth models without extra effort. We also introduce a large-scale dataset, Video Depth in the Wild (VDW), which consists of 14,203 videos with over two million frames, making it the largest natural-scene video depth dataset to our knowledge. We evaluate our method on the VDW dataset as well as two public benchmarks and demonstrate significant improvements in consistency, accuracy, and efficiency compared to previous approaches. Our work serves as a solid baseline and provides a data foundation for learning-based video depth models. We will release our dataset and code for future research.
Differentiable JPEG: The Devil is in the Details
JPEG remains one of the most widespread lossy image coding methods. However, the non-differentiable nature of JPEG restricts the application in deep learning pipelines. Several differentiable approximations of JPEG have recently been proposed to address this issue. This paper conducts a comprehensive review of existing diff. JPEG approaches and identifies critical details that have been missed by previous methods. To this end, we propose a novel diff. JPEG approach, overcoming previous limitations. Our approach is differentiable w.r.t. the input image, the JPEG quality, the quantization tables, and the color conversion parameters. We evaluate the forward and backward performance of our diff. JPEG approach against existing methods. Additionally, extensive ablations are performed to evaluate crucial design choices. Our proposed diff. JPEG resembles the (non-diff.) reference implementation best, significantly surpassing the recent-best diff. approach by 3.47dB (PSNR) on average. For strong compression rates, we can even improve PSNR by 9.51dB. Strong adversarial attack results are yielded by our diff. JPEG, demonstrating the effective gradient approximation. Our code is available at https://github.com/necla-ml/Diff-JPEG.
Segmentation-guided Layer-wise Image Vectorization with Gradient Fills
The widespread use of vector graphics creates a significant demand for vectorization methods. While recent learning-based techniques have shown their capability to create vector images of clear topology, filling these primitives with gradients remains a challenge. In this paper, we propose a segmentation-guided vectorization framework to convert raster images into concise vector graphics with radial gradient fills. With the guidance of an embedded gradient-aware segmentation subroutine, our approach progressively appends gradient-filled B\'ezier paths to the output, where primitive parameters are initiated with our newly designed initialization technique and are optimized to minimize our novel loss function. We build our method on a differentiable renderer with traditional segmentation algorithms to develop it as a model-free tool for raster-to-vector conversion. It is tested on various inputs to demonstrate its feasibility, independent of datasets, to synthesize vector graphics with improved visual quality and layer-wise topology compared to prior work.
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/
3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering
The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.
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
Neural Lithography: Close the Design-to-Manufacturing Gap in Computational Optics with a 'Real2Sim' Learned Photolithography Simulator
We introduce neural lithography to address the 'design-to-manufacturing' gap in computational optics. Computational optics with large design degrees of freedom enable advanced functionalities and performance beyond traditional optics. However, the existing design approaches often overlook the numerical modeling of the manufacturing process, which can result in significant performance deviation between the design and the fabricated optics. To bridge this gap, we, for the first time, propose a fully differentiable design framework that integrates a pre-trained photolithography simulator into the model-based optical design loop. Leveraging a blend of physics-informed modeling and data-driven training using experimentally collected datasets, our photolithography simulator serves as a regularizer on fabrication feasibility during design, compensating for structure discrepancies introduced in the lithography process. We demonstrate the effectiveness of our approach through two typical tasks in computational optics, where we design and fabricate a holographic optical element (HOE) and a multi-level diffractive lens (MDL) using a two-photon lithography system, showcasing improved optical performance on the task-specific metrics.
D3RoMa: Disparity Diffusion-based Depth Sensing for Material-Agnostic Robotic Manipulation
Depth sensing is an important problem for 3D vision-based robotics. Yet, a real-world active stereo or ToF depth camera often produces noisy and incomplete depth which bottlenecks robot performances. In this work, we propose D3RoMa, a learning-based depth estimation framework on stereo image pairs that predicts clean and accurate depth in diverse indoor scenes, even in the most challenging scenarios with translucent or specular surfaces where classical depth sensing completely fails. Key to our method is that we unify depth estimation and restoration into an image-to-image translation problem by predicting the disparity map with a denoising diffusion probabilistic model. At inference time, we further incorporated a left-right consistency constraint as classifier guidance to the diffusion process. Our framework combines recently advanced learning-based approaches and geometric constraints from traditional stereo vision. For model training, we create a large scene-level synthetic dataset with diverse transparent and specular objects to compensate for existing tabletop datasets. The trained model can be directly applied to real-world in-the-wild scenes and achieve state-of-the-art performance in multiple public depth estimation benchmarks. Further experiments in real environments show that accurate depth prediction significantly improves robotic manipulation in various scenarios.
Opening the Blackbox: Accelerating Neural Differential Equations by Regularizing Internal Solver Heuristics
Democratization of machine learning requires architectures that automatically adapt to new problems. Neural Differential Equations (NDEs) have emerged as a popular modeling framework by removing the need for ML practitioners to choose the number of layers in a recurrent model. While we can control the computational cost by choosing the number of layers in standard architectures, in NDEs the number of neural network evaluations for a forward pass can depend on the number of steps of the adaptive ODE solver. But, can we force the NDE to learn the version with the least steps while not increasing the training cost? Current strategies to overcome slow prediction require high order automatic differentiation, leading to significantly higher training time. We describe a novel regularization method that uses the internal cost heuristics of adaptive differential equation solvers combined with discrete adjoint sensitivities to guide the training process towards learning NDEs that are easier to solve. This approach opens up the blackbox numerical analysis behind the differential equation solver's algorithm and directly uses its local error estimates and stiffness heuristics as cheap and accurate cost estimates. We incorporate our method without any change in the underlying NDE framework and show that our method extends beyond Ordinary Differential Equations to accommodate Neural Stochastic Differential Equations. We demonstrate how our approach can halve the prediction time and, unlike other methods which can increase the training time by an order of magnitude, we demonstrate similar reduction in training times. Together this showcases how the knowledge embedded within state-of-the-art equation solvers can be used to enhance machine learning.
ILVR: Conditioning Method for Denoising Diffusion Probabilistic Models
Denoising diffusion probabilistic models (DDPM) have shown remarkable performance in unconditional image generation. However, due to the stochasticity of the generative process in DDPM, it is challenging to generate images with the desired semantics. In this work, we propose Iterative Latent Variable Refinement (ILVR), a method to guide the generative process in DDPM to generate high-quality images based on a given reference image. Here, the refinement of the generative process in DDPM enables a single DDPM to sample images from various sets directed by the reference image. The proposed ILVR method generates high-quality images while controlling the generation. The controllability of our method allows adaptation of a single DDPM without any additional learning in various image generation tasks, such as generation from various downsampling factors, multi-domain image translation, paint-to-image, and editing with scribbles.
Diffuman4D: 4D Consistent Human View Synthesis from Sparse-View Videos with Spatio-Temporal Diffusion Models
This paper addresses the challenge of high-fidelity view synthesis of humans with sparse-view videos as input. Previous methods solve the issue of insufficient observation by leveraging 4D diffusion models to generate videos at novel viewpoints. However, the generated videos from these models often lack spatio-temporal consistency, thus degrading view synthesis quality. In this paper, we propose a novel sliding iterative denoising process to enhance the spatio-temporal consistency of the 4D diffusion model. Specifically, we define a latent grid in which each latent encodes the image, camera pose, and human pose for a certain viewpoint and timestamp, then alternately denoising the latent grid along spatial and temporal dimensions with a sliding window, and finally decode the videos at target viewpoints from the corresponding denoised latents. Through the iterative sliding, information flows sufficiently across the latent grid, allowing the diffusion model to obtain a large receptive field and thus enhance the 4D consistency of the output, while making the GPU memory consumption affordable. The experiments on the DNA-Rendering and ActorsHQ datasets demonstrate that our method is able to synthesize high-quality and consistent novel-view videos and significantly outperforms the existing approaches. See our project page for interactive demos and video results: https://diffuman4d.github.io/ .
WorldWeaver: Generating Long-Horizon Video Worlds via Rich Perception
Generative video modeling has made significant strides, yet ensuring structural and temporal consistency over long sequences remains a challenge. Current methods predominantly rely on RGB signals, leading to accumulated errors in object structure and motion over extended durations. To address these issues, we introduce WorldWeaver, a robust framework for long video generation that jointly models RGB frames and perceptual conditions within a unified long-horizon modeling scheme. Our training framework offers three key advantages. First, by jointly predicting perceptual conditions and color information from a unified representation, it significantly enhances temporal consistency and motion dynamics. Second, by leveraging depth cues, which we observe to be more resistant to drift than RGB, we construct a memory bank that preserves clearer contextual information, improving quality in long-horizon video generation. Third, we employ segmented noise scheduling for training prediction groups, which further mitigates drift and reduces computational cost. Extensive experiments on both diffusion- and rectified flow-based models demonstrate the effectiveness of WorldWeaver in reducing temporal drift and improving the fidelity of generated videos.
DepthLab: From Partial to Complete
Missing values remain a common challenge for depth data across its wide range of applications, stemming from various causes like incomplete data acquisition and perspective alteration. This work bridges this gap with DepthLab, a foundation depth inpainting model powered by image diffusion priors. Our model features two notable strengths: (1) it demonstrates resilience to depth-deficient regions, providing reliable completion for both continuous areas and isolated points, and (2) it faithfully preserves scale consistency with the conditioned known depth when filling in missing values. Drawing on these advantages, our approach proves its worth in various downstream tasks, including 3D scene inpainting, text-to-3D scene generation, sparse-view reconstruction with DUST3R, and LiDAR depth completion, exceeding current solutions in both numerical performance and visual quality. Our project page with source code is available at https://johanan528.github.io/depthlab_web/.
MonoDETR: Depth-guided Transformer for Monocular 3D Object Detection
Monocular 3D object detection has long been a challenging task in autonomous driving. Most existing methods follow conventional 2D detectors to first localize object centers, and then predict 3D attributes by neighboring features. However, only using local visual features is insufficient to understand the scene-level 3D spatial structures and ignores the long-range inter-object depth relations. In this paper, we introduce the first DETR framework for Monocular DEtection with a depth-guided TRansformer, named MonoDETR. We modify the vanilla transformer to be depth-aware and guide the whole detection process by contextual depth cues. Specifically, concurrent to the visual encoder that captures object appearances, we introduce to predict a foreground depth map, and specialize a depth encoder to extract non-local depth embeddings. Then, we formulate 3D object candidates as learnable queries and propose a depth-guided decoder to conduct object-scene depth interactions. In this way, each object query estimates its 3D attributes adaptively from the depth-guided regions on the image and is no longer constrained to local visual features. On KITTI benchmark with monocular images as input, MonoDETR achieves state-of-the-art performance and requires no extra dense depth annotations. Besides, our depth-guided modules can also be plug-and-play to enhance multi-view 3D object detectors on nuScenes dataset, demonstrating our superior generalization capacity. Code is available at https://github.com/ZrrSkywalker/MonoDETR.
NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation
We present a novel differentiable rendering framework for joint geometry, material, and lighting estimation from multi-view images. In contrast to previous methods which assume a simplified environment map or co-located flashlights, in this work, we formulate the lighting of a static scene as one neural incident light field (NeILF) and one outgoing neural radiance field (NeRF). The key insight of the proposed method is the union of the incident and outgoing light fields through physically-based rendering and inter-reflections between surfaces, making it possible to disentangle the scene geometry, material, and lighting from image observations in a physically-based manner. The proposed incident light and inter-reflection framework can be easily applied to other NeRF systems. We show that our method can not only decompose the outgoing radiance into incident lights and surface materials, but also serve as a surface refinement module that further improves the reconstruction detail of the neural surface. We demonstrate on several datasets that the proposed method is able to achieve state-of-the-art results in terms of geometry reconstruction quality, material estimation accuracy, and the fidelity of novel view rendering.
LDM3D-VR: Latent Diffusion Model for 3D VR
Latent diffusion models have proven to be state-of-the-art in the creation and manipulation of visual outputs. However, as far as we know, the generation of depth maps jointly with RGB is still limited. We introduce LDM3D-VR, a suite of diffusion models targeting virtual reality development that includes LDM3D-pano and LDM3D-SR. These models enable the generation of panoramic RGBD based on textual prompts and the upscaling of low-resolution inputs to high-resolution RGBD, respectively. Our models are fine-tuned from existing pretrained models on datasets containing panoramic/high-resolution RGB images, depth maps and captions. Both models are evaluated in comparison to existing related methods.
StereoCrafter-Zero: Zero-Shot Stereo Video Generation with Noisy Restart
Generating high-quality stereo videos that mimic human binocular vision requires maintaining consistent depth perception and temporal coherence across frames. While diffusion models have advanced image and video synthesis, generating high-quality stereo videos remains challenging due to the difficulty of maintaining consistent temporal and spatial coherence between left and right views. We introduce StereoCrafter-Zero, a novel framework for zero-shot stereo video generation that leverages video diffusion priors without the need for paired training data. Key innovations include a noisy restart strategy to initialize stereo-aware latents and an iterative refinement process that progressively harmonizes the latent space, addressing issues like temporal flickering and view inconsistencies. Comprehensive evaluations, including quantitative metrics and user studies, demonstrate that StereoCrafter-Zero produces high-quality stereo videos with improved depth consistency and temporal smoothness, even when depth estimations are imperfect. Our framework is robust and adaptable across various diffusion models, setting a new benchmark for zero-shot stereo video generation and enabling more immersive visual experiences. Our code can be found in~https://github.com/shijianjian/StereoCrafter-Zero.
BetterDepth: Plug-and-Play Diffusion Refiner for Zero-Shot Monocular Depth Estimation
By training over large-scale datasets, zero-shot monocular depth estimation (MDE) methods show robust performance in the wild but often suffer from insufficiently precise details. Although recent diffusion-based MDE approaches exhibit appealing detail extraction ability, they still struggle in geometrically challenging scenes due to the difficulty of gaining robust geometric priors from diverse datasets. To leverage the complementary merits of both worlds, we propose BetterDepth to efficiently achieve geometrically correct affine-invariant MDE performance while capturing fine-grained details. Specifically, BetterDepth is a conditional diffusion-based refiner that takes the prediction from pre-trained MDE models as depth conditioning, in which the global depth context is well-captured, and iteratively refines details based on the input image. For the training of such a refiner, we propose global pre-alignment and local patch masking methods to ensure the faithfulness of BetterDepth to depth conditioning while learning to capture fine-grained scene details. By efficient training on small-scale synthetic datasets, BetterDepth achieves state-of-the-art zero-shot MDE performance on diverse public datasets and in-the-wild scenes. Moreover, BetterDepth can improve the performance of other MDE models in a plug-and-play manner without additional re-training.
StereoAdapter: Adapting Stereo Depth Estimation to Underwater Scenes
Underwater stereo depth estimation provides accurate 3D geometry for robotics tasks such as navigation, inspection, and mapping, offering metric depth from low-cost passive cameras while avoiding the scale ambiguity of monocular methods. However, existing approaches face two critical challenges: (i) parameter-efficiently adapting large vision foundation encoders to the underwater domain without extensive labeled data, and (ii) tightly fusing globally coherent but scale-ambiguous monocular priors with locally metric yet photometrically fragile stereo correspondences. To address these challenges, we propose StereoAdapter, a parameter-efficient self-supervised framework that integrates a LoRA-adapted monocular foundation encoder with a recurrent stereo refinement module. We further introduce dynamic LoRA adaptation for efficient rank selection and pre-training on the synthetic UW-StereoDepth-40K dataset to enhance robustness under diverse underwater conditions. Comprehensive evaluations on both simulated and real-world benchmarks show improvements of 6.11% on TartanAir and 5.12% on SQUID compared to state-of-the-art methods, while real-world deployment with the BlueROV2 robot further demonstrates the consistent robustness of our approach. Code: https://github.com/AIGeeksGroup/StereoAdapter. Website: https://aigeeksgroup.github.io/StereoAdapter.
D4D: An RGBD diffusion model to boost monocular depth estimation
Ground-truth RGBD data are fundamental for a wide range of computer vision applications; however, those labeled samples are difficult to collect and time-consuming to produce. A common solution to overcome this lack of data is to employ graphic engines to produce synthetic proxies; however, those data do not often reflect real-world images, resulting in poor performance of the trained models at the inference step. In this paper we propose a novel training pipeline that incorporates Diffusion4D (D4D), a customized 4-channels diffusion model able to generate realistic RGBD samples. We show the effectiveness of the developed solution in improving the performances of deep learning models on the monocular depth estimation task, where the correspondence between RGB and depth map is crucial to achieving accurate measurements. Our supervised training pipeline, enriched by the generated samples, outperforms synthetic and original data performances achieving an RMSE reduction of (8.2%, 11.9%) and (8.1%, 6.1%) respectively on the indoor NYU Depth v2 and the outdoor KITTI dataset.
Positional Information is All You Need: A Novel Pipeline for Self-Supervised SVDE from Videos
Recently, much attention has been drawn to learning the underlying 3D structures of a scene from monocular videos in a fully self-supervised fashion. One of the most challenging aspects of this task is handling the independently moving objects as they break the rigid-scene assumption. For the first time, we show that pixel positional information can be exploited to learn SVDE (Single View Depth Estimation) from videos. Our proposed moving object (MO) masks, which are induced by shifted positional information (SPI) and referred to as `SPIMO' masks, are very robust and consistently remove the independently moving objects in the scenes, allowing for better learning of SVDE from videos. Additionally, we introduce a new adaptive quantization scheme that assigns the best per-pixel quantization curve for our depth discretization. Finally, we employ existing boosting techniques in a new way to further self-supervise the depth of the moving objects. With these features, our pipeline is robust against moving objects and generalizes well to high-resolution images, even when trained with small patches, yielding state-of-the-art (SOTA) results with almost 8.5x fewer parameters than the previous works that learn from videos. We present extensive experiments on KITTI and CityScapes that show the effectiveness of our method.
IEBins: Iterative Elastic Bins for Monocular Depth Estimation
Monocular depth estimation (MDE) is a fundamental topic of geometric computer vision and a core technique for many downstream applications. Recently, several methods reframe the MDE as a classification-regression problem where a linear combination of probabilistic distribution and bin centers is used to predict depth. In this paper, we propose a novel concept of iterative elastic bins (IEBins) for the classification-regression-based MDE. The proposed IEBins aims to search for high-quality depth by progressively optimizing the search range, which involves multiple stages and each stage performs a finer-grained depth search in the target bin on top of its previous stage. To alleviate the possible error accumulation during the iterative process, we utilize a novel elastic target bin to replace the original target bin, the width of which is adjusted elastically based on the depth uncertainty. Furthermore, we develop a dedicated framework composed of a feature extractor and an iterative optimizer that has powerful temporal context modeling capabilities benefiting from the GRU-based architecture. Extensive experiments on the KITTI, NYU-Depth-v2 and SUN RGB-D datasets demonstrate that the proposed method surpasses prior state-of-the-art competitors. The source code is publicly available at https://github.com/ShuweiShao/IEBins.
JointDiT: Enhancing RGB-Depth Joint Modeling with Diffusion Transformers
We present JointDiT, a diffusion transformer that models the joint distribution of RGB and depth. By leveraging the architectural benefit and outstanding image prior of the state-of-the-art diffusion transformer, JointDiT not only generates high-fidelity images but also produces geometrically plausible and accurate depth maps. This solid joint distribution modeling is achieved through two simple yet effective techniques that we propose, namely, adaptive scheduling weights, which depend on the noise levels of each modality, and the unbalanced timestep sampling strategy. With these techniques, we train our model across all noise levels for each modality, enabling JointDiT to naturally handle various combinatorial generation tasks, including joint generation, depth estimation, and depth-conditioned image generation by simply controlling the timesteps of each branch. JointDiT demonstrates outstanding joint generation performance. Furthermore, it achieves comparable results in depth estimation and depth-conditioned image generation, suggesting that joint distribution modeling can serve as a viable alternative to conditional generation. The project page is available at https://byungki-k.github.io/JointDiT/.
TinyFusion: Diffusion Transformers Learned Shallow
Diffusion Transformers have demonstrated remarkable capabilities in image generation but often come with excessive parameterization, resulting in considerable inference overhead in real-world applications. In this work, we present TinyFusion, a depth pruning method designed to remove redundant layers from diffusion transformers via end-to-end learning. The core principle of our approach is to create a pruned model with high recoverability, allowing it to regain strong performance after fine-tuning. To accomplish this, we introduce a differentiable sampling technique to make pruning learnable, paired with a co-optimized parameter to simulate future fine-tuning. While prior works focus on minimizing loss or error after pruning, our method explicitly models and optimizes the post-fine-tuning performance of pruned models. Experimental results indicate that this learnable paradigm offers substantial benefits for layer pruning of diffusion transformers, surpassing existing importance-based and error-based methods. Additionally, TinyFusion exhibits strong generalization across diverse architectures, such as DiTs, MARs, and SiTs. Experiments with DiT-XL show that TinyFusion can craft a shallow diffusion transformer at less than 7% of the pre-training cost, achieving a 2times speedup with an FID score of 2.86, outperforming competitors with comparable efficiency. Code is available at https://github.com/VainF/TinyFusion.
A Theory of Topological Derivatives for Inverse Rendering of Geometry
We introduce a theoretical framework for differentiable surface evolution that allows discrete topology changes through the use of topological derivatives for variational optimization of image functionals. While prior methods for inverse rendering of geometry rely on silhouette gradients for topology changes, such signals are sparse. In contrast, our theory derives topological derivatives that relate the introduction of vanishing holes and phases to changes in image intensity. As a result, we enable differentiable shape perturbations in the form of hole or phase nucleation. We validate the proposed theory with optimization of closed curves in 2D and surfaces in 3D to lend insights into limitations of current methods and enable improved applications such as image vectorization, vector-graphics generation from text prompts, single-image reconstruction of shape ambigrams and multi-view 3D reconstruction.
FiffDepth: Feed-forward Transformation of Diffusion-Based Generators for Detailed Depth Estimation
Monocular Depth Estimation (MDE) is essential for applications like 3D scene reconstruction, autonomous navigation, and AI content creation. However, robust MDE remains challenging due to noisy real-world data and distribution gaps in synthetic datasets. Existing methods often struggle with low efficiency, reduced accuracy, and lack of detail. To address this, we propose an efficient approach for leveraging diffusion priors and introduce FiffDepth, a framework that transforms diffusion-based image generators into a feedforward architecture for detailed depth estimation. By preserving key generative features and integrating the strong generalization capabilities of models like dinov2, FiffDepth achieves enhanced accuracy, stability, and fine-grained detail, offering a significant improvement in MDE performance across diverse real-world scenarios.
Scaling physics-informed hard constraints with mixture-of-experts
Imposing known physical constraints, such as conservation laws, during neural network training introduces an inductive bias that can improve accuracy, reliability, convergence, and data efficiency for modeling physical dynamics. While such constraints can be softly imposed via loss function penalties, recent advancements in differentiable physics and optimization improve performance by incorporating PDE-constrained optimization as individual layers in neural networks. This enables a stricter adherence to physical constraints. However, imposing hard constraints significantly increases computational and memory costs, especially for complex dynamical systems. This is because it requires solving an optimization problem over a large number of points in a mesh, representing spatial and temporal discretizations, which greatly increases the complexity of the constraint. To address this challenge, we develop a scalable approach to enforce hard physical constraints using Mixture-of-Experts (MoE), which can be used with any neural network architecture. Our approach imposes the constraint over smaller decomposed domains, each of which is solved by an "expert" through differentiable optimization. During training, each expert independently performs a localized backpropagation step by leveraging the implicit function theorem; the independence of each expert allows for parallelization across multiple GPUs. Compared to standard differentiable optimization, our scalable approach achieves greater accuracy in the neural PDE solver setting for predicting the dynamics of challenging non-linear systems. We also improve training stability and require significantly less computation time during both training and inference stages.
MonoDINO-DETR: Depth-Enhanced Monocular 3D Object Detection Using a Vision Foundation Model
This paper proposes novel methods to enhance the performance of monocular 3D object detection models by leveraging the generalized feature extraction capabilities of a vision foundation model. Unlike traditional CNN-based approaches, which often suffer from inaccurate depth estimation and rely on multi-stage object detection pipelines, this study employs a Vision Transformer (ViT)-based foundation model as the backbone, which excels at capturing global features for depth estimation. It integrates a detection transformer (DETR) architecture to improve both depth estimation and object detection performance in a one-stage manner. Specifically, a hierarchical feature fusion block is introduced to extract richer visual features from the foundation model, further enhancing feature extraction capabilities. Depth estimation accuracy is further improved by incorporating a relative depth estimation model trained on large-scale data and fine-tuning it through transfer learning. Additionally, the use of queries in the transformer's decoder, which consider reference points and the dimensions of 2D bounding boxes, enhances recognition performance. The proposed model outperforms recent state-of-the-art methods, as demonstrated through quantitative and qualitative evaluations on the KITTI 3D benchmark and a custom dataset collected from high-elevation racing environments. Code is available at https://github.com/JihyeokKim/MonoDINO-DETR.
Entropy-MCMC: Sampling from Flat Basins with Ease
Bayesian deep learning counts on the quality of posterior distribution estimation. However, the posterior of deep neural networks is highly multi-modal in nature, with local modes exhibiting varying generalization performance. Given a practical budget, targeting at the original posterior can lead to suboptimal performance, as some samples may become trapped in "bad" modes and suffer from overfitting. Leveraging the observation that "good" modes with low generalization error often reside in flat basins of the energy landscape, we propose to bias sampling on the posterior toward these flat regions. Specifically, we introduce an auxiliary guiding variable, the stationary distribution of which resembles a smoothed posterior free from sharp modes, to lead the MCMC sampler to flat basins. By integrating this guiding variable with the model parameter, we create a simple joint distribution that enables efficient sampling with minimal computational overhead. We prove the convergence of our method and further show that it converges faster than several existing flatness-aware methods in the strongly convex setting. Empirical results demonstrate that our method can successfully sample from flat basins of the posterior, and outperforms all compared baselines on multiple benchmarks including classification, calibration, and out-of-distribution detection.
DivControl: Knowledge Diversion for Controllable Image Generation
Diffusion models have advanced from text-to-image (T2I) to image-to-image (I2I) generation by incorporating structured inputs such as depth maps, enabling fine-grained spatial control. However, existing methods either train separate models for each condition or rely on unified architectures with entangled representations, resulting in poor generalization and high adaptation costs for novel conditions. To this end, we propose DivControl, a decomposable pretraining framework for unified controllable generation and efficient adaptation. DivControl factorizes ControlNet via SVD into basic components-pairs of singular vectors-which are disentangled into condition-agnostic learngenes and condition-specific tailors through knowledge diversion during multi-condition training. Knowledge diversion is implemented via a dynamic gate that performs soft routing over tailors based on the semantics of condition instructions, enabling zero-shot generalization and parameter-efficient adaptation to novel conditions. To further improve condition fidelity and training efficiency, we introduce a representation alignment loss that aligns condition embeddings with early diffusion features. Extensive experiments demonstrate that DivControl achieves state-of-the-art controllability with 36.4times less training cost, while simultaneously improving average performance on basic conditions. It also delivers strong zero-shot and few-shot performance on unseen conditions, demonstrating superior scalability, modularity, and transferability.
DIFFTACTILE: A Physics-based Differentiable Tactile Simulator for Contact-rich Robotic Manipulation
We introduce DIFFTACTILE, a physics-based differentiable tactile simulation system designed to enhance robotic manipulation with dense and physically accurate tactile feedback. In contrast to prior tactile simulators which primarily focus on manipulating rigid bodies and often rely on simplified approximations to model stress and deformations of materials in contact, DIFFTACTILE emphasizes physics-based contact modeling with high fidelity, supporting simulations of diverse contact modes and interactions with objects possessing a wide range of material properties. Our system incorporates several key components, including a Finite Element Method (FEM)-based soft body model for simulating the sensing elastomer, a multi-material simulator for modeling diverse object types (such as elastic, elastoplastic, cables) under manipulation, a penalty-based contact model for handling contact dynamics. The differentiable nature of our system facilitates gradient-based optimization for both 1) refining physical properties in simulation using real-world data, hence narrowing the sim-to-real gap and 2) efficient learning of tactile-assisted grasping and contact-rich manipulation skills. Additionally, we introduce a method to infer the optical response of our tactile sensor to contact using an efficient pixel-based neural module. We anticipate that DIFFTACTILE will serve as a useful platform for studying contact-rich manipulations, leveraging the benefits of dense tactile feedback and differentiable physics. Code and supplementary materials are available at the project website https://difftactile.github.io/.
Learning to Efficiently Adapt Foundation Models for Self-Supervised Endoscopic 3D Scene Reconstruction from Any Cameras
Accurate 3D scene reconstruction is essential for numerous medical tasks. Given the challenges in obtaining ground truth data, there has been an increasing focus on self-supervised learning (SSL) for endoscopic depth estimation as a basis for scene reconstruction. While foundation models have shown remarkable progress in visual tasks, their direct application to the medical domain often leads to suboptimal results. However, the visual features from these models can still enhance endoscopic tasks, emphasizing the need for efficient adaptation strategies, which still lack exploration currently. In this paper, we introduce Endo3DAC, a unified framework for endoscopic scene reconstruction that efficiently adapts foundation models. We design an integrated network capable of simultaneously estimating depth maps, relative poses, and camera intrinsic parameters. By freezing the backbone foundation model and training only the specially designed Gated Dynamic Vector-Based Low-Rank Adaptation (GDV-LoRA) with separate decoder heads, Endo3DAC achieves superior depth and pose estimation while maintaining training efficiency. Additionally, we propose a 3D scene reconstruction pipeline that optimizes depth maps' scales, shifts, and a few parameters based on our integrated network. Extensive experiments across four endoscopic datasets demonstrate that Endo3DAC significantly outperforms other state-of-the-art methods while requiring fewer trainable parameters. To our knowledge, we are the first to utilize a single network that only requires surgical videos to perform both SSL depth estimation and scene reconstruction tasks. The code will be released upon acceptance.
Latency-Aware Differentiable Neural Architecture Search
Differentiable neural architecture search methods became popular in recent years, mainly due to their low search costs and flexibility in designing the search space. However, these methods suffer the difficulty in optimizing network, so that the searched network is often unfriendly to hardware. This paper deals with this problem by adding a differentiable latency loss term into optimization, so that the search process can tradeoff between accuracy and latency with a balancing coefficient. The core of latency prediction is to encode each network architecture and feed it into a multi-layer regressor, with the training data which can be easily collected from randomly sampling a number of architectures and evaluating them on the hardware. We evaluate our approach on NVIDIA Tesla-P100 GPUs. With 100K sampled architectures (requiring a few hours), the latency prediction module arrives at a relative error of lower than 10%. Equipped with this module, the search method can reduce the latency by 20% meanwhile preserving the accuracy. Our approach also enjoys the ability of being transplanted to a wide range of hardware platforms with very few efforts, or being used to optimizing other non-differentiable factors such as power consumption.
The RoboDepth Challenge: Methods and Advancements Towards Robust Depth Estimation
Accurate depth estimation under out-of-distribution (OoD) scenarios, such as adverse weather conditions, sensor failure, and noise contamination, is desirable for safety-critical applications. Existing depth estimation systems, however, suffer inevitably from real-world corruptions and perturbations and are struggled to provide reliable depth predictions under such cases. In this paper, we summarize the winning solutions from the RoboDepth Challenge -- an academic competition designed to facilitate and advance robust OoD depth estimation. This challenge was developed based on the newly established KITTI-C and NYUDepth2-C benchmarks. We hosted two stand-alone tracks, with an emphasis on robust self-supervised and robust fully-supervised depth estimation, respectively. Out of more than two hundred participants, nine unique and top-performing solutions have appeared, with novel designs ranging from the following aspects: spatial- and frequency-domain augmentations, masked image modeling, image restoration and super-resolution, adversarial training, diffusion-based noise suppression, vision-language pre-training, learned model ensembling, and hierarchical feature enhancement. Extensive experimental analyses along with insightful observations are drawn to better understand the rationale behind each design. We hope this challenge could lay a solid foundation for future research on robust and reliable depth estimation and beyond. The datasets, competition toolkit, workshop recordings, and source code from the winning teams are publicly available on the challenge website.
The Surprising Effectiveness of Diffusion Models for Optical Flow and Monocular Depth Estimation
Denoising diffusion probabilistic models have transformed image generation with their impressive fidelity and diversity. We show that they also excel in estimating optical flow and monocular depth, surprisingly, without task-specific architectures and loss functions that are predominant for these tasks. Compared to the point estimates of conventional regression-based methods, diffusion models also enable Monte Carlo inference, e.g., capturing uncertainty and ambiguity in flow and depth. With self-supervised pre-training, the combined use of synthetic and real data for supervised training, and technical innovations (infilling and step-unrolled denoising diffusion training) to handle noisy-incomplete training data, and a simple form of coarse-to-fine refinement, one can train state-of-the-art diffusion models for depth and optical flow estimation. Extensive experiments focus on quantitative performance against benchmarks, ablations, and the model's ability to capture uncertainty and multimodality, and impute missing values. Our model, DDVM (Denoising Diffusion Vision Model), obtains a state-of-the-art relative depth error of 0.074 on the indoor NYU benchmark and an Fl-all outlier rate of 3.26\% on the KITTI optical flow benchmark, about 25\% better than the best published method. For an overview see https://diffusion-vision.github.io.
Consistent Flow Distillation for Text-to-3D Generation
Score Distillation Sampling (SDS) has made significant strides in distilling image-generative models for 3D generation. However, its maximum-likelihood-seeking behavior often leads to degraded visual quality and diversity, limiting its effectiveness in 3D applications. In this work, we propose Consistent Flow Distillation (CFD), which addresses these limitations. We begin by leveraging the gradient of the diffusion ODE or SDE sampling process to guide the 3D generation. From the gradient-based sampling perspective, we find that the consistency of 2D image flows across different viewpoints is important for high-quality 3D generation. To achieve this, we introduce multi-view consistent Gaussian noise on the 3D object, which can be rendered from various viewpoints to compute the flow gradient. Our experiments demonstrate that CFD, through consistent flows, significantly outperforms previous methods in text-to-3D generation.
Continuous Deep Equilibrium Models: Training Neural ODEs faster by integrating them to Infinity
Implicit models separate the definition of a layer from the description of its solution process. While implicit layers allow features such as depth to adapt to new scenarios and inputs automatically, this adaptivity makes its computational expense challenging to predict. In this manuscript, we increase the "implicitness" of the DEQ by redefining the method in terms of an infinite time neural ODE, which paradoxically decreases the training cost over a standard neural ODE by 2-4x. Additionally, we address the question: is there a way to simultaneously achieve the robustness of implicit layers while allowing the reduced computational expense of an explicit layer? To solve this, we develop Skip and Skip Reg. DEQ, an implicit-explicit (IMEX) layer that simultaneously trains an explicit prediction followed by an implicit correction. We show that training this explicit predictor is free and even decreases the training time by 1.11-3.19x. Together, this manuscript shows how bridging the dichotomy of implicit and explicit deep learning can combine the advantages of both techniques.
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/.
Video Depth without Video Models
Video depth estimation lifts monocular video clips to 3D by inferring dense depth at every frame. Recent advances in single-image depth estimation, brought about by the rise of large foundation models and the use of synthetic training data, have fueled a renewed interest in video depth. However, naively applying a single-image depth estimator to every frame of a video disregards temporal continuity, which not only leads to flickering but may also break when camera motion causes sudden changes in depth range. An obvious and principled solution would be to build on top of video foundation models, but these come with their own limitations; including expensive training and inference, imperfect 3D consistency, and stitching routines for the fixed-length (short) outputs. We take a step back and demonstrate how to turn a single-image latent diffusion model (LDM) into a state-of-the-art video depth estimator. Our model, which we call RollingDepth, has two main ingredients: (i) a multi-frame depth estimator that is derived from a single-image LDM and maps very short video snippets (typically frame triplets) to depth snippets. (ii) a robust, optimization-based registration algorithm that optimally assembles depth snippets sampled at various different frame rates back into a consistent video. RollingDepth is able to efficiently handle long videos with hundreds of frames and delivers more accurate depth videos than both dedicated video depth estimators and high-performing single-frame models. Project page: rollingdepth.github.io.
Detail Preserving Depth Estimation from a Single Image Using Attention Guided Networks
Convolutional Neural Networks have demonstrated superior performance on single image depth estimation in recent years. These works usually use stacked spatial pooling or strided convolution to get high-level information which are common practices in classification task. However, depth estimation is a dense prediction problem and low-resolution feature maps usually generate blurred depth map which is undesirable in application. In order to produce high quality depth map, say clean and accurate, we propose a network consists of a Dense Feature Extractor (DFE) and a Depth Map Generator (DMG). The DFE combines ResNet and dilated convolutions. It extracts multi-scale information from input image while keeping the feature maps dense. As for DMG, we use attention mechanism to fuse multi-scale features produced in DFE. Our Network is trained end-to-end and does not need any post-processing. Hence, it runs fast and can predict depth map in about 15 fps. Experiment results show that our method is competitive with the state-of-the-art in quantitative evaluation, but can preserve better structural details of the scene depth.
SVG: 3D Stereoscopic Video Generation via Denoising Frame Matrix
Video generation models have demonstrated great capabilities of producing impressive monocular videos, however, the generation of 3D stereoscopic video remains under-explored. We propose a pose-free and training-free approach for generating 3D stereoscopic videos using an off-the-shelf monocular video generation model. Our method warps a generated monocular video into camera views on stereoscopic baseline using estimated video depth, and employs a novel frame matrix video inpainting framework. The framework leverages the video generation model to inpaint frames observed from different timestamps and views. This effective approach generates consistent and semantically coherent stereoscopic videos without scene optimization or model fine-tuning. Moreover, we develop a disocclusion boundary re-injection scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, including Sora [4 ], Lumiere [2], WALT [8 ], and Zeroscope [ 42]. The experiments demonstrate that our method has a significant improvement over previous methods. The code will be released at https://daipengwa.github.io/SVG_ProjectPage.
Scene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
DFormerv2: Geometry Self-Attention for RGBD Semantic Segmentation
Recent advances in scene understanding benefit a lot from depth maps because of the 3D geometry information, especially in complex conditions (e.g., low light and overexposed). Existing approaches encode depth maps along with RGB images and perform feature fusion between them to enable more robust predictions. Taking into account that depth can be regarded as a geometry supplement for RGB images, a straightforward question arises: Do we really need to explicitly encode depth information with neural networks as done for RGB images? Based on this insight, in this paper, we investigate a new way to learn RGBD feature representations and present DFormerv2, a strong RGBD encoder that explicitly uses depth maps as geometry priors rather than encoding depth information with neural networks. Our goal is to extract the geometry clues from the depth and spatial distances among all the image patch tokens, which will then be used as geometry priors to allocate attention weights in self-attention. Extensive experiments demonstrate that DFormerv2 exhibits exceptional performance in various RGBD semantic segmentation benchmarks. Code is available at: https://github.com/VCIP-RGBD/DFormer.
Differentiable Discrete Elastic Rods for Real-Time Modeling of Deformable Linear Objects
This paper addresses the task of modeling Deformable Linear Objects (DLOs), such as ropes and cables, during dynamic motion over long time horizons. This task presents significant challenges due to the complex dynamics of DLOs. To address these challenges, this paper proposes differentiable Discrete Elastic Rods For deformable linear Objects with Real-time Modeling (DEFORM), a novel framework that combines a differentiable physics-based model with a learning framework to model DLOs accurately and in real-time. The performance of DEFORM is evaluated in an experimental setup involving two industrial robots and a variety of sensors. A comprehensive series of experiments demonstrate the efficacy of DEFORM in terms of accuracy, computational speed, and generalizability when compared to state-of-the-art alternatives. To further demonstrate the utility of DEFORM, this paper integrates it into a perception pipeline and illustrates its superior performance when compared to the state-of-the-art methods while tracking a DLO even in the presence of occlusions. Finally, this paper illustrates the superior performance of DEFORM when compared to state-of-the-art methods when it is applied to perform autonomous planning and control of DLOs. Project page: https://roahmlab.github.io/DEFORM/.
RGB-D-Fusion: Image Conditioned Depth Diffusion of Humanoid Subjects
We present RGB-D-Fusion, a multi-modal conditional denoising diffusion probabilistic model to generate high resolution depth maps from low-resolution monocular RGB images of humanoid subjects. RGB-D-Fusion first generates a low-resolution depth map using an image conditioned denoising diffusion probabilistic model and then upsamples the depth map using a second denoising diffusion probabilistic model conditioned on a low-resolution RGB-D image. We further introduce a novel augmentation technique, depth noise augmentation, to increase the robustness of our super-resolution model.
From Big to Small: Multi-Scale Local Planar Guidance for Monocular Depth Estimation
Estimating accurate depth from a single image is challenging because it is an ill-posed problem as infinitely many 3D scenes can be projected to the same 2D scene. However, recent works based on deep convolutional neural networks show great progress with plausible results. The convolutional neural networks are generally composed of two parts: an encoder for dense feature extraction and a decoder for predicting the desired depth. In the encoder-decoder schemes, repeated strided convolution and spatial pooling layers lower the spatial resolution of transitional outputs, and several techniques such as skip connections or multi-layer deconvolutional networks are adopted to recover the original resolution for effective dense prediction. In this paper, for more effective guidance of densely encoded features to the desired depth prediction, we propose a network architecture that utilizes novel local planar guidance layers located at multiple stages in the decoding phase. We show that the proposed method outperforms the state-of-the-art works with significant margin evaluating on challenging benchmarks. We also provide results from an ablation study to validate the effectiveness of the proposed method.
DDSP: Differentiable Digital Signal Processing
Most generative models of audio directly generate samples in one of two domains: time or frequency. While sufficient to express any signal, these representations are inefficient, as they do not utilize existing knowledge of how sound is generated and perceived. A third approach (vocoders/synthesizers) successfully incorporates strong domain knowledge of signal processing and perception, but has been less actively researched due to limited expressivity and difficulty integrating with modern auto-differentiation-based machine learning methods. In this paper, we introduce the Differentiable Digital Signal Processing (DDSP) library, which enables direct integration of classic signal processing elements with deep learning methods. Focusing on audio synthesis, we achieve high-fidelity generation without the need for large autoregressive models or adversarial losses, demonstrating that DDSP enables utilizing strong inductive biases without losing the expressive power of neural networks. Further, we show that combining interpretable modules permits manipulation of each separate model component, with applications such as independent control of pitch and loudness, realistic extrapolation to pitches not seen during training, blind dereverberation of room acoustics, transfer of extracted room acoustics to new environments, and transformation of timbre between disparate sources. In short, DDSP enables an interpretable and modular approach to generative modeling, without sacrificing the benefits of deep learning. The library is publicly available at https://github.com/magenta/ddsp and we welcome further contributions from the community and domain experts.
Leveraging Continuously Differentiable Activation Functions for Learning in Quantized Noisy Environments
Real-world analog systems intrinsically suffer from noise that can impede model convergence and accuracy on a variety of deep learning models. We demonstrate that differentiable activations like GELU and SiLU enable robust propagation of gradients which help to mitigate analog quantization error that is ubiquitous to all analog systems. We perform analysis and training of convolutional, linear, and transformer networks in the presence of quantized noise. Here, we are able to demonstrate that continuously differentiable activation functions are significantly more noise resilient over conventional rectified activations. As in the case of ReLU, the error in gradients are 100x higher than those in GELU near zero. Our findings provide guidance for selecting appropriate activations to realize performant and reliable hardware implementations across several machine learning domains such as computer vision, signal processing, and beyond.
Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.
Implicit regularization of deep residual networks towards neural ODEs
Residual neural networks are state-of-the-art deep learning models. Their continuous-depth analog, neural ordinary differential equations (ODEs), are also widely used. Despite their success, the link between the discrete and continuous models still lacks a solid mathematical foundation. In this article, we take a step in this direction by establishing an implicit regularization of deep residual networks towards neural ODEs, for nonlinear networks trained with gradient flow. We prove that if the network is initialized as a discretization of a neural ODE, then such a discretization holds throughout training. Our results are valid for a finite training time, and also as the training time tends to infinity provided that the network satisfies a Polyak-Lojasiewicz condition. Importantly, this condition holds for a family of residual networks where the residuals are two-layer perceptrons with an overparameterization in width that is only linear, and implies the convergence of gradient flow to a global minimum. Numerical experiments illustrate our results.
IDCNet: Guided Video Diffusion for Metric-Consistent RGBD Scene Generation with Precise Camera Control
We present IDC-Net (Image-Depth Consistency Network), a novel framework designed to generate RGB-D video sequences under explicit camera trajectory control. Unlike approaches that treat RGB and depth generation separately, IDC-Net jointly synthesizes both RGB images and corresponding depth maps within a unified geometry-aware diffusion model. The joint learning framework strengthens spatial and geometric alignment across frames, enabling more precise camera control in the generated sequences. To support the training of this camera-conditioned model and ensure high geometric fidelity, we construct a camera-image-depth consistent dataset with metric-aligned RGB videos, depth maps, and accurate camera poses, which provides precise geometric supervision with notably improved inter-frame geometric consistency. Moreover, we introduce a geometry-aware transformer block that enables fine-grained camera control, enhancing control over the generated sequences. Extensive experiments show that IDC-Net achieves improvements over state-of-the-art approaches in both visual quality and geometric consistency of generated scene sequences. Notably, the generated RGB-D sequences can be directly feed for downstream 3D Scene reconstruction tasks without extra post-processing steps, showcasing the practical benefits of our joint learning framework. See more at https://idcnet-scene.github.io.
DGNO: A Novel Physics-aware Neural Operator for Solving Forward and Inverse PDE Problems based on Deep, Generative Probabilistic Modeling
Solving parametric partial differential equations (PDEs) and associated PDE-based, inverse problems is a central task in engineering and physics, yet existing neural operator methods struggle with high-dimensional, discontinuous inputs and require large amounts of {\em labeled} training data. We propose the Deep Generative Neural Operator (DGNO), a physics-aware framework that addresses these challenges by leveraging a deep, generative, probabilistic model in combination with a set of lower-dimensional, latent variables that simultaneously encode PDE-inputs and PDE-outputs. This formulation can make use of unlabeled data and significantly improves inverse problem-solving, particularly for discontinuous or discrete-valued input functions. DGNO enforces physics constraints without labeled data by incorporating as virtual observables, weak-form residuals based on compactly supported radial basis functions (CSRBFs). These relax regularity constraints and eliminate higher-order derivatives from the objective function. We also introduce MultiONet, a novel neural operator architecture, which is a more expressive generalization of the popular DeepONet that significantly enhances the approximating power of the proposed model. These innovations make DGNO particularly effective for challenging forward and inverse, PDE-based problems, such as those involving multi-phase media. Numerical experiments demonstrate that DGNO achieves higher accuracy across multiple benchmarks while exhibiting robustness to noise and strong generalization to out-of-distribution cases. Its adaptability, and the ability to handle sparse, noisy data while providing probabilistic estimates, make DGNO a powerful tool for scientific and engineering applications.
Aligning Generative Denoising with Discriminative Objectives Unleashes Diffusion for Visual Perception
With the success of image generation, generative diffusion models are increasingly adopted for discriminative tasks, as pixel generation provides a unified perception interface. However, directly repurposing the generative denoising process for discriminative objectives reveals critical gaps rarely addressed previously. Generative models tolerate intermediate sampling errors if the final distribution remains plausible, but discriminative tasks require rigorous accuracy throughout, as evidenced in challenging multi-modal tasks like referring image segmentation. Motivated by this gap, we analyze and enhance alignment between generative diffusion processes and perception tasks, focusing on how perception quality evolves during denoising. We find: (1) earlier denoising steps contribute disproportionately to perception quality, prompting us to propose tailored learning objectives reflecting varying timestep contributions; (2) later denoising steps show unexpected perception degradation, highlighting sensitivity to training-denoising distribution shifts, addressed by our diffusion-tailored data augmentation; and (3) generative processes uniquely enable interactivity, serving as controllable user interfaces adaptable to correctional prompts in multi-round interactions. Our insights significantly improve diffusion-based perception models without architectural changes, achieving state-of-the-art performance on depth estimation, referring image segmentation, and generalist perception tasks. Code available at https://github.com/ziqipang/ADDP.
OMNI-DC: Highly Robust Depth Completion with Multiresolution Depth Integration
Depth completion (DC) aims to predict a dense depth map from an RGB image and sparse depth observations. Existing methods for DC generalize poorly on new datasets or unseen sparse depth patterns, limiting their practical applications. We propose OMNI-DC, a highly robust DC model that generalizes well across various scenarios. Our method incorporates a novel multi-resolution depth integration layer and a probability-based loss, enabling it to deal with sparse depth maps of varying densities. Moreover, we train OMNI-DC on a mixture of synthetic datasets with a scale normalization technique. To evaluate our model, we establish a new evaluation protocol named Robust-DC for zero-shot testing under various sparse depth patterns. Experimental results on Robust-DC and conventional benchmarks show that OMNI-DC significantly outperforms the previous state of the art. The checkpoints, training code, and evaluations are available at https://github.com/princeton-vl/OMNI-DC.
Scalable Autoregressive Monocular Depth Estimation
This paper shows that the autoregressive model is an effective and scalable monocular depth estimator. Our idea is simple: We tackle the monocular depth estimation (MDE) task with an autoregressive prediction paradigm, based on two core designs. First, our depth autoregressive model (DAR) treats the depth map of different resolutions as a set of tokens, and conducts the low-to-high resolution autoregressive objective with a patch-wise casual mask. Second, our DAR recursively discretizes the entire depth range into more compact intervals, and attains the coarse-to-fine granularity autoregressive objective in an ordinal-regression manner. By coupling these two autoregressive objectives, our DAR establishes new state-of-the-art (SOTA) on KITTI and NYU Depth v2 by clear margins. Further, our scalable approach allows us to scale the model up to 2.0B and achieve the best RMSE of 1.799 on the KITTI dataset (5% improvement) compared to 1.896 by the current SOTA (Depth Anything). DAR further showcases zero-shot generalization ability on unseen datasets. These results suggest that DAR yields superior performance with an autoregressive prediction paradigm, providing a promising approach to equip modern autoregressive large models (e.g., GPT-4o) with depth estimation capabilities.
MASIV: Toward Material-Agnostic System Identification from Videos
System identification from videos aims to recover object geometry and governing physical laws. Existing methods integrate differentiable rendering with simulation but rely on predefined material priors, limiting their ability to handle unknown ones. We introduce MASIV, the first vision-based framework for material-agnostic system identification. Unlike existing approaches that depend on hand-crafted constitutive laws, MASIV employs learnable neural constitutive models, inferring object dynamics without assuming a scene-specific material prior. However, the absence of full particle state information imposes unique challenges, leading to unstable optimization and physically implausible behaviors. To address this, we introduce dense geometric guidance by reconstructing continuum particle trajectories, providing temporally rich motion constraints beyond sparse visual cues. Comprehensive experiments show that MASIV achieves state-of-the-art performance in geometric accuracy, rendering quality, and generalization ability.
Flow Straight and Fast: Learning to Generate and Transfer Data with Rectified Flow
We present rectified flow, a surprisingly simple approach to learning (neural) ordinary differential equation (ODE) models to transport between two empirically observed distributions \pi_0 and \pi_1, hence providing a unified solution to generative modeling and domain transfer, among various other tasks involving distribution transport. The idea of rectified flow is to learn the ODE to follow the straight paths connecting the points drawn from \pi_0 and \pi_1 as much as possible. This is achieved by solving a straightforward nonlinear least squares optimization problem, which can be easily scaled to large models without introducing extra parameters beyond standard supervised learning. The straight paths are special and preferred because they are the shortest paths between two points, and can be simulated exactly without time discretization and hence yield computationally efficient models. We show that the procedure of learning a rectified flow from data, called rectification, turns an arbitrary coupling of \pi_0 and \pi_1 to a new deterministic coupling with provably non-increasing convex transport costs. In addition, recursively applying rectification allows us to obtain a sequence of flows with increasingly straight paths, which can be simulated accurately with coarse time discretization in the inference phase. In empirical studies, we show that rectified flow performs superbly on image generation, image-to-image translation, and domain adaptation. In particular, on image generation and translation, our method yields nearly straight flows that give high quality results even with a single Euler discretization step.
Towards Robust Monocular Depth Estimation: Mixing Datasets for Zero-shot Cross-dataset Transfer
The success of monocular depth estimation relies on large and diverse training sets. Due to the challenges associated with acquiring dense ground-truth depth across different environments at scale, a number of datasets with distinct characteristics and biases have emerged. We develop tools that enable mixing multiple datasets during training, even if their annotations are incompatible. In particular, we propose a robust training objective that is invariant to changes in depth range and scale, advocate the use of principled multi-objective learning to combine data from different sources, and highlight the importance of pretraining encoders on auxiliary tasks. Armed with these tools, we experiment with five diverse training datasets, including a new, massive data source: 3D films. To demonstrate the generalization power of our approach we use zero-shot cross-dataset transfer}, i.e. we evaluate on datasets that were not seen during training. The experiments confirm that mixing data from complementary sources greatly improves monocular depth estimation. Our approach clearly outperforms competing methods across diverse datasets, setting a new state of the art for monocular depth estimation. Some results are shown in the supplementary video at https://youtu.be/D46FzVyL9I8
MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling
Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.
Self-supervised Monocular Depth Estimation with Large Kernel Attention
Self-supervised monocular depth estimation has emerged as a promising approach since it does not rely on labeled training data. Most methods combine convolution and Transformer to model long-distance dependencies to estimate depth accurately. However, Transformer treats 2D image features as 1D sequences, and positional encoding somewhat mitigates the loss of spatial information between different feature blocks, tending to overlook channel features, which limit the performance of depth estimation. In this paper, we propose a self-supervised monocular depth estimation network to get finer details. Specifically, we propose a decoder based on large kernel attention, which can model long-distance dependencies without compromising the two-dimension structure of features while maintaining feature channel adaptivity. In addition, we introduce a up-sampling module to accurately recover the fine details in the depth map. Our method achieves competitive results on the KITTI dataset.
AdjointDPM: Adjoint Sensitivity Method for Gradient Backpropagation of Diffusion Probabilistic Models
Existing customization methods require access to multiple reference examples to align pre-trained diffusion probabilistic models (DPMs) with user-provided concepts. This paper aims to address the challenge of DPM customization when the only available supervision is a differentiable metric defined on the generated contents. Since the sampling procedure of DPMs involves recursive calls to the denoising UNet, na\"ive gradient backpropagation requires storing the intermediate states of all iterations, resulting in extremely high memory consumption. To overcome this issue, we propose a novel method AdjointDPM, which first generates new samples from diffusion models by solving the corresponding probability-flow ODEs. It then uses the adjoint sensitivity method to backpropagate the gradients of the loss to the models' parameters (including conditioning signals, network weights, and initial noises) by solving another augmented ODE. To reduce numerical errors in both the forward generation and gradient backpropagation processes, we further reparameterize the probability-flow ODE and augmented ODE as simple non-stiff ODEs using exponential integration. Finally, we demonstrate the effectiveness of AdjointDPM on three interesting tasks: converting visual effects into identification text embeddings, finetuning DPMs for specific types of stylization, and optimizing initial noise to generate adversarial samples for security auditing.
4K4DGen: Panoramic 4D Generation at 4K Resolution
The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.
Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models
Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.
LN3Diff: Scalable Latent Neural Fields Diffusion for Speedy 3D Generation
The field of neural rendering has witnessed significant progress with advancements in generative models and differentiable rendering techniques. Though 2D diffusion has achieved success, a unified 3D diffusion pipeline remains unsettled. This paper introduces a novel framework called LN3Diff to address this gap and enable fast, high-quality, and generic conditional 3D generation. Our approach harnesses a 3D-aware architecture and variational autoencoder (VAE) to encode the input image into a structured, compact, and 3D latent space. The latent is decoded by a transformer-based decoder into a high-capacity 3D neural field. Through training a diffusion model on this 3D-aware latent space, our method achieves state-of-the-art performance on ShapeNet for 3D generation and demonstrates superior performance in monocular 3D reconstruction and conditional 3D generation across various datasets. Moreover, it surpasses existing 3D diffusion methods in terms of inference speed, requiring no per-instance optimization. Our proposed LN3Diff presents a significant advancement in 3D generative modeling and holds promise for various applications in 3D vision and graphics tasks.
GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image
We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.
Seeing and Seeing Through the Glass: Real and Synthetic Data for Multi-Layer Depth Estimation
Transparent objects are common in daily life, and understanding their multi-layer depth information -- perceiving both the transparent surface and the objects behind it -- is crucial for real-world applications that interact with transparent materials. In this paper, we introduce LayeredDepth, the first dataset with multi-layer depth annotations, including a real-world benchmark and a synthetic data generator, to support the task of multi-layer depth estimation. Our real-world benchmark consists of 1,500 images from diverse scenes, and evaluating state-of-the-art depth estimation methods on it reveals that they struggle with transparent objects. The synthetic data generator is fully procedural and capable of providing training data for this task with an unlimited variety of objects and scene compositions. Using this generator, we create a synthetic dataset with 15,300 images. Baseline models training solely on this synthetic dataset produce good cross-domain multi-layer depth estimation. Fine-tuning state-of-the-art single-layer depth models on it substantially improves their performance on transparent objects, with quadruplet accuracy on our benchmark increased from 55.14% to 75.20%. All images and validation annotations are available under CC0 at https://layereddepth.cs.princeton.edu.
S^2VG: 3D Stereoscopic and Spatial Video Generation via Denoising Frame Matrix
While video generation models excel at producing high-quality monocular videos, generating 3D stereoscopic and spatial videos for immersive applications remains an underexplored challenge. We present a pose-free and training-free method that leverages an off-the-shelf monocular video generation model to produce immersive 3D videos. Our approach first warps the generated monocular video into pre-defined camera viewpoints using estimated depth information, then applies a novel frame matrix inpainting framework. This framework utilizes the original video generation model to synthesize missing content across different viewpoints and timestamps, ensuring spatial and temporal consistency without requiring additional model fine-tuning. Moreover, we develop a \dualupdate~scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. The resulting multi-view videos are then adapted into stereoscopic pairs or optimized into 4D Gaussians for spatial video synthesis. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, such as Sora, Lumiere, WALT, and Zeroscope. The experiments demonstrate that our method has a significant improvement over previous methods. Project page at: https://daipengwa.github.io/S-2VG_ProjectPage/
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/.
HERO: Hierarchical Extrapolation and Refresh for Efficient World Models
Generation-driven world models create immersive virtual environments but suffer slow inference due to the iterative nature of diffusion models. While recent advances have improved diffusion model efficiency, directly applying these techniques to world models introduces limitations such as quality degradation. In this paper, we present HERO, a training-free hierarchical acceleration framework tailored for efficient world models. Owing to the multi-modal nature of world models, we identify a feature coupling phenomenon, wherein shallow layers exhibit high temporal variability, while deeper layers yield more stable feature representations. Motivated by this, HERO adopts hierarchical strategies to accelerate inference: (i) In shallow layers, a patch-wise refresh mechanism efficiently selects tokens for recomputation. With patch-wise sampling and frequency-aware tracking, it avoids extra metric computation and remain compatible with FlashAttention. (ii) In deeper layers, a linear extrapolation scheme directly estimates intermediate features. This completely bypasses the computations in attention modules and feed-forward networks. Our experiments show that HERO achieves a 1.73times speedup with minimal quality degradation, significantly outperforming existing diffusion acceleration methods.
Towards Zero-Shot Scale-Aware Monocular Depth Estimation
Monocular depth estimation is scale-ambiguous, and thus requires scale supervision to produce metric predictions. Even so, the resulting models will be geometry-specific, with learned scales that cannot be directly transferred across domains. Because of that, recent works focus instead on relative depth, eschewing scale in favor of improved up-to-scale zero-shot transfer. In this work we introduce ZeroDepth, a novel monocular depth estimation framework capable of predicting metric scale for arbitrary test images from different domains and camera parameters. This is achieved by (i) the use of input-level geometric embeddings that enable the network to learn a scale prior over objects; and (ii) decoupling the encoder and decoder stages, via a variational latent representation that is conditioned on single frame information. We evaluated ZeroDepth targeting both outdoor (KITTI, DDAD, nuScenes) and indoor (NYUv2) benchmarks, and achieved a new state-of-the-art in both settings using the same pre-trained model, outperforming methods that train on in-domain data and require test-time scaling to produce metric estimates.
CAD: Photorealistic 3D Generation via Adversarial Distillation
The increased demand for 3D data in AR/VR, robotics and gaming applications, gave rise to powerful generative pipelines capable of synthesizing high-quality 3D objects. Most of these models rely on the Score Distillation Sampling (SDS) algorithm to optimize a 3D representation such that the rendered image maintains a high likelihood as evaluated by a pre-trained diffusion model. However, finding a correct mode in the high-dimensional distribution produced by the diffusion model is challenging and often leads to issues such as over-saturation, over-smoothing, and Janus-like artifacts. In this paper, we propose a novel learning paradigm for 3D synthesis that utilizes pre-trained diffusion models. Instead of focusing on mode-seeking, our method directly models the distribution discrepancy between multi-view renderings and diffusion priors in an adversarial manner, which unlocks the generation of high-fidelity and photorealistic 3D content, conditioned on a single image and prompt. Moreover, by harnessing the latent space of GANs and expressive diffusion model priors, our method facilitates a wide variety of 3D applications including single-view reconstruction, high diversity generation and continuous 3D interpolation in the open domain. The experiments demonstrate the superiority of our pipeline compared to previous works in terms of generation quality and diversity.
TutteNet: Injective 3D Deformations by Composition of 2D Mesh Deformations
This work proposes a novel representation of injective deformations of 3D space, which overcomes existing limitations of injective methods: inaccuracy, lack of robustness, and incompatibility with general learning and optimization frameworks. The core idea is to reduce the problem to a deep composition of multiple 2D mesh-based piecewise-linear maps. Namely, we build differentiable layers that produce mesh deformations through Tutte's embedding (guaranteed to be injective in 2D), and compose these layers over different planes to create complex 3D injective deformations of the 3D volume. We show our method provides the ability to efficiently and accurately optimize and learn complex deformations, outperforming other injective approaches. As a main application, we produce complex and artifact-free NeRF and SDF deformations.
LDM3D: Latent Diffusion Model for 3D
This research paper proposes a Latent Diffusion Model for 3D (LDM3D) that generates both image and depth map data from a given text prompt, allowing users to generate RGBD images from text prompts. The LDM3D model is fine-tuned on a dataset of tuples containing an RGB image, depth map and caption, and validated through extensive experiments. We also develop an application called DepthFusion, which uses the generated RGB images and depth maps to create immersive and interactive 360-degree-view experiences using TouchDesigner. This technology has the potential to transform a wide range of industries, from entertainment and gaming to architecture and design. Overall, this paper presents a significant contribution to the field of generative AI and computer vision, and showcases the potential of LDM3D and DepthFusion to revolutionize content creation and digital experiences. A short video summarizing the approach can be found at https://t.ly/tdi2.
Implicit Variational Inference for High-Dimensional Posteriors
In variational inference, the benefits of Bayesian models rely on accurately capturing the true posterior distribution. We propose using neural samplers that specify implicit distributions, which are well-suited for approximating complex multimodal and correlated posteriors in high-dimensional spaces. Our approach introduces novel bounds for approximate inference using implicit distributions by locally linearising the neural sampler. This is distinct from existing methods that rely on additional discriminator networks and unstable adversarial objectives. Furthermore, we present a new sampler architecture that, for the first time, enables implicit distributions over tens of millions of latent variables, addressing computational concerns by using differentiable numerical approximations. We empirically show that our method is capable of recovering correlations across layers in large Bayesian neural networks, a property that is crucial for a network's performance but notoriously challenging to achieve. To the best of our knowledge, no other method has been shown to accomplish this task for such large models. Through experiments in downstream tasks, we demonstrate that our expressive posteriors outperform state-of-the-art uncertainty quantification methods, validating the effectiveness of our training algorithm and the quality of the learned implicit approximation.
One scalar is all you need -- absolute depth estimation using monocular self-supervision
Self-supervised monocular depth estimators can be trained or fine-tuned on new scenes using only images and no ground-truth depth data, achieving good accuracy. However, these estimators suffer from the inherent ambiguity of the depth scale, significantly limiting their applicability. In this work, we present a method for transferring the depth-scale from existing source datasets collected with ground-truth depths to depth estimators that are trained using self-supervision on a newly collected target dataset consisting of images only, solving a significant limiting factor. We show that self-supervision based on projective geometry results in predicted depths that are linearly correlated with their ground-truth depths. Moreover, the linearity of this relationship also holds when jointly training on images from two different (real or synthetic) source and target domains. We utilize this observed property and model the relationship between the ground-truth and the predicted up-to-scale depths of images from the source domain using a single global scalar. Then, we scale the predicted up-to-scale depths of images from the target domain using the estimated global scaling factor, performing depth-scale transfer between the two domains. This suggested method was evaluated on the target KITTI and DDAD datasets, while using other real or synthetic source datasets, that have a larger field-of-view, other image style or structural content. Our approach achieves competitive accuracy on KITTI, even without using the specially tailored vKITTI or vKITTI2 datasets, and higher accuracy on DDAD, when using both real or synthetic source datasets.
Spatially Visual Perception for End-to-End Robotic Learning
Recent advances in imitation learning have shown significant promise for robotic control and embodied intelligence. However, achieving robust generalization across diverse mounted camera observations remains a critical challenge. In this paper, we introduce a video-based spatial perception framework that leverages 3D spatial representations to address environmental variability, with a focus on handling lighting changes. Our approach integrates a novel image augmentation technique, AugBlender, with a state-of-the-art monocular depth estimation model trained on internet-scale data. Together, these components form a cohesive system designed to enhance robustness and adaptability in dynamic scenarios. Our results demonstrate that our approach significantly boosts the success rate across diverse camera exposures, where previous models experience performance collapse. Our findings highlight the potential of video-based spatial perception models in advancing robustness for end-to-end robotic learning, paving the way for scalable, low-cost solutions in embodied intelligence.
3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation
The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.
StereoCrafter: Diffusion-based Generation of Long and High-fidelity Stereoscopic 3D from Monocular Videos
This paper presents a novel framework for converting 2D videos to immersive stereoscopic 3D, addressing the growing demand for 3D content in immersive experience. Leveraging foundation models as priors, our approach overcomes the limitations of traditional methods and boosts the performance to ensure the high-fidelity generation required by the display devices. The proposed system consists of two main steps: depth-based video splatting for warping and extracting occlusion mask, and stereo video inpainting. We utilize pre-trained stable video diffusion as the backbone and introduce a fine-tuning protocol for the stereo video inpainting task. To handle input video with varying lengths and resolutions, we explore auto-regressive strategies and tiled processing. Finally, a sophisticated data processing pipeline has been developed to reconstruct a large-scale and high-quality dataset to support our training. Our framework demonstrates significant improvements in 2D-to-3D video conversion, offering a practical solution for creating immersive content for 3D devices like Apple Vision Pro and 3D displays. In summary, this work contributes to the field by presenting an effective method for generating high-quality stereoscopic videos from monocular input, potentially transforming how we experience digital media.
3D-aware Image Generation using 2D Diffusion Models
In this paper, we introduce a novel 3D-aware image generation method that leverages 2D diffusion models. We formulate the 3D-aware image generation task as multiview 2D image set generation, and further to a sequential unconditional-conditional multiview image generation process. This allows us to utilize 2D diffusion models to boost the generative modeling power of the method. Additionally, we incorporate depth information from monocular depth estimators to construct the training data for the conditional diffusion model using only still images. We train our method on a large-scale dataset, i.e., ImageNet, which is not addressed by previous methods. It produces high-quality images that significantly outperform prior methods. Furthermore, our approach showcases its capability to generate instances with large view angles, even though the training images are diverse and unaligned, gathered from "in-the-wild" real-world environments.
Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
We present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussians' motion and rotation with local-rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.
Predicting Change, Not States: An Alternate Framework for Neural PDE Surrogates
Neural surrogates for partial differential equations (PDEs) have become popular due to their potential to quickly simulate physics. With a few exceptions, neural surrogates generally treat the forward evolution of time-dependent PDEs as a black box by directly predicting the next state. While this is a natural and easy framework for applying neural surrogates, it can be an over-simplified and rigid framework for predicting physics. In this work, we propose an alternative framework in which neural solvers predict the temporal derivative and an ODE integrator forwards the solution in time, which has little overhead and is broadly applicable across model architectures and PDEs. We find that by simply changing the training target and introducing numerical integration during inference, neural surrogates can gain accuracy and stability. Predicting temporal derivatives also allows models to not be constrained to a specific temporal discretization, allowing for flexible time-stepping during inference or training on higher-resolution PDE data. Lastly, we investigate why this new framework can be beneficial and in what situations does it work well.
Fast Differentiable Matrix Square Root
Computing the matrix square root or its inverse in a differentiable manner is important in a variety of computer vision tasks. Previous methods either adopt the Singular Value Decomposition (SVD) to explicitly factorize the matrix or use the Newton-Schulz iteration (NS iteration) to derive the approximate solution. However, both methods are not computationally efficient enough in either the forward pass or in the backward pass. In this paper, we propose two more efficient variants to compute the differentiable matrix square root. For the forward propagation, one method is to use Matrix Taylor Polynomial (MTP), and the other method is to use Matrix Pad\'e Approximants (MPA). The backward gradient is computed by iteratively solving the continuous-time Lyapunov equation using the matrix sign function. Both methods yield considerable speed-up compared with the SVD or the Newton-Schulz iteration. Experimental results on the de-correlated batch normalization and second-order vision transformer demonstrate that our methods can also achieve competitive and even slightly better performances. The code is available at https://github.com/KingJamesSong/FastDifferentiableMatSqrt{https://github.com/KingJamesSong/FastDifferentiableMatSqrt}.
Towards More Accurate Diffusion Model Acceleration with A Timestep Aligner
A diffusion model, which is formulated to produce an image using thousands of denoising steps, usually suffers from a slow inference speed. Existing acceleration algorithms simplify the sampling by skipping most steps yet exhibit considerable performance degradation. By viewing the generation of diffusion models as a discretized integrating process, we argue that the quality drop is partly caused by applying an inaccurate integral direction to a timestep interval. To rectify this issue, we propose a timestep aligner that helps find a more accurate integral direction for a particular interval at the minimum cost. Specifically, at each denoising step, we replace the original parameterization by conditioning the network on a new timestep, which is obtained by aligning the sampling distribution to the real distribution. Extensive experiments show that our plug-in design can be trained efficiently and boost the inference performance of various state-of-the-art acceleration methods, especially when there are few denoising steps. For example, when using 10 denoising steps on the popular LSUN Bedroom dataset, we improve the FID of DDIM from 9.65 to 6.07, simply by adopting our method for a more appropriate set of timesteps. Code will be made publicly available.
3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt
We present 3DGS-LM, a new method that accelerates the reconstruction of 3D Gaussian Splatting (3DGS) by replacing its ADAM optimizer with a tailored Levenberg-Marquardt (LM). Existing methods reduce the optimization time by decreasing the number of Gaussians or by improving the implementation of the differentiable rasterizer. However, they still rely on the ADAM optimizer to fit Gaussian parameters of a scene in thousands of iterations, which can take up to an hour. To this end, we change the optimizer to LM that runs in conjunction with the 3DGS differentiable rasterizer. For efficient GPU parallization, we propose a caching data structure for intermediate gradients that allows us to efficiently calculate Jacobian-vector products in custom CUDA kernels. In every LM iteration, we calculate update directions from multiple image subsets using these kernels and combine them in a weighted mean. Overall, our method is 30% faster than the original 3DGS while obtaining the same reconstruction quality. Our optimization is also agnostic to other methods that acclerate 3DGS, thus enabling even faster speedups compared to vanilla 3DGS.
DDMI: Domain-Agnostic Latent Diffusion Models for Synthesizing High-Quality Implicit Neural Representations
Recent studies have introduced a new class of generative models for synthesizing implicit neural representations (INRs) that capture arbitrary continuous signals in various domains. These models opened the door for domain-agnostic generative models, but they often fail to achieve high-quality generation. We observed that the existing methods generate the weights of neural networks to parameterize INRs and evaluate the network with fixed positional embeddings (PEs). Arguably, this architecture limits the expressive power of generative models and results in low-quality INR generation. To address this limitation, we propose Domain-agnostic Latent Diffusion Model for INRs (DDMI) that generates adaptive positional embeddings instead of neural networks' weights. Specifically, we develop a Discrete-to-continuous space Variational AutoEncoder (D2C-VAE), which seamlessly connects discrete data and the continuous signal functions in the shared latent space. Additionally, we introduce a novel conditioning mechanism for evaluating INRs with the hierarchically decomposed PEs to further enhance expressive power. Extensive experiments across four modalities, e.g., 2D images, 3D shapes, Neural Radiance Fields, and videos, with seven benchmark datasets, demonstrate the versatility of DDMI and its superior performance compared to the existing INR generative models.
Towards Hierarchical Rectified Flow
We formulate a hierarchical rectified flow to model data distributions. It hierarchically couples multiple ordinary differential equations (ODEs) and defines a time-differentiable stochastic process that generates a data distribution from a known source distribution. Each ODE resembles the ODE that is solved in a classic rectified flow, but differs in its domain, i.e., location, velocity, acceleration, etc. Unlike the classic rectified flow formulation, which formulates a single ODE in the location domain and only captures the expected velocity field (sufficient to capture a multi-modal data distribution), the hierarchical rectified flow formulation models the multi-modal random velocity field, acceleration field, etc., in their entirety. This more faithful modeling of the random velocity field enables integration paths to intersect when the underlying ODE is solved during data generation. Intersecting paths in turn lead to integration trajectories that are more straight than those obtained in the classic rectified flow formulation, where integration paths cannot intersect. This leads to modeling of data distributions with fewer neural function evaluations. We empirically verify this on synthetic 1D and 2D data as well as MNIST, CIFAR-10, and ImageNet-32 data. Our code is available at: https://riccizz.github.io/HRF/.
Constraining Depth Map Geometry for Multi-View Stereo: A Dual-Depth Approach with Saddle-shaped Depth Cells
Learning-based multi-view stereo (MVS) methods deal with predicting accurate depth maps to achieve an accurate and complete 3D representation. Despite the excellent performance, existing methods ignore the fact that a suitable depth geometry is also critical in MVS. In this paper, we demonstrate that different depth geometries have significant performance gaps, even using the same depth prediction error. Therefore, we introduce an ideal depth geometry composed of Saddle-Shaped Cells, whose predicted depth map oscillates upward and downward around the ground-truth surface, rather than maintaining a continuous and smooth depth plane. To achieve it, we develop a coarse-to-fine framework called Dual-MVSNet (DMVSNet), which can produce an oscillating depth plane. Technically, we predict two depth values for each pixel (Dual-Depth), and propose a novel loss function and a checkerboard-shaped selecting strategy to constrain the predicted depth geometry. Compared to existing methods,DMVSNet achieves a high rank on the DTU benchmark and obtains the top performance on challenging scenes of Tanks and Temples, demonstrating its strong performance and generalization ability. Our method also points to a new research direction for considering depth geometry in MVS.
Differentiable Sensor Layouts for End-to-End Learning of Task-Specific Camera Parameters
The success of deep learning is frequently described as the ability to train all parameters of a network on a specific application in an end-to-end fashion. Yet, several design choices on the camera level, including the pixel layout of the sensor, are considered as pre-defined and fixed, and high resolution, regular pixel layouts are considered to be the most generic ones in computer vision and graphics, treating all regions of an image as equally important. While several works have considered non-uniform, \eg, hexagonal or foveated, pixel layouts in hardware and image processing, the layout has not been integrated into the end-to-end learning paradigm so far. In this work, we present the first truly end-to-end trained imaging pipeline that optimizes the size and distribution of pixels on the imaging sensor jointly with the parameters of a given neural network on a specific task. We derive an analytic, differentiable approach for the sensor layout parameterization that allows for task-specific, local varying pixel resolutions. We present two pixel layout parameterization functions: rectangular and curvilinear grid shapes that retain a regular topology. We provide a drop-in module that approximates sensor simulation given existing high-resolution images to directly connect our method with existing deep learning models. We show that network predictions benefit from learnable pixel layouts for two different downstream tasks, classification and semantic segmentation.
Rectified Diffusion: Straightness Is Not Your Need in Rectified Flow
Diffusion models have greatly improved visual generation but are hindered by slow generation speed due to the computationally intensive nature of solving generative ODEs. Rectified flow, a widely recognized solution, improves generation speed by straightening the ODE path. Its key components include: 1) using the diffusion form of flow-matching, 2) employing boldsymbol v-prediction, and 3) performing rectification (a.k.a. reflow). In this paper, we argue that the success of rectification primarily lies in using a pretrained diffusion model to obtain matched pairs of noise and samples, followed by retraining with these matched noise-sample pairs. Based on this, components 1) and 2) are unnecessary. Furthermore, we highlight that straightness is not an essential training target for rectification; rather, it is a specific case of flow-matching models. The more critical training target is to achieve a first-order approximate ODE path, which is inherently curved for models like DDPM and Sub-VP. Building on this insight, we propose Rectified Diffusion, which generalizes the design space and application scope of rectification to encompass the broader category of diffusion models, rather than being restricted to flow-matching models. We validate our method on Stable Diffusion v1-5 and Stable Diffusion XL. Our method not only greatly simplifies the training procedure of rectified flow-based previous works (e.g., InstaFlow) but also achieves superior performance with even lower training cost. Our code is available at https://github.com/G-U-N/Rectified-Diffusion.
OReX: Object Reconstruction from Planar Cross-sections Using Neural Fields
Reconstructing 3D shapes from planar cross-sections is a challenge inspired by downstream applications like medical imaging and geographic informatics. The input is an in/out indicator function fully defined on a sparse collection of planes in space, and the output is an interpolation of the indicator function to the entire volume. Previous works addressing this sparse and ill-posed problem either produce low quality results, or rely on additional priors such as target topology, appearance information, or input normal directions. In this paper, we present OReX, a method for 3D shape reconstruction from slices alone, featuring a Neural Field as the interpolation prior. A modest neural network is trained on the input planes to return an inside/outside estimate for a given 3D coordinate, yielding a powerful prior that induces smoothness and self-similarities. The main challenge for this approach is high-frequency details, as the neural prior is overly smoothing. To alleviate this, we offer an iterative estimation architecture and a hierarchical input sampling scheme that encourage coarse-to-fine training, allowing the training process to focus on high frequencies at later stages. In addition, we identify and analyze a ripple-like effect stemming from the mesh extraction step. We mitigate it by regularizing the spatial gradients of the indicator function around input in/out boundaries during network training, tackling the problem at the root. Through extensive qualitative and quantitative experimentation, we demonstrate our method is robust, accurate, and scales well with the size of the input. We report state-of-the-art results compared to previous approaches and recent potential solutions, and demonstrate the benefit of our individual contributions through analysis and ablation studies.
Learning Controllable 3D Diffusion Models from Single-view Images
Diffusion models have recently become the de-facto approach for generative modeling in the 2D domain. However, extending diffusion models to 3D is challenging due to the difficulties in acquiring 3D ground truth data for training. On the other hand, 3D GANs that integrate implicit 3D representations into GANs have shown remarkable 3D-aware generation when trained only on single-view image datasets. However, 3D GANs do not provide straightforward ways to precisely control image synthesis. To address these challenges, We present Control3Diff, a 3D diffusion model that combines the strengths of diffusion models and 3D GANs for versatile, controllable 3D-aware image synthesis for single-view datasets. Control3Diff explicitly models the underlying latent distribution (optionally conditioned on external inputs), thus enabling direct control during the diffusion process. Moreover, our approach is general and applicable to any type of controlling input, allowing us to train it with the same diffusion objective without any auxiliary supervision. We validate the efficacy of Control3Diff on standard image generation benchmarks, including FFHQ, AFHQ, and ShapeNet, using various conditioning inputs such as images, sketches, and text prompts. Please see the project website (https://jiataogu.me/control3diff) for video comparisons.
Distilling ODE Solvers of Diffusion Models into Smaller Steps
Distillation techniques have substantially improved the sampling speed of diffusion models, allowing of the generation within only one step or a few steps. However, these distillation methods require extensive training for each dataset, sampler, and network, which limits their practical applicability. To address this limitation, we propose a straightforward distillation approach, Distilled-ODE solvers (D-ODE solvers), that optimizes the ODE solver rather than training the denoising network. D-ODE solvers are formulated by simply applying a single parameter adjustment to existing ODE solvers. Subsequently, D-ODE solvers with smaller steps are optimized by ODE solvers with larger steps through distillation over a batch of samples. Our comprehensive experiments indicate that D-ODE solvers outperform existing ODE solvers, including DDIM, PNDM, DPM-Solver, DEIS, and EDM, especially when generating samples with fewer steps. Our method incur negligible computational overhead compared to previous distillation techniques, enabling simple and rapid integration with previous samplers. Qualitative analysis further shows that D-ODE solvers enhance image quality while preserving the sampling trajectory of ODE solvers.
DynaVol: Unsupervised Learning for Dynamic Scenes through Object-Centric Voxelization
Unsupervised learning of object-centric representations in dynamic visual scenes is challenging. Unlike most previous approaches that learn to decompose 2D images, we present DynaVol, a 3D scene generative model that unifies geometric structures and object-centric learning in a differentiable volume rendering framework. The key idea is to perform object-centric voxelization to capture the 3D nature of the scene, which infers the probability distribution over objects at individual spatial locations. These voxel features evolve over time through a canonical-space deformation function, forming the basis for global representation learning via slot attention. The voxel features and global features are complementary and are both leveraged by a compositional NeRF decoder for volume rendering. DynaVol remarkably outperforms existing approaches for unsupervised dynamic scene decomposition. Once trained, the explicitly meaningful voxel features enable additional capabilities that 2D scene decomposition methods cannot achieve: it is possible to freely edit the geometric shapes or manipulate the motion trajectories of the objects.
Background Prompting for Improved Object Depth
Estimating the depth of objects from a single image is a valuable task for many vision, robotics, and graphics applications. However, current methods often fail to produce accurate depth for objects in diverse scenes. In this work, we propose a simple yet effective Background Prompting strategy that adapts the input object image with a learned background. We learn the background prompts only using small-scale synthetic object datasets. To infer object depth on a real image, we place the segmented object into the learned background prompt and run off-the-shelf depth networks. Background Prompting helps the depth networks focus on the foreground object, as they are made invariant to background variations. Moreover, Background Prompting minimizes the domain gap between synthetic and real object images, leading to better sim2real generalization than simple finetuning. Results on multiple synthetic and real datasets demonstrate consistent improvements in real object depths for a variety of existing depth networks. Code and optimized background prompts can be found at: https://mbaradad.github.io/depth_prompt.
The Temporal Opportunist: Self-Supervised Multi-Frame Monocular Depth
Self-supervised monocular depth estimation networks are trained to predict scene depth using nearby frames as a supervision signal during training. However, for many applications, sequence information in the form of video frames is also available at test time. The vast majority of monocular networks do not make use of this extra signal, thus ignoring valuable information that could be used to improve the predicted depth. Those that do, either use computationally expensive test-time refinement techniques or off-the-shelf recurrent networks, which only indirectly make use of the geometric information that is inherently available. We propose ManyDepth, an adaptive approach to dense depth estimation that can make use of sequence information at test time, when it is available. Taking inspiration from multi-view stereo, we propose a deep end-to-end cost volume based approach that is trained using self-supervision only. We present a novel consistency loss that encourages the network to ignore the cost volume when it is deemed unreliable, e.g. in the case of moving objects, and an augmentation scheme to cope with static cameras. Our detailed experiments on both KITTI and Cityscapes show that we outperform all published self-supervised baselines, including those that use single or multiple frames at test time.
G3R: Gradient Guided Generalizable Reconstruction
Large scale 3D scene reconstruction is important for applications such as virtual reality and simulation. Existing neural rendering approaches (e.g., NeRF, 3DGS) have achieved realistic reconstructions on large scenes, but optimize per scene, which is expensive and slow, and exhibit noticeable artifacts under large view changes due to overfitting. Generalizable approaches or large reconstruction models are fast, but primarily work for small scenes/objects and often produce lower quality rendering results. In this work, we introduce G3R, a generalizable reconstruction approach that can efficiently predict high-quality 3D scene representations for large scenes. We propose to learn a reconstruction network that takes the gradient feedback signals from differentiable rendering to iteratively update a 3D scene representation, combining the benefits of high photorealism from per-scene optimization with data-driven priors from fast feed-forward prediction methods. Experiments on urban-driving and drone datasets show that G3R generalizes across diverse large scenes and accelerates the reconstruction process by at least 10x while achieving comparable or better realism compared to 3DGS, and also being more robust to large view changes.
AdjointDEIS: Efficient Gradients for Diffusion Models
The optimization of the latents and parameters of diffusion models with respect to some differentiable metric defined on the output of the model is a challenging and complex problem. The sampling for diffusion models is done by solving either the probability flow ODE or diffusion SDE wherein a neural network approximates the score function allowing a numerical ODE/SDE solver to be used. However, naive backpropagation techniques are memory intensive, requiring the storage of all intermediate states, and face additional complexity in handling the injected noise from the diffusion term of the diffusion SDE. We propose a novel family of bespoke ODE solvers to the continuous adjoint equations for diffusion models, which we call AdjointDEIS. We exploit the unique construction of diffusion SDEs to further simplify the formulation of the continuous adjoint equations using exponential integrators. Moreover, we provide convergence order guarantees for our bespoke solvers. Significantly, we show that continuous adjoint equations for diffusion SDEs actually simplify to a simple ODE. Lastly, we demonstrate the effectiveness of AdjointDEIS for guided generation with an adversarial attack in the form of the face morphing problem. Our code will be released on our project page https://zblasingame.github.io/AdjointDEIS/
Ouroboros3D: Image-to-3D Generation via 3D-aware Recursive Diffusion
Existing single image-to-3D creation methods typically involve a two-stage process, first generating multi-view images, and then using these images for 3D reconstruction. However, training these two stages separately leads to significant data bias in the inference phase, thus affecting the quality of reconstructed results. We introduce a unified 3D generation framework, named Ouroboros3D, which integrates diffusion-based multi-view image generation and 3D reconstruction into a recursive diffusion process. In our framework, these two modules are jointly trained through a self-conditioning mechanism, allowing them to adapt to each other's characteristics for robust inference. During the multi-view denoising process, the multi-view diffusion model uses the 3D-aware maps rendered by the reconstruction module at the previous timestep as additional conditions. The recursive diffusion framework with 3D-aware feedback unites the entire process and improves geometric consistency.Experiments show that our framework outperforms separation of these two stages and existing methods that combine them at the inference phase. Project page: https://costwen.github.io/Ouroboros3D/
Voyager: Long-Range and World-Consistent Video Diffusion for Explorable 3D Scene Generation
Real-world applications like video gaming and virtual reality often demand the ability to model 3D scenes that users can explore along custom camera trajectories. While significant progress has been made in generating 3D objects from text or images, creating long-range, 3D-consistent, explorable 3D scenes remains a complex and challenging problem. In this work, we present Voyager, a novel video diffusion framework that generates world-consistent 3D point-cloud sequences from a single image with user-defined camera path. Unlike existing approaches, Voyager achieves end-to-end scene generation and reconstruction with inherent consistency across frames, eliminating the need for 3D reconstruction pipelines (e.g., structure-from-motion or multi-view stereo). Our method integrates three key components: 1) World-Consistent Video Diffusion: A unified architecture that jointly generates aligned RGB and depth video sequences, conditioned on existing world observation to ensure global coherence 2) Long-Range World Exploration: An efficient world cache with point culling and an auto-regressive inference with smooth video sampling for iterative scene extension with context-aware consistency, and 3) Scalable Data Engine: A video reconstruction pipeline that automates camera pose estimation and metric depth prediction for arbitrary videos, enabling large-scale, diverse training data curation without manual 3D annotations. Collectively, these designs result in a clear improvement over existing methods in visual quality and geometric accuracy, with versatile applications.
Stealing Stable Diffusion Prior for Robust Monocular Depth Estimation
Monocular depth estimation is a crucial task in computer vision. While existing methods have shown impressive results under standard conditions, they often face challenges in reliably performing in scenarios such as low-light or rainy conditions due to the absence of diverse training data. This paper introduces a novel approach named Stealing Stable Diffusion (SSD) prior for robust monocular depth estimation. The approach addresses this limitation by utilizing stable diffusion to generate synthetic images that mimic challenging conditions. Additionally, a self-training mechanism is introduced to enhance the model's depth estimation capability in such challenging environments. To enhance the utilization of the stable diffusion prior further, the DINOv2 encoder is integrated into the depth model architecture, enabling the model to leverage rich semantic priors and improve its scene understanding. Furthermore, a teacher loss is introduced to guide the student models in acquiring meaningful knowledge independently, thus reducing their dependency on the teacher models. The effectiveness of the approach is evaluated on nuScenes and Oxford RobotCar, two challenging public datasets, with the results showing the efficacy of the method. Source code and weights are available at: https://github.com/hitcslj/SSD.
V-FUSE: Volumetric Depth Map Fusion with Long-Range Constraints
We introduce a learning-based depth map fusion framework that accepts a set of depth and confidence maps generated by a Multi-View Stereo (MVS) algorithm as input and improves them. This is accomplished by integrating volumetric visibility constraints that encode long-range surface relationships across different views into an end-to-end trainable architecture. We also introduce a depth search window estimation sub-network trained jointly with the larger fusion sub-network to reduce the depth hypothesis search space along each ray. Our method learns to model depth consensus and violations of visibility constraints directly from the data; effectively removing the necessity of fine-tuning fusion parameters. Extensive experiments on MVS datasets show substantial improvements in the accuracy of the output fused depth and confidence maps.
Coordinate Quantized Neural Implicit Representations for Multi-view Reconstruction
In recent years, huge progress has been made on learning neural implicit representations from multi-view images for 3D reconstruction. As an additional input complementing coordinates, using sinusoidal functions as positional encodings plays a key role in revealing high frequency details with coordinate-based neural networks. However, high frequency positional encodings make the optimization unstable, which results in noisy reconstructions and artifacts in empty space. To resolve this issue in a general sense, we introduce to learn neural implicit representations with quantized coordinates, which reduces the uncertainty and ambiguity in the field during optimization. Instead of continuous coordinates, we discretize continuous coordinates into discrete coordinates using nearest interpolation among quantized coordinates which are obtained by discretizing the field in an extremely high resolution. We use discrete coordinates and their positional encodings to learn implicit functions through volume rendering. This significantly reduces the variations in the sample space, and triggers more multi-view consistency constraints on intersections of rays from different views, which enables to infer implicit function in a more effective way. Our quantized coordinates do not bring any computational burden, and can seamlessly work upon the latest methods. Our evaluations under the widely used benchmarks show our superiority over the state-of-the-art. Our code is available at https://github.com/MachinePerceptionLab/CQ-NIR.
ZeroNVS: Zero-Shot 360-Degree View Synthesis from a Single Real Image
We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at http://kylesargent.github.io/zeronvs/
Differentiable Data Augmentation with Kornia
In this paper we present a review of the Kornia differentiable data augmentation (DDA) module for both for spatial (2D) and volumetric (3D) tensors. This module leverages differentiable computer vision solutions from Kornia, with an aim of integrating data augmentation (DA) pipelines and strategies to existing PyTorch components (e.g. autograd for differentiability, optim for optimization). In addition, we provide a benchmark comparing different DA frameworks and a short review for a number of approaches that make use of Kornia DDA.
DiffEnc: Variational Diffusion with a Learned Encoder
Diffusion models may be viewed as hierarchical variational autoencoders (VAEs) with two improvements: parameter sharing for the conditional distributions in the generative process and efficient computation of the loss as independent terms over the hierarchy. We consider two changes to the diffusion model that retain these advantages while adding flexibility to the model. Firstly, we introduce a data- and depth-dependent mean function in the diffusion process, which leads to a modified diffusion loss. Our proposed framework, DiffEnc, achieves a statistically significant improvement in likelihood on CIFAR-10. Secondly, we let the ratio of the noise variance of the reverse encoder process and the generative process be a free weight parameter rather than being fixed to 1. This leads to theoretical insights: For a finite depth hierarchy, the evidence lower bound (ELBO) can be used as an objective for a weighted diffusion loss approach and for optimizing the noise schedule specifically for inference. For the infinite-depth hierarchy, on the other hand, the weight parameter has to be 1 to have a well-defined ELBO.
360SD-Net: 360° Stereo Depth Estimation with Learnable Cost Volume
Recently, end-to-end trainable deep neural networks have significantly improved stereo depth estimation for perspective images. However, 360{\deg} images captured under equirectangular projection cannot benefit from directly adopting existing methods due to distortion introduced (i.e., lines in 3D are not projected onto lines in 2D). To tackle this issue, we present a novel architecture specifically designed for spherical disparity using the setting of top-bottom 360{\deg} camera pairs. Moreover, we propose to mitigate the distortion issue by (1) an additional input branch capturing the position and relation of each pixel in the spherical coordinate, and (2) a cost volume built upon a learnable shifting filter. Due to the lack of 360{\deg} stereo data, we collect two 360{\deg} stereo datasets from Matterport3D and Stanford3D for training and evaluation. Extensive experiments and ablation study are provided to validate our method against existing algorithms. Finally, we show promising results on real-world environments capturing images with two consumer-level cameras.
TransDiff: Diffusion-Based Method for Manipulating Transparent Objects Using a Single RGB-D Image
Manipulating transparent objects presents significant challenges due to the complexities introduced by their reflection and refraction properties, which considerably hinder the accurate estimation of their 3D shapes. To address these challenges, we propose a single-view RGB-D-based depth completion framework, TransDiff, that leverages the Denoising Diffusion Probabilistic Models(DDPM) to achieve material-agnostic object grasping in desktop. Specifically, we leverage features extracted from RGB images, including semantic segmentation, edge maps, and normal maps, to condition the depth map generation process. Our method learns an iterative denoising process that transforms a random depth distribution into a depth map, guided by initially refined depth information, ensuring more accurate depth estimation in scenarios involving transparent objects. Additionally, we propose a novel training method to better align the noisy depth and RGB image features, which are used as conditions to refine depth estimation step by step. Finally, we utilized an improved inference process to accelerate the denoising procedure. Through comprehensive experimental validation, we demonstrate that our method significantly outperforms the baselines in both synthetic and real-world benchmarks with acceptable inference time. The demo of our method can be found on https://wang-haoxiao.github.io/TransDiff/
MVD-Fusion: Single-view 3D via Depth-consistent Multi-view Generation
We present MVD-Fusion: a method for single-view 3D inference via generative modeling of multi-view-consistent RGB-D images. While recent methods pursuing 3D inference advocate learning novel-view generative models, these generations are not 3D-consistent and require a distillation process to generate a 3D output. We instead cast the task of 3D inference as directly generating mutually-consistent multiple views and build on the insight that additionally inferring depth can provide a mechanism for enforcing this consistency. Specifically, we train a denoising diffusion model to generate multi-view RGB-D images given a single RGB input image and leverage the (intermediate noisy) depth estimates to obtain reprojection-based conditioning to maintain multi-view consistency. We train our model using large-scale synthetic dataset Obajverse as well as the real-world CO3D dataset comprising of generic camera viewpoints. We demonstrate that our approach can yield more accurate synthesis compared to recent state-of-the-art, including distillation-based 3D inference and prior multi-view generation methods. We also evaluate the geometry induced by our multi-view depth prediction and find that it yields a more accurate representation than other direct 3D inference approaches.
On Accelerating Diffusion-Based Sampling Process via Improved Integration Approximation
A popular approach to sample a diffusion-based generative model is to solve an ordinary differential equation (ODE). In existing samplers, the coefficients of the ODE solvers are pre-determined by the ODE formulation, the reverse discrete timesteps, and the employed ODE methods. In this paper, we consider accelerating several popular ODE-based sampling processes (including EDM, DDIM, and DPM-Solver) by optimizing certain coefficients via improved integration approximation (IIA). We propose to minimize, for each time step, a mean squared error (MSE) function with respect to the selected coefficients. The MSE is constructed by applying the original ODE solver for a set of fine-grained timesteps, which in principle provides a more accurate integration approximation in predicting the next diffusion state. The proposed IIA technique does not require any change of a pre-trained model, and only introduces a very small computational overhead for solving a number of quadratic optimization problems. Extensive experiments show that considerably better FID scores can be achieved by using IIA-EDM, IIA-DDIM, and IIA-DPM-Solver than the original counterparts when the neural function evaluation (NFE) is small (i.e., less than 25).
GRIN: Zero-Shot Metric Depth with Pixel-Level Diffusion
3D reconstruction from a single image is a long-standing problem in computer vision. Learning-based methods address its inherent scale ambiguity by leveraging increasingly large labeled and unlabeled datasets, to produce geometric priors capable of generating accurate predictions across domains. As a result, state of the art approaches show impressive performance in zero-shot relative and metric depth estimation. Recently, diffusion models have exhibited remarkable scalability and generalizable properties in their learned representations. However, because these models repurpose tools originally designed for image generation, they can only operate on dense ground-truth, which is not available for most depth labels, especially in real-world settings. In this paper we present GRIN, an efficient diffusion model designed to ingest sparse unstructured training data. We use image features with 3D geometric positional encodings to condition the diffusion process both globally and locally, generating depth predictions at a pixel-level. With comprehensive experiments across eight indoor and outdoor datasets, we show that GRIN establishes a new state of the art in zero-shot metric monocular depth estimation even when trained from scratch.
Depth Attention for Robust RGB Tracking
RGB video object tracking is a fundamental task in computer vision. Its effectiveness can be improved using depth information, particularly for handling motion-blurred target. However, depth information is often missing in commonly used tracking benchmarks. In this work, we propose a new framework that leverages monocular depth estimation to counter the challenges of tracking targets that are out of view or affected by motion blur in RGB video sequences. Specifically, our work introduces following contributions. To the best of our knowledge, we are the first to propose a depth attention mechanism and to formulate a simple framework that allows seamlessly integration of depth information with state of the art tracking algorithms, without RGB-D cameras, elevating accuracy and robustness. We provide extensive experiments on six challenging tracking benchmarks. Our results demonstrate that our approach provides consistent gains over several strong baselines and achieves new SOTA performance. We believe that our method will open up new possibilities for more sophisticated VOT solutions in real-world scenarios. Our code and models are publicly released: https://github.com/LiuYuML/Depth-Attention.
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/.
Unsupervised CNN for Single View Depth Estimation: Geometry to the Rescue
A significant weakness of most current deep Convolutional Neural Networks is the need to train them using vast amounts of manu- ally labelled data. In this work we propose a unsupervised framework to learn a deep convolutional neural network for single view depth predic- tion, without requiring a pre-training stage or annotated ground truth depths. We achieve this by training the network in a manner analogous to an autoencoder. At training time we consider a pair of images, source and target, with small, known camera motion between the two such as a stereo pair. We train the convolutional encoder for the task of predicting the depth map for the source image. To do so, we explicitly generate an inverse warp of the target image using the predicted depth and known inter-view displacement, to reconstruct the source image; the photomet- ric error in the reconstruction is the reconstruction loss for the encoder. The acquisition of this training data is considerably simpler than for equivalent systems, requiring no manual annotation, nor calibration of depth sensor to camera. We show that our network trained on less than half of the KITTI dataset (without any further augmentation) gives com- parable performance to that of the state of art supervised methods for single view depth estimation.
WonderWorld: Interactive 3D Scene Generation from a Single Image
We present WonderWorld, a novel framework for interactive 3D scene generation that enables users to interactively specify scene contents and layout and see the created scenes in low latency. The major challenge lies in achieving fast generation of 3D scenes. Existing scene generation approaches fall short of speed as they often require (1) progressively generating many views and depth maps, and (2) time-consuming optimization of the scene geometry representations. We introduce the Fast Layered Gaussian Surfels (FLAGS) as our scene representation and an algorithm to generate it from a single view. Our approach does not need multiple views, and it leverages a geometry-based initialization that significantly reduces optimization time. Another challenge is generating coherent geometry that allows all scenes to be connected. We introduce the guided depth diffusion that allows partial conditioning of depth estimation. WonderWorld generates connected and diverse 3D scenes in less than 10 seconds on a single A6000 GPU, enabling real-time user interaction and exploration. We demonstrate the potential of WonderWorld for user-driven content creation and exploration in virtual environments. We will release full code and software for reproducibility. Project website: https://kovenyu.com/WonderWorld/.
DATENeRF: Depth-Aware Text-based Editing of NeRFs
Recent advancements in diffusion models have shown remarkable proficiency in editing 2D images based on text prompts. However, extending these techniques to edit scenes in Neural Radiance Fields (NeRF) is complex, as editing individual 2D frames can result in inconsistencies across multiple views. Our crucial insight is that a NeRF scene's geometry can serve as a bridge to integrate these 2D edits. Utilizing this geometry, we employ a depth-conditioned ControlNet to enhance the coherence of each 2D image modification. Moreover, we introduce an inpainting approach that leverages the depth information of NeRF scenes to distribute 2D edits across different images, ensuring robustness against errors and resampling challenges. Our results reveal that this methodology achieves more consistent, lifelike, and detailed edits than existing leading methods for text-driven NeRF scene editing.
Neural signature kernels as infinite-width-depth-limits of controlled ResNets
Motivated by the paradigm of reservoir computing, we consider randomly initialized controlled ResNets defined as Euler-discretizations of neural controlled differential equations (Neural CDEs), a unified architecture which enconpasses both RNNs and ResNets. We show that in the infinite-width-depth limit and under proper scaling, these architectures converge weakly to Gaussian processes indexed on some spaces of continuous paths and with kernels satisfying certain partial differential equations (PDEs) varying according to the choice of activation function, extending the results of Hayou (2022); Hayou & Yang (2023) to the controlled and homogeneous case. In the special, homogeneous, case where the activation is the identity, we show that the equation reduces to a linear PDE and the limiting kernel agrees with the signature kernel of Salvi et al. (2021a). We name this new family of limiting kernels neural signature kernels. Finally, we show that in the infinite-depth regime, finite-width controlled ResNets converge in distribution to Neural CDEs with random vector fields which, depending on whether the weights are shared across layers, are either time-independent and Gaussian or behave like a matrix-valued Brownian motion.
DiffDreamer: Towards Consistent Unsupervised Single-view Scene Extrapolation with Conditional Diffusion Models
Scene extrapolation -- the idea of generating novel views by flying into a given image -- is a promising, yet challenging task. For each predicted frame, a joint inpainting and 3D refinement problem has to be solved, which is ill posed and includes a high level of ambiguity. Moreover, training data for long-range scenes is difficult to obtain and usually lacks sufficient views to infer accurate camera poses. We introduce DiffDreamer, an unsupervised framework capable of synthesizing novel views depicting a long camera trajectory while training solely on internet-collected images of nature scenes. Utilizing the stochastic nature of the guided denoising steps, we train the diffusion models to refine projected RGBD images but condition the denoising steps on multiple past and future frames for inference. We demonstrate that image-conditioned diffusion models can effectively perform long-range scene extrapolation while preserving consistency significantly better than prior GAN-based methods. DiffDreamer is a powerful and efficient solution for scene extrapolation, producing impressive results despite limited supervision. Project page: https://primecai.github.io/diffdreamer.
Dyna-DM: Dynamic Object-aware Self-supervised Monocular Depth Maps
Self-supervised monocular depth estimation has been a subject of intense study in recent years, because of its applications in robotics and autonomous driving. Much of the recent work focuses on improving depth estimation by increasing architecture complexity. This paper shows that state-of-the-art performance can also be achieved by improving the learning process rather than increasing model complexity. More specifically, we propose (i) disregarding small potentially dynamic objects when training, and (ii) employing an appearance-based approach to separately estimate object pose for truly dynamic objects. We demonstrate that these simplifications reduce GPU memory usage by 29% and result in qualitatively and quantitatively improved depth maps. The code is available at https://github.com/kieran514/Dyna-DM.
