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SubscribeRobust RGB-D Fusion for Saliency Detection
Efficiently exploiting multi-modal inputs for accurate RGB-D saliency detection is a topic of high interest. Most existing works leverage cross-modal interactions to fuse the two streams of RGB-D for intermediate features' enhancement. In this process, a practical aspect of the low quality of the available depths has not been fully considered yet. In this work, we aim for RGB-D saliency detection that is robust to the low-quality depths which primarily appear in two forms: inaccuracy due to noise and the misalignment to RGB. To this end, we propose a robust RGB-D fusion method that benefits from (1) layer-wise, and (2) trident spatial, attention mechanisms. On the one hand, layer-wise attention (LWA) learns the trade-off between early and late fusion of RGB and depth features, depending upon the depth accuracy. On the other hand, trident spatial attention (TSA) aggregates the features from a wider spatial context to address the depth misalignment problem. The proposed LWA and TSA mechanisms allow us to efficiently exploit the multi-modal inputs for saliency detection while being robust against low-quality depths. Our experiments on five benchmark datasets demonstrate that the proposed fusion method performs consistently better than the state-of-the-art fusion alternatives.
DORNet: A Degradation Oriented and Regularized Network for Blind Depth Super-Resolution
Recent RGB-guided depth super-resolution methods have achieved impressive performance under the assumption of fixed and known degradation (e.g., bicubic downsampling). However, in real-world scenarios, captured depth data often suffer from unconventional and unknown degradation due to sensor limitations and complex imaging environments (e.g., low reflective surfaces, varying illumination). Consequently, the performance of these methods significantly declines when real-world degradation deviate from their assumptions. In this paper, we propose the Degradation Oriented and Regularized Network (DORNet), a novel framework designed to adaptively address unknown degradation in real-world scenes through implicit degradation representations. Our approach begins with the development of a self-supervised degradation learning strategy, which models the degradation representations of low-resolution depth data using routing selection-based degradation regularization. To facilitate effective RGB-D fusion, we further introduce a degradation-oriented feature transformation module that selectively propagates RGB content into the depth data based on the learned degradation priors. Extensive experimental results on both real and synthetic datasets demonstrate the superiority of our DORNet in handling unknown degradation, outperforming existing methods. The code is available at https://github.com/yanzq95/DORNet.
FusionVision: A comprehensive approach of 3D object reconstruction and segmentation from RGB-D cameras using YOLO and fast segment anything
In the realm of computer vision, the integration of advanced techniques into the processing of RGB-D camera inputs poses a significant challenge, given the inherent complexities arising from diverse environmental conditions and varying object appearances. Therefore, this paper introduces FusionVision, an exhaustive pipeline adapted for the robust 3D segmentation of objects in RGB-D imagery. Traditional computer vision systems face limitations in simultaneously capturing precise object boundaries and achieving high-precision object detection on depth map as they are mainly proposed for RGB cameras. To address this challenge, FusionVision adopts an integrated approach by merging state-of-the-art object detection techniques, with advanced instance segmentation methods. The integration of these components enables a holistic (unified analysis of information obtained from both color RGB and depth D channels) interpretation of RGB-D data, facilitating the extraction of comprehensive and accurate object information. The proposed FusionVision pipeline employs YOLO for identifying objects within the RGB image domain. Subsequently, FastSAM, an innovative semantic segmentation model, is applied to delineate object boundaries, yielding refined segmentation masks. The synergy between these components and their integration into 3D scene understanding ensures a cohesive fusion of object detection and segmentation, enhancing overall precision in 3D object segmentation. The code and pre-trained models are publicly available at https://github.com/safouaneelg/FusionVision/.
PointMBF: A Multi-scale Bidirectional Fusion Network for Unsupervised RGB-D Point Cloud Registration
Point cloud registration is a task to estimate the rigid transformation between two unaligned scans, which plays an important role in many computer vision applications. Previous learning-based works commonly focus on supervised registration, which have limitations in practice. Recently, with the advance of inexpensive RGB-D sensors, several learning-based works utilize RGB-D data to achieve unsupervised registration. However, most of existing unsupervised methods follow a cascaded design or fuse RGB-D data in a unidirectional manner, which do not fully exploit the complementary information in the RGB-D data. To leverage the complementary information more effectively, we propose a network implementing multi-scale bidirectional fusion between RGB images and point clouds generated from depth images. By bidirectionally fusing visual and geometric features in multi-scales, more distinctive deep features for correspondence estimation can be obtained, making our registration more accurate. Extensive experiments on ScanNet and 3DMatch demonstrate that our method achieves new state-of-the-art performance. Code will be released at https://github.com/phdymz/PointMBF
Bifurcated backbone strategy for RGB-D salient object detection
Multi-level feature fusion is a fundamental topic in computer vision. It has been exploited to detect, segment and classify objects at various scales. When multi-level features meet multi-modal cues, the optimal feature aggregation and multi-modal learning strategy become a hot potato. In this paper, we leverage the inherent multi-modal and multi-level nature of RGB-D salient object detection to devise a novel cascaded refinement network. In particular, first, we propose to regroup the multi-level features into teacher and student features using a bifurcated backbone strategy (BBS). Second, we introduce a depth-enhanced module (DEM) to excavate informative depth cues from the channel and spatial views. Then, RGB and depth modalities are fused in a complementary way. Our architecture, named Bifurcated Backbone Strategy Network (BBS-Net), is simple, efficient, and backbone-independent. Extensive experiments show that BBS-Net significantly outperforms eighteen SOTA models on eight challenging datasets under five evaluation measures, demonstrating the superiority of our approach (sim 4 % improvement in S-measure vs. the top-ranked model: DMRA-iccv2019). In addition, we provide a comprehensive analysis on the generalization ability of different RGB-D datasets and provide a powerful training set for future research.
Dual Mutual Learning Network with Global-local Awareness for RGB-D Salient Object Detection
RGB-D salient object detection (SOD), aiming to highlight prominent regions of a given scene by jointly modeling RGB and depth information, is one of the challenging pixel-level prediction tasks. Recently, the dual-attention mechanism has been devoted to this area due to its ability to strengthen the detection process. However, most existing methods directly fuse attentional cross-modality features under a manual-mandatory fusion paradigm without considering the inherent discrepancy between the RGB and depth, which may lead to a reduction in performance. Moreover, the long-range dependencies derived from global and local information make it difficult to leverage a unified efficient fusion strategy. Hence, in this paper, we propose the GL-DMNet, a novel dual mutual learning network with global-local awareness. Specifically, we present a position mutual fusion module and a channel mutual fusion module to exploit the interdependencies among different modalities in spatial and channel dimensions. Besides, we adopt an efficient decoder based on cascade transformer-infused reconstruction to integrate multi-level fusion features jointly. Extensive experiments on six benchmark datasets demonstrate that our proposed GL-DMNet performs better than 24 RGB-D SOD methods, achieving an average improvement of ~3% across four evaluation metrics compared to the second-best model (S3Net). Codes and results are available at https://github.com/kingkung2016/GL-DMNet.
Ground-Fusion: A Low-cost Ground SLAM System Robust to Corner Cases
We introduce Ground-Fusion, a low-cost sensor fusion simultaneous localization and mapping (SLAM) system for ground vehicles. Our system features efficient initialization, effective sensor anomaly detection and handling, real-time dense color mapping, and robust localization in diverse environments. We tightly integrate RGB-D images, inertial measurements, wheel odometer and GNSS signals within a factor graph to achieve accurate and reliable localization both indoors and outdoors. To ensure successful initialization, we propose an efficient strategy that comprises three different methods: stationary, visual, and dynamic, tailored to handle diverse cases. Furthermore, we develop mechanisms to detect sensor anomalies and degradation, handling them adeptly to maintain system accuracy. Our experimental results on both public and self-collected datasets demonstrate that Ground-Fusion outperforms existing low-cost SLAM systems in corner cases. We release the code and datasets at https://github.com/SJTU-ViSYS/Ground-Fusion.
FM-Fusion: Instance-aware Semantic Mapping Boosted by Vision-Language Foundation Models
Semantic mapping based on the supervised object detectors is sensitive to image distribution. In real-world environments, the object detection and segmentation performance can lead to a major drop, preventing the use of semantic mapping in a wider domain. On the other hand, the development of vision-language foundation models demonstrates a strong zero-shot transferability across data distribution. It provides an opportunity to construct generalizable instance-aware semantic maps. Hence, this work explores how to boost instance-aware semantic mapping from object detection generated from foundation models. We propose a probabilistic label fusion method to predict close-set semantic classes from open-set label measurements. An instance refinement module merges the over-segmented instances caused by inconsistent segmentation. We integrate all the modules into a unified semantic mapping system. Reading a sequence of RGB-D input, our work incrementally reconstructs an instance-aware semantic map. We evaluate the zero-shot performance of our method in ScanNet and SceneNN datasets. Our method achieves 40.3 mean average precision (mAP) on the ScanNet semantic instance segmentation task. It outperforms the traditional semantic mapping method significantly.
3D Reconstruction and Information Fusion between Dormant and Canopy Seasons in Commercial Orchards Using Deep Learning and Fast GICP
In orchard automation, dense foliage during the canopy season severely occludes tree structures, minimizing visibility to various canopy parts such as trunks and branches, which limits the ability of a machine vision system. However, canopy structure is more open and visible during the dormant season when trees are defoliated. In this work, we present an information fusion framework that integrates multi-seasonal structural data to support robotic and automated crop load management during the entire growing season. The framework combines high-resolution RGB-D imagery from both dormant and canopy periods using YOLOv9-Seg for instance segmentation, Kinect Fusion for 3D reconstruction, and Fast Generalized Iterative Closest Point (Fast GICP) for model alignment. Segmentation outputs from YOLOv9-Seg were used to extract depth-informed masks, which enabled accurate 3D point cloud reconstruction via Kinect Fusion; these reconstructed models from each season were subsequently aligned using Fast GICP to achieve spatially coherent multi-season fusion. The YOLOv9-Seg model, trained on manually annotated images, achieved a mean squared error (MSE) of 0.0047 and segmentation mAP@50 scores up to 0.78 for trunks in dormant season dataset. Kinect Fusion enabled accurate reconstruction of tree geometry, validated with field measurements resulting in root mean square errors (RMSE) of 5.23 mm for trunk diameter, 4.50 mm for branch diameter, and 13.72 mm for branch spacing. Fast GICP achieved precise cross-seasonal registration with a minimum fitness score of 0.00197, allowing integrated, comprehensive tree structure modeling despite heavy occlusions during the growing season. This fused structural representation enables robotic systems to access otherwise obscured architectural information, improving the precision of pruning, thinning, and other automated orchard operations.
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.
DenseFusion: 6D Object Pose Estimation by Iterative Dense Fusion
A key technical challenge in performing 6D object pose estimation from RGB-D image is to fully leverage the two complementary data sources. Prior works either extract information from the RGB image and depth separately or use costly post-processing steps, limiting their performances in highly cluttered scenes and real-time applications. In this work, we present DenseFusion, a generic framework for estimating 6D pose of a set of known objects from RGB-D images. DenseFusion is a heterogeneous architecture that processes the two data sources individually and uses a novel dense fusion network to extract pixel-wise dense feature embedding, from which the pose is estimated. Furthermore, we integrate an end-to-end iterative pose refinement procedure that further improves the pose estimation while achieving near real-time inference. Our experiments show that our method outperforms state-of-the-art approaches in two datasets, YCB-Video and LineMOD. We also deploy our proposed method to a real robot to grasp and manipulate objects based on the estimated pose.
Deep Equilibrium Multimodal Fusion
Multimodal fusion integrates the complementary information present in multiple modalities and has gained much attention recently. Most existing fusion approaches either learn a fixed fusion strategy during training and inference, or are only capable of fusing the information to a certain extent. Such solutions may fail to fully capture the dynamics of interactions across modalities especially when there are complex intra- and inter-modality correlations to be considered for informative multimodal fusion. In this paper, we propose a novel deep equilibrium (DEQ) method towards multimodal fusion via seeking a fixed point of the dynamic multimodal fusion process and modeling the feature correlations in an adaptive and recursive manner. This new way encodes the rich information within and across modalities thoroughly from low level to high level for efficacious downstream multimodal learning and is readily pluggable to various multimodal frameworks. Extensive experiments on BRCA, MM-IMDB, CMU-MOSI, SUN RGB-D, and VQA-v2 demonstrate the superiority of our DEQ fusion. More remarkably, DEQ fusion consistently achieves state-of-the-art performance on multiple multimodal benchmarks. The code will be released.
Towards Robust Sensor-Fusion Ground SLAM: A Comprehensive Benchmark and A Resilient Framework
Considerable advancements have been achieved in SLAM methods tailored for structured environments, yet their robustness under challenging corner cases remains a critical limitation. Although multi-sensor fusion approaches integrating diverse sensors have shown promising performance improvements, the research community faces two key barriers: On one hand, the lack of standardized and configurable benchmarks that systematically evaluate SLAM algorithms under diverse degradation scenarios hinders comprehensive performance assessment. While on the other hand, existing SLAM frameworks primarily focus on fusing a limited set of sensor types, without effectively addressing adaptive sensor selection strategies for varying environmental conditions. To bridge these gaps, we make three key contributions: First, we introduce M3DGR dataset: a sensor-rich benchmark with systematically induced degradation patterns including visual challenge, LiDAR degeneracy, wheel slippage and GNSS denial. Second, we conduct a comprehensive evaluation of forty SLAM systems on M3DGR, providing critical insights into their robustness and limitations under challenging real-world conditions. Third, we develop a resilient modular multi-sensor fusion framework named Ground-Fusion++, which demonstrates robust performance by coupling GNSS, RGB-D, LiDAR, IMU (Inertial Measurement Unit) and wheel odometry. Codes and datasets are publicly available.
PointFusion: Deep Sensor Fusion for 3D Bounding Box Estimation
We present PointFusion, a generic 3D object detection method that leverages both image and 3D point cloud information. Unlike existing methods that either use multi-stage pipelines or hold sensor and dataset-specific assumptions, PointFusion is conceptually simple and application-agnostic. The image data and the raw point cloud data are independently processed by a CNN and a PointNet architecture, respectively. The resulting outputs are then combined by a novel fusion network, which predicts multiple 3D box hypotheses and their confidences, using the input 3D points as spatial anchors. We evaluate PointFusion on two distinctive datasets: the KITTI dataset that features driving scenes captured with a lidar-camera setup, and the SUN-RGBD dataset that captures indoor environments with RGB-D cameras. Our model is the first one that is able to perform better or on-par with the state-of-the-art on these diverse datasets without any dataset-specific model tuning.
LeTFuser: Light-weight End-to-end Transformer-Based Sensor Fusion for Autonomous Driving with Multi-Task Learning
In end-to-end autonomous driving, the utilization of existing sensor fusion techniques for imitation learning proves inadequate in challenging situations that involve numerous dynamic agents. To address this issue, we introduce LeTFuser, a transformer-based algorithm for fusing multiple RGB-D camera representations. To perform perception and control tasks simultaneously, we utilize multi-task learning. Our model comprises of two modules, the first being the perception module that is responsible for encoding the observation data obtained from the RGB-D cameras. It carries out tasks such as semantic segmentation, semantic depth cloud mapping (SDC), and traffic light state recognition. Our approach employs the Convolutional vision Transformer (CvT) wu2021cvt to better extract and fuse features from multiple RGB cameras due to local and global feature extraction capability of convolution and transformer modules, respectively. Following this, the control module undertakes the decoding of the encoded characteristics together with supplementary data, comprising a rough simulator for static and dynamic environments, as well as various measurements, in order to anticipate the waypoints associated with a latent feature space. We use two methods to process these outputs and generate the vehicular controls (e.g. steering, throttle, and brake) levels. The first method uses a PID algorithm to follow the waypoints on the fly, whereas the second one directly predicts the control policy using the measurement features and environmental state. We evaluate the model and conduct a comparative analysis with recent models on the CARLA simulator using various scenarios, ranging from normal to adversarial conditions, to simulate real-world scenarios. Our code is available at https://github.com/pagand/e2etransfuser/tree/cvpr-w to facilitate future studies.
Gaussian-LIC: Real-Time Photo-Realistic SLAM with Gaussian Splatting and LiDAR-Inertial-Camera Fusion
In this paper, we present a real-time photo-realistic SLAM method based on marrying Gaussian Splatting with LiDAR-Inertial-Camera SLAM. Most existing radiance-field-based SLAM systems mainly focus on bounded indoor environments, equipped with RGB-D or RGB sensors. However, they are prone to decline when expanding to unbounded scenes or encountering adverse conditions, such as violent motions and changing illumination. In contrast, oriented to general scenarios, our approach additionally tightly fuses LiDAR, IMU, and camera for robust pose estimation and photo-realistic online mapping. To compensate for regions unobserved by the LiDAR, we propose to integrate both the triangulated visual points from images and LiDAR points for initializing 3D Gaussians. In addition, the modeling of the sky and varying camera exposure have been realized for high-quality rendering. Notably, we implement our system purely with C++ and CUDA, and meticulously design a series of strategies to accelerate the online optimization of the Gaussian-based scene representation. Extensive experiments demonstrate that our method outperforms its counterparts while maintaining real-time capability. Impressively, regarding photo-realistic mapping, our method with our estimated poses even surpasses all the compared approaches that utilize privileged ground-truth poses for mapping. Our code has been released on https://github.com/APRIL-ZJU/Gaussian-LIC.
LuSeg: Efficient Negative and Positive Obstacles Segmentation via Contrast-Driven Multi-Modal Feature Fusion on the Lunar
As lunar exploration missions grow increasingly complex, ensuring safe and autonomous rover-based surface exploration has become one of the key challenges in lunar exploration tasks. In this work, we have developed a lunar surface simulation system called the Lunar Exploration Simulator System (LESS) and the LunarSeg dataset, which provides RGB-D data for lunar obstacle segmentation that includes both positive and negative obstacles. Additionally, we propose a novel two-stage segmentation network called LuSeg. Through contrastive learning, it enforces semantic consistency between the RGB encoder from Stage I and the depth encoder from Stage II. Experimental results on our proposed LunarSeg dataset and additional public real-world NPO road obstacle dataset demonstrate that LuSeg achieves state-of-the-art segmentation performance for both positive and negative obstacles while maintaining a high inference speed of approximately 57\,Hz. We have released the implementation of our LESS system, LunarSeg dataset, and the code of LuSeg at:https://github.com/nubot-nudt/LuSeg.
ScanRefer: 3D Object Localization in RGB-D Scans using Natural Language
We introduce the task of 3D object localization in RGB-D scans using natural language descriptions. As input, we assume a point cloud of a scanned 3D scene along with a free-form description of a specified target object. To address this task, we propose ScanRefer, learning a fused descriptor from 3D object proposals and encoded sentence embeddings. This fused descriptor correlates language expressions with geometric features, enabling regression of the 3D bounding box of a target object. We also introduce the ScanRefer dataset, containing 51,583 descriptions of 11,046 objects from 800 ScanNet scenes. ScanRefer is the first large-scale effort to perform object localization via natural language expression directly in 3D.
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.
Deep Fusion Transformer Network with Weighted Vector-Wise Keypoints Voting for Robust 6D Object Pose Estimation
One critical challenge in 6D object pose estimation from a single RGBD image is efficient integration of two different modalities, i.e., color and depth. In this work, we tackle this problem by a novel Deep Fusion Transformer~(DFTr) block that can aggregate cross-modality features for improving pose estimation. Unlike existing fusion methods, the proposed DFTr can better model cross-modality semantic correlation by leveraging their semantic similarity, such that globally enhanced features from different modalities can be better integrated for improved information extraction. Moreover, to further improve robustness and efficiency, we introduce a novel weighted vector-wise voting algorithm that employs a non-iterative global optimization strategy for precise 3D keypoint localization while achieving near real-time inference. Extensive experiments show the effectiveness and strong generalization capability of our proposed 3D keypoint voting algorithm. Results on four widely used benchmarks also demonstrate that our method outperforms the state-of-the-art methods by large margins.
IAM: Enhancing RGB-D Instance Segmentation with New Benchmarks
Image segmentation is a vital task for providing human assistance and enhancing autonomy in our daily lives. In particular, RGB-D segmentation-leveraging both visual and depth cues-has attracted increasing attention as it promises richer scene understanding than RGB-only methods. However, most existing efforts have primarily focused on semantic segmentation and thus leave a critical gap. There is a relative scarcity of instance-level RGB-D segmentation datasets, which restricts current methods to broad category distinctions rather than fully capturing the fine-grained details required for recognizing individual objects. To bridge this gap, we introduce three RGB-D instance segmentation benchmarks, distinguished at the instance level. These datasets are versatile, supporting a wide range of applications from indoor navigation to robotic manipulation. In addition, we present an extensive evaluation of various baseline models on these benchmarks. This comprehensive analysis identifies both their strengths and shortcomings, guiding future work toward more robust, generalizable solutions. Finally, we propose a simple yet effective method for RGB-D data integration. Extensive evaluations affirm the effectiveness of our approach, offering a robust framework for advancing toward more nuanced scene understanding.
Dropping the D: RGB-D SLAM Without the Depth Sensor
We present DropD-SLAM, a real-time monocular SLAM system that achieves RGB-D-level accuracy without relying on depth sensors. The system replaces active depth input with three pretrained vision modules: a monocular metric depth estimator, a learned keypoint detector, and an instance segmentation network. Dynamic objects are suppressed using dilated instance masks, while static keypoints are assigned predicted depth values and backprojected into 3D to form metrically scaled features. These are processed by an unmodified RGB-D SLAM back end for tracking and mapping. On the TUM RGB-D benchmark, DropD-SLAM attains 7.4 cm mean ATE on static sequences and 1.8 cm on dynamic sequences, matching or surpassing state-of-the-art RGB-D methods while operating at 22 FPS on a single GPU. These results suggest that modern pretrained vision models can replace active depth sensors as reliable, real-time sources of metric scale, marking a step toward simpler and more cost-effective SLAM systems.
LiteReality: Graphics-Ready 3D Scene Reconstruction from RGB-D Scans
We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines -- such as object individuality, articulation, high-quality physically based rendering materials, and physically based interaction. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and objects with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar 3D artist-crafted models from a curated asset database. Next, the Material Painting module enhances realism by recovering high-quality, spatially varying materials. Finally, the reconstructed scene is integrated into a simulation engine with basic physical properties to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital twins. In addition, LiteReality introduces a training-free object retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD benchmark, along with a robust material painting module capable of transferring appearances from images of any style to 3D assets -- even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-life scans and public datasets. Project page: https://litereality.github.io; Video: https://www.youtube.com/watch?v=ecK9m3LXg2c
GauS-SLAM: Dense RGB-D SLAM with Gaussian Surfels
We propose GauS-SLAM, a dense RGB-D SLAM system that leverages 2D Gaussian surfels to achieve robust tracking and high-fidelity mapping. Our investigations reveal that Gaussian-based scene representations exhibit geometry distortion under novel viewpoints, which significantly degrades the accuracy of Gaussian-based tracking methods. These geometry inconsistencies arise primarily from the depth modeling of Gaussian primitives and the mutual interference between surfaces during the depth blending. To address these, we propose a 2D Gaussian-based incremental reconstruction strategy coupled with a Surface-aware Depth Rendering mechanism, which significantly enhances geometry accuracy and multi-view consistency. Additionally, the proposed local map design dynamically isolates visible surfaces during tracking, mitigating misalignment caused by occluded regions in global maps while maintaining computational efficiency with increasing Gaussian density. Extensive experiments across multiple datasets demonstrate that GauS-SLAM outperforms comparable methods, delivering superior tracking precision and rendering fidelity. The project page will be made available at https://gaus-slam.github.io.
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/
ASGrasp: Generalizable Transparent Object Reconstruction and Grasping from RGB-D Active Stereo Camera
In this paper, we tackle the problem of grasping transparent and specular objects. This issue holds importance, yet it remains unsolved within the field of robotics due to failure of recover their accurate geometry by depth cameras. For the first time, we propose ASGrasp, a 6-DoF grasp detection network that uses an RGB-D active stereo camera. ASGrasp utilizes a two-layer learning-based stereo network for the purpose of transparent object reconstruction, enabling material-agnostic object grasping in cluttered environments. In contrast to existing RGB-D based grasp detection methods, which heavily depend on depth restoration networks and the quality of depth maps generated by depth cameras, our system distinguishes itself by its ability to directly utilize raw IR and RGB images for transparent object geometry reconstruction. We create an extensive synthetic dataset through domain randomization, which is based on GraspNet-1Billion. Our experiments demonstrate that ASGrasp can achieve over 90% success rate for generalizable transparent object grasping in both simulation and the real via seamless sim-to-real transfer. Our method significantly outperforms SOTA networks and even surpasses the performance upper bound set by perfect visible point cloud inputs.Project page: https://pku-epic.github.io/ASGrasp
DIML/CVL RGB-D Dataset: 2M RGB-D Images of Natural Indoor and Outdoor Scenes
This manual is intended to provide a detailed description of the DIML/CVL RGB-D dataset. This dataset is comprised of 2M color images and their corresponding depth maps from a great variety of natural indoor and outdoor scenes. The indoor dataset was constructed using the Microsoft Kinect v2, while the outdoor dataset was built using the stereo cameras (ZED stereo camera and built-in stereo camera). Table I summarizes the details of our dataset, including acquisition, processing, format, and toolbox. Refer to Section II and III for more details.
MVOR: A Multi-view RGB-D Operating Room Dataset for 2D and 3D Human Pose Estimation
Person detection and pose estimation is a key requirement to develop intelligent context-aware assistance systems. To foster the development of human pose estimation methods and their applications in the Operating Room (OR), we release the Multi-View Operating Room (MVOR) dataset, the first public dataset recorded during real clinical interventions. It consists of 732 synchronized multi-view frames recorded by three RGB-D cameras in a hybrid OR. It also includes the visual challenges present in such environments, such as occlusions and clutter. We provide camera calibration parameters, color and depth frames, human bounding boxes, and 2D/3D pose annotations. In this paper, we present the dataset, its annotations, as well as baseline results from several recent person detection and 2D/3D pose estimation methods. Since we need to blur some parts of the images to hide identity and nudity in the released dataset, we also present a comparative study of how the baselines have been impacted by the blurring. Results show a large margin for improvement and suggest that the MVOR dataset can be useful to compare the performance of the different methods.
Matterport3D: Learning from RGB-D Data in Indoor Environments
Access to large, diverse RGB-D datasets is critical for training RGB-D scene understanding algorithms. However, existing datasets still cover only a limited number of views or a restricted scale of spaces. In this paper, we introduce Matterport3D, a large-scale RGB-D dataset containing 10,800 panoramic views from 194,400 RGB-D images of 90 building-scale scenes. Annotations are provided with surface reconstructions, camera poses, and 2D and 3D semantic segmentations. The precise global alignment and comprehensive, diverse panoramic set of views over entire buildings enable a variety of supervised and self-supervised computer vision tasks, including keypoint matching, view overlap prediction, normal prediction from color, semantic segmentation, and region classification.
Learning 3D Particle-based Simulators from RGB-D Videos
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views
3D cars are commonly used in self-driving systems, virtual/augmented reality, and games. However, existing 3D car datasets are either synthetic or low-quality, presenting a significant gap toward the high-quality real-world 3D car datasets and limiting their applications in practical scenarios. In this paper, we propose the first large-scale 3D real car dataset, termed 3DRealCar, offering three distinctive features. (1) High-Volume: 2,500 cars are meticulously scanned by 3D scanners, obtaining car images and point clouds with real-world dimensions; (2) High-Quality: Each car is captured in an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset contains various cars from over 100 brands, collected under three distinct lighting conditions, including reflective, standard, and dark. Additionally, we offer detailed car parsing maps for each instance to promote research in car parsing tasks. Moreover, we remove background point clouds and standardize the car orientation to a unified axis for the reconstruction only on cars without background and controllable rendering. We benchmark 3D reconstruction results with state-of-the-art methods across each lighting condition in 3DRealCar. Extensive experiments demonstrate that the standard lighting condition part of 3DRealCar can be used to produce a large number of high-quality 3D cars, improving various 2D and 3D tasks related to cars. Notably, our dataset brings insight into the fact that recent 3D reconstruction methods face challenges in reconstructing high-quality 3D cars under reflective and dark lighting conditions. red{https://xiaobiaodu.github.io/3drealcar/{Our dataset is available here.}}
Intent3D: 3D Object Detection in RGB-D Scans Based on Human Intention
In real-life scenarios, humans seek out objects in the 3D world to fulfill their daily needs or intentions. This inspires us to introduce 3D intention grounding, a new task in 3D object detection employing RGB-D, based on human intention, such as "I want something to support my back". Closely related, 3D visual grounding focuses on understanding human reference. To achieve detection based on human intention, it relies on humans to observe the scene, reason out the target that aligns with their intention ("pillow" in this case), and finally provide a reference to the AI system, such as "A pillow on the couch". Instead, 3D intention grounding challenges AI agents to automatically observe, reason and detect the desired target solely based on human intention. To tackle this challenge, we introduce the new Intent3D dataset, consisting of 44,990 intention texts associated with 209 fine-grained classes from 1,042 scenes of the ScanNet dataset. We also establish several baselines based on different language-based 3D object detection models on our benchmark. Finally, we propose IntentNet, our unique approach, designed to tackle this intention-based detection problem. It focuses on three key aspects: intention understanding, reasoning to identify object candidates, and cascaded adaptive learning that leverages the intrinsic priority logic of different losses for multiple objective optimization.
ARKitScenes: A Diverse Real-World Dataset For 3D Indoor Scene Understanding Using Mobile RGB-D Data
Scene understanding is an active research area. Commercial depth sensors, such as Kinect, have enabled the release of several RGB-D datasets over the past few years which spawned novel methods in 3D scene understanding. More recently with the launch of the LiDAR sensor in Apple's iPads and iPhones, high quality RGB-D data is accessible to millions of people on a device they commonly use. This opens a whole new era in scene understanding for the Computer Vision community as well as app developers. The fundamental research in scene understanding together with the advances in machine learning can now impact people's everyday experiences. However, transforming these scene understanding methods to real-world experiences requires additional innovation and development. In this paper we introduce ARKitScenes. It is not only the first RGB-D dataset that is captured with a now widely available depth sensor, but to our best knowledge, it also is the largest indoor scene understanding data released. In addition to the raw and processed data from the mobile device, ARKitScenes includes high resolution depth maps captured using a stationary laser scanner, as well as manually labeled 3D oriented bounding boxes for a large taxonomy of furniture. We further analyze the usefulness of the data for two downstream tasks: 3D object detection and color-guided depth upsampling. We demonstrate that our dataset can help push the boundaries of existing state-of-the-art methods and it introduces new challenges that better represent real-world scenarios.
3D-SIS: 3D Semantic Instance Segmentation of RGB-D Scans
We introduce 3D-SIS, a novel neural network architecture for 3D semantic instance segmentation in commodity RGB-D scans. The core idea of our method is to jointly learn from both geometric and color signal, thus enabling accurate instance predictions. Rather than operate solely on 2D frames, we observe that most computer vision applications have multi-view RGB-D input available, which we leverage to construct an approach for 3D instance segmentation that effectively fuses together these multi-modal inputs. Our network leverages high-resolution RGB input by associating 2D images with the volumetric grid based on the pose alignment of the 3D reconstruction. For each image, we first extract 2D features for each pixel with a series of 2D convolutions; we then backproject the resulting feature vector to the associated voxel in the 3D grid. This combination of 2D and 3D feature learning allows significantly higher accuracy object detection and instance segmentation than state-of-the-art alternatives. We show results on both synthetic and real-world public benchmarks, achieving an improvement in mAP of over 13 on real-world data.
Frustum PointNets for 3D Object Detection from RGB-D Data
In this work, we study 3D object detection from RGB-D data in both indoor and outdoor scenes. While previous methods focus on images or 3D voxels, often obscuring natural 3D patterns and invariances of 3D data, we directly operate on raw point clouds by popping up RGB-D scans. However, a key challenge of this approach is how to efficiently localize objects in point clouds of large-scale scenes (region proposal). Instead of solely relying on 3D proposals, our method leverages both mature 2D object detectors and advanced 3D deep learning for object localization, achieving efficiency as well as high recall for even small objects. Benefited from learning directly in raw point clouds, our method is also able to precisely estimate 3D bounding boxes even under strong occlusion or with very sparse points. Evaluated on KITTI and SUN RGB-D 3D detection benchmarks, our method outperforms the state of the art by remarkable margins while having real-time capability.
HOC-Search: Efficient CAD Model and Pose Retrieval from RGB-D Scans
We present an automated and efficient approach for retrieving high-quality CAD models of objects and their poses in a scene captured by a moving RGB-D camera. We first investigate various objective functions to measure similarity between a candidate CAD object model and the available data, and the best objective function appears to be a "render-and-compare" method comparing depth and mask rendering. We thus introduce a fast-search method that approximates an exhaustive search based on this objective function for simultaneously retrieving the object category, a CAD model, and the pose of an object given an approximate 3D bounding box. This method involves a search tree that organizes the CAD models and object properties including object category and pose for fast retrieval and an algorithm inspired by Monte Carlo Tree Search, that efficiently searches this tree. We show that this method retrieves CAD models that fit the real objects very well, with a speed-up factor of 10x to 120x compared to exhaustive search.
UNOPose: Unseen Object Pose Estimation with an Unposed RGB-D Reference Image
Unseen object pose estimation methods often rely on CAD models or multiple reference views, making the onboarding stage costly. To simplify reference acquisition, we aim to estimate the unseen object's pose through a single unposed RGB-D reference image. While previous works leverage reference images as pose anchors to limit the range of relative pose, our scenario presents significant challenges since the relative transformation could vary across the entire SE(3) space. Moreover, factors like occlusion, sensor noise, and extreme geometry could result in low viewpoint overlap. To address these challenges, we present a novel approach and benchmark, termed UNOPose, for unseen one-reference-based object pose estimation. Building upon a coarse-to-fine paradigm, UNOPose constructs an SE(3)-invariant reference frame to standardize object representation despite pose and size variations. To alleviate small overlap across viewpoints, we recalibrate the weight of each correspondence based on its predicted likelihood of being within the overlapping region. Evaluated on our proposed benchmark based on the BOP Challenge, UNOPose demonstrates superior performance, significantly outperforming traditional and learning-based methods in the one-reference setting and remaining competitive with CAD-model-based methods. The code and dataset are available at https://github.com/shanice-l/UNOPose.
Particle-Grid Neural Dynamics for Learning Deformable Object Models from RGB-D Videos
Modeling the dynamics of deformable objects is challenging due to their diverse physical properties and the difficulty of estimating states from limited visual information. We address these challenges with a neural dynamics framework that combines object particles and spatial grids in a hybrid representation. Our particle-grid model captures global shape and motion information while predicting dense particle movements, enabling the modeling of objects with varied shapes and materials. Particles represent object shapes, while the spatial grid discretizes the 3D space to ensure spatial continuity and enhance learning efficiency. Coupled with Gaussian Splattings for visual rendering, our framework achieves a fully learning-based digital twin of deformable objects and generates 3D action-conditioned videos. Through experiments, we demonstrate that our model learns the dynamics of diverse objects -- such as ropes, cloths, stuffed animals, and paper bags -- from sparse-view RGB-D recordings of robot-object interactions, while also generalizing at the category level to unseen instances. Our approach outperforms state-of-the-art learning-based and physics-based simulators, particularly in scenarios with limited camera views. Furthermore, we showcase the utility of our learned models in model-based planning, enabling goal-conditioned object manipulation across a range of tasks. The project page is available at https://kywind.github.io/pgnd .
UniPose: Unified Cross-modality Pose Prior Propagation towards RGB-D data for Weakly Supervised 3D Human Pose Estimation
In this paper, we present UniPose, a unified cross-modality pose prior propagation method for weakly supervised 3D human pose estimation (HPE) using unannotated single-view RGB-D sequences (RGB, depth, and point cloud data). UniPose transfers 2D HPE annotations from large-scale RGB datasets (e.g., MS COCO) to the 3D domain via self-supervised learning on easily acquired RGB-D sequences, eliminating the need for labor-intensive 3D keypoint annotations. This approach bridges the gap between 2D and 3D domains without suffering from issues related to multi-view camera calibration or synthetic-to-real data shifts. During training, UniPose leverages off-the-shelf 2D pose estimations as weak supervision for point cloud networks, incorporating spatial-temporal constraints like body symmetry and joint motion. The 2D-to-3D back-projection loss and cross-modality interaction further enhance this process. By treating the point cloud network's 3D HPE results as pseudo ground truth, our anchor-to-joint prediction method performs 3D lifting on RGB and depth networks, making it more robust against inaccuracies in 2D HPE results compared to state-of-the-art methods. Experiments on CMU Panoptic and ITOP datasets show that UniPose achieves comparable performance to fully supervised methods. Incorporating large-scale unlabeled data (e.g., NTU RGB+D 60) enhances its performance under challenging conditions, demonstrating its potential for practical applications. Our proposed 3D lifting method also achieves state-of-the-art results.
ANIM: Accurate Neural Implicit Model for Human Reconstruction from a single RGB-D image
Recent progress in human shape learning, shows that neural implicit models are effective in generating 3D human surfaces from limited number of views, and even from a single RGB image. However, existing monocular approaches still struggle to recover fine geometric details such as face, hands or cloth wrinkles. They are also easily prone to depth ambiguities that result in distorted geometries along the camera optical axis. In this paper, we explore the benefits of incorporating depth observations in the reconstruction process by introducing ANIM, a novel method that reconstructs arbitrary 3D human shapes from single-view RGB-D images with an unprecedented level of accuracy. Our model learns geometric details from both multi-resolution pixel-aligned and voxel-aligned features to leverage depth information and enable spatial relationships, mitigating depth ambiguities. We further enhance the quality of the reconstructed shape by introducing a depth-supervision strategy, which improves the accuracy of the signed distance field estimation of points that lie on the reconstructed surface. Experiments demonstrate that ANIM outperforms state-of-the-art works that use RGB, surface normals, point cloud or RGB-D data as input. In addition, we introduce ANIM-Real, a new multi-modal dataset comprising high-quality scans paired with consumer-grade RGB-D camera, and our protocol to fine-tune ANIM, enabling high-quality reconstruction from real-world human capture.
SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM
Dense simultaneous localization and mapping (SLAM) is pivotal for embodied scene understanding. Recent work has shown that 3D Gaussians enable high-quality reconstruction and real-time rendering of scenes using multiple posed cameras. In this light, we show for the first time that representing a scene by 3D Gaussians can enable dense SLAM using a single unposed monocular RGB-D camera. Our method, SplaTAM, addresses the limitations of prior radiance field-based representations, including fast rendering and optimization, the ability to determine if areas have been previously mapped, and structured map expansion by adding more Gaussians. We employ an online tracking and mapping pipeline while tailoring it to specifically use an underlying Gaussian representation and silhouette-guided optimization via differentiable rendering. Extensive experiments show that SplaTAM achieves up to 2X state-of-the-art performance in camera pose estimation, map construction, and novel-view synthesis, demonstrating its superiority over existing approaches, while allowing real-time rendering of a high-resolution dense 3D map.
FROSS: Faster-than-Real-Time Online 3D Semantic Scene Graph Generation from RGB-D Images
The ability to abstract complex 3D environments into simplified and structured representations is crucial across various domains. 3D semantic scene graphs (SSGs) achieve this by representing objects as nodes and their interrelationships as edges, facilitating high-level scene understanding. Existing methods for 3D SSG generation, however, face significant challenges, including high computational demands and non-incremental processing that hinder their suitability for real-time open-world applications. To address this issue, we propose FROSS (Faster-than-Real-Time Online 3D Semantic Scene Graph Generation), an innovative approach for online and faster-than-real-time 3D SSG generation that leverages the direct lifting of 2D scene graphs to 3D space and represents objects as 3D Gaussian distributions. This framework eliminates the dependency on precise and computationally-intensive point cloud processing. Furthermore, we extend the Replica dataset with inter-object relationship annotations, creating the ReplicaSSG dataset for comprehensive evaluation of FROSS. The experimental results from evaluations on ReplicaSSG and 3DSSG datasets show that FROSS can achieve superior performance while operating significantly faster than prior 3D SSG generation methods. Our implementation and dataset are publicly available at https://github.com/Howardkhh/FROSS.
ORB-SLAM2: an Open-Source SLAM System for Monocular, Stereo and RGB-D Cameras
We present ORB-SLAM2 a complete SLAM system for monocular, stereo and RGB-D cameras, including map reuse, loop closing and relocalization capabilities. The system works in real-time on standard CPUs in a wide variety of environments from small hand-held indoors sequences, to drones flying in industrial environments and cars driving around a city. Our back-end based on bundle adjustment with monocular and stereo observations allows for accurate trajectory estimation with metric scale. Our system includes a lightweight localization mode that leverages visual odometry tracks for unmapped regions and matches to map points that allow for zero-drift localization. The evaluation on 29 popular public sequences shows that our method achieves state-of-the-art accuracy, being in most cases the most accurate SLAM solution. We publish the source code, not only for the benefit of the SLAM community, but with the aim of being an out-of-the-box SLAM solution for researchers in other fields.
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.
Pseudo Depth Meets Gaussian: A Feed-forward RGB SLAM Baseline
Incrementally recovering real-sized 3D geometry from a pose-free RGB stream is a challenging task in 3D reconstruction, requiring minimal assumptions on input data. Existing methods can be broadly categorized into end-to-end and visual SLAM-based approaches, both of which either struggle with long sequences or depend on slow test-time optimization and depth sensors. To address this, we first integrate a depth estimator into an RGB-D SLAM system, but this approach is hindered by inaccurate geometric details in predicted depth. Through further investigation, we find that 3D Gaussian mapping can effectively solve this problem. Building on this, we propose an online 3D reconstruction method using 3D Gaussian-based SLAM, combined with a feed-forward recurrent prediction module to directly infer camera pose from optical flow. This approach replaces slow test-time optimization with fast network inference, significantly improving tracking speed. Additionally, we introduce a local graph rendering technique to enhance robustness in feed-forward pose prediction. Experimental results on the Replica and TUM-RGBD datasets, along with a real-world deployment demonstration, show that our method achieves performance on par with the state-of-the-art SplaTAM, while reducing tracking time by more than 90\%.
Coherent 3D Scene Diffusion From a Single RGB Image
We present a novel diffusion-based approach for coherent 3D scene reconstruction from a single RGB image. Our method utilizes an image-conditioned 3D scene diffusion model to simultaneously denoise the 3D poses and geometries of all objects within the scene. Motivated by the ill-posed nature of the task and to obtain consistent scene reconstruction results, we learn a generative scene prior by conditioning on all scene objects simultaneously to capture the scene context and by allowing the model to learn inter-object relationships throughout the diffusion process. We further propose an efficient surface alignment loss to facilitate training even in the absence of full ground-truth annotation, which is common in publicly available datasets. This loss leverages an expressive shape representation, which enables direct point sampling from intermediate shape predictions. By framing the task of single RGB image 3D scene reconstruction as a conditional diffusion process, our approach surpasses current state-of-the-art methods, achieving a 12.04% improvement in AP3D on SUN RGB-D and a 13.43% increase in F-Score on Pix3D.
You Only Pose Once: A Minimalist's Detection Transformer for Monocular RGB Category-level 9D Multi-Object Pose Estimation
Accurately recovering the full 9-DoF pose of unseen instances within specific categories from a single RGB image remains a core challenge for robotics and automation. Most existing solutions still rely on pseudo-depth, CAD models, or multi-stage cascades that separate 2D detection from pose estimation. Motivated by the need for a simpler, RGB-only alternative that learns directly at the category level, we revisit a longstanding question: Can object detection and 9-DoF pose estimation be unified with high performance, without any additional data? We show that they can with our method, YOPO, a single-stage, query-based framework that treats category-level 9-DoF estimation as a natural extension of 2D detection. YOPO augments a transformer detector with a lightweight pose head, a bounding-box-conditioned translation module, and a 6D-aware Hungarian matching cost. The model is trained end-to-end only with RGB images and category-level pose labels. Despite its minimalist design, YOPO sets a new state of the art on three benchmarks. On the REAL275 dataset, it achieves 79.6% IoU_{50} and 54.1% under the 10^circ10{cm} metric, surpassing prior RGB-only methods and closing much of the gap to RGB-D systems. The code, models, and additional qualitative results can be found on our project.
Zero-Shot Dual-Path Integration Framework for Open-Vocabulary 3D Instance Segmentation
Open-vocabulary 3D instance segmentation transcends traditional closed-vocabulary methods by enabling the identification of both previously seen and unseen objects in real-world scenarios. It leverages a dual-modality approach, utilizing both 3D point clouds and 2D multi-view images to generate class-agnostic object mask proposals. Previous efforts predominantly focused on enhancing 3D mask proposal models; consequently, the information that could come from 2D association to 3D was not fully exploited. This bias towards 3D data, while effective for familiar indoor objects, limits the system's adaptability to new and varied object types, where 2D models offer greater utility. Addressing this gap, we introduce Zero-Shot Dual-Path Integration Framework that equally values the contributions of both 3D and 2D modalities. Our framework comprises three components: 3D pathway, 2D pathway, and Dual-Path Integration. 3D pathway generates spatially accurate class-agnostic mask proposals of common indoor objects from 3D point cloud data using a pre-trained 3D model, while 2D pathway utilizes pre-trained open-vocabulary instance segmentation model to identify a diverse array of object proposals from multi-view RGB-D images. In Dual-Path Integration, our Conditional Integration process, which operates in two stages, filters and merges the proposals from both pathways adaptively. This process harmonizes output proposals to enhance segmentation capabilities. Our framework, utilizing pre-trained models in a zero-shot manner, is model-agnostic and demonstrates superior performance on both seen and unseen data, as evidenced by comprehensive evaluations on the ScanNet200 and qualitative results on ARKitScenes datasets.
The Audio-Visual BatVision Dataset for Research on Sight and Sound
Vision research showed remarkable success in understanding our world, propelled by datasets of images and videos. Sensor data from radar, LiDAR and cameras supports research in robotics and autonomous driving for at least a decade. However, while visual sensors may fail in some conditions, sound has recently shown potential to complement sensor data. Simulated room impulse responses (RIR) in 3D apartment-models became a benchmark dataset for the community, fostering a range of audiovisual research. In simulation, depth is predictable from sound, by learning bat-like perception with a neural network. Concurrently, the same was achieved in reality by using RGB-D images and echoes of chirping sounds. Biomimicking bat perception is an exciting new direction but needs dedicated datasets to explore the potential. Therefore, we collected the BatVision dataset to provide large-scale echoes in complex real-world scenes to the community. We equipped a robot with a speaker to emit chirps and a binaural microphone to record their echoes. Synchronized RGB-D images from the same perspective provide visual labels of traversed spaces. We sampled modern US office spaces to historic French university grounds, indoor and outdoor with large architectural variety. This dataset will allow research on robot echolocation, general audio-visual tasks and sound ph{\ae}nomena unavailable in simulated data. We show promising results for audio-only depth prediction and show how state-of-the-art work developed for simulated data can also succeed on our dataset. Project page: https://amandinebtto.github.io/Batvision-Dataset/
BIM Informed Visual SLAM for Construction Monitoring
Simultaneous Localization and Mapping (SLAM) is a key tool for monitoring construction sites, where aligning the evolving as-built state with the as-planned design enables early error detection and reduces costly rework. LiDAR-based SLAM achieves high geometric precision, but its sensors are typically large and power-demanding, limiting their use on portable platforms. Visual SLAM offers a practical alternative with lightweight cameras already embedded in most mobile devices. however, visually mapping construction environments remains challenging: repetitive layouts, occlusions, and incomplete or low-texture structures often cause drift in the trajectory map. To mitigate this, we propose an RGB-D SLAM system that incorporates the Building Information Model (BIM) as structural prior knowledge. Instead of relying solely on visual cues, our system continuously establishes correspondences between detected wall and their BIM counterparts, which are then introduced as constraints in the back-end optimization. The proposed method operates in real time and has been validated on real construction sites, reducing trajectory error by an average of 23.71% and map RMSE by 7.14% compared to visual SLAM baselines. These results demonstrate that BIM constraints enable reliable alignment of the digital plan with the as-built scene, even under partially constructed conditions.
Diffusion Priors for Dynamic View Synthesis from Monocular Videos
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
RaySt3R: Predicting Novel Depth Maps for Zero-Shot Object Completion
3D shape completion has broad applications in robotics, digital twin reconstruction, and extended reality (XR). Although recent advances in 3D object and scene completion have achieved impressive results, existing methods lack 3D consistency, are computationally expensive, and struggle to capture sharp object boundaries. Our work (RaySt3R) addresses these limitations by recasting 3D shape completion as a novel view synthesis problem. Specifically, given a single RGB-D image and a novel viewpoint (encoded as a collection of query rays), we train a feedforward transformer to predict depth maps, object masks, and per-pixel confidence scores for those query rays. RaySt3R fuses these predictions across multiple query views to reconstruct complete 3D shapes. We evaluate RaySt3R on synthetic and real-world datasets, and observe it achieves state-of-the-art performance, outperforming the baselines on all datasets by up to 44% in 3D chamfer distance. Project page: https://rayst3r.github.io
Dynam3D: Dynamic Layered 3D Tokens Empower VLM for Vision-and-Language Navigation
Vision-and-Language Navigation (VLN) is a core task where embodied agents leverage their spatial mobility to navigate in 3D environments toward designated destinations based on natural language instructions. Recently, video-language large models (Video-VLMs) with strong generalization capabilities and rich commonsense knowledge have shown remarkable performance when applied to VLN tasks. However, these models still encounter the following challenges when applied to real-world 3D navigation: 1) Insufficient understanding of 3D geometry and spatial semantics; 2) Limited capacity for large-scale exploration and long-term environmental memory; 3) Poor adaptability to dynamic and changing environments.To address these limitations, we propose Dynam3D, a dynamic layered 3D representation model that leverages language-aligned, generalizable, and hierarchical 3D representations as visual input to train 3D-VLM in navigation action prediction. Given posed RGB-D images, our Dynam3D projects 2D CLIP features into 3D space and constructs multi-level 3D patch-instance-zone representations for 3D geometric and semantic understanding with a dynamic and layer-wise update strategy. Our Dynam3D is capable of online encoding and localization of 3D instances, and dynamically updates them in changing environments to provide large-scale exploration and long-term memory capabilities for navigation. By leveraging large-scale 3D-language pretraining and task-specific adaptation, our Dynam3D sets new state-of-the-art performance on VLN benchmarks including R2R-CE, REVERIE-CE and NavRAG-CE under monocular settings. Furthermore, experiments for pre-exploration, lifelong memory, and real-world robot validate the effectiveness of practical deployment.
KV-Tracker: Real-Time Pose Tracking with Transformers
Multi-view 3D geometry networks offer a powerful prior but are prohibitively slow for real-time applications. We propose a novel way to adapt them for online use, enabling real-time 6-DoF pose tracking and online reconstruction of objects and scenes from monocular RGB videos. Our method rapidly selects and manages a set of images as keyframes to map a scene or object via π^3 with full bidirectional attention. We then cache the global self-attention block's key-value (KV) pairs and use them as the sole scene representation for online tracking. This allows for up to 15times speedup during inference without the fear of drift or catastrophic forgetting. Our caching strategy is model-agnostic and can be applied to other off-the-shelf multi-view networks without retraining. We demonstrate KV-Tracker on both scene-level tracking and the more challenging task of on-the-fly object tracking and reconstruction without depth measurements or object priors. Experiments on the TUM RGB-D, 7-Scenes, Arctic and OnePose datasets show the strong performance of our system while maintaining high frame-rates up to {sim}27 FPS.
AutoScape: Geometry-Consistent Long-Horizon Scene Generation
This paper proposes AutoScape, a long-horizon driving scene generation framework. At its core is a novel RGB-D diffusion model that iteratively generates sparse, geometrically consistent keyframes, serving as reliable anchors for the scene's appearance and geometry. To maintain long-range geometric consistency, the model 1) jointly handles image and depth in a shared latent space, 2) explicitly conditions on the existing scene geometry (i.e., rendered point clouds) from previously generated keyframes, and 3) steers the sampling process with a warp-consistent guidance. Given high-quality RGB-D keyframes, a video diffusion model then interpolates between them to produce dense and coherent video frames. AutoScape generates realistic and geometrically consistent driving videos of over 20 seconds, improving the long-horizon FID and FVD scores over the prior state-of-the-art by 48.6\% and 43.0\%, respectively.
MS-CLR: Multi-Skeleton Contrastive Learning for Human Action Recognition
Contrastive learning has gained significant attention in skeleton-based action recognition for its ability to learn robust representations from unlabeled data. However, existing methods rely on a single skeleton convention, which limits their ability to generalize across datasets with diverse joint structures and anatomical coverage. We propose Multi-Skeleton Contrastive Learning (MS-CLR), a general self-supervised framework that aligns pose representations across multiple skeleton conventions extracted from the same sequence. This encourages the model to learn structural invariances and capture diverse anatomical cues, resulting in more expressive and generalizable features. To support this, we adapt the ST-GCN architecture to handle skeletons with varying joint layouts and scales through a unified representation scheme. Experiments on the NTU RGB+D 60 and 120 datasets demonstrate that MS-CLR consistently improves performance over strong single-skeleton contrastive learning baselines. A multi-skeleton ensemble further boosts performance, setting new state-of-the-art results on both datasets.
EPFL-Smart-Kitchen-30: Densely annotated cooking dataset with 3D kinematics to challenge video and language models
Understanding behavior requires datasets that capture humans while carrying out complex tasks. The kitchen is an excellent environment for assessing human motor and cognitive function, as many complex actions are naturally exhibited in kitchens from chopping to cleaning. Here, we introduce the EPFL-Smart-Kitchen-30 dataset, collected in a noninvasive motion capture platform inside a kitchen environment. Nine static RGB-D cameras, inertial measurement units (IMUs) and one head-mounted HoloLens~2 headset were used to capture 3D hand, body, and eye movements. The EPFL-Smart-Kitchen-30 dataset is a multi-view action dataset with synchronized exocentric, egocentric, depth, IMUs, eye gaze, body and hand kinematics spanning 29.7 hours of 16 subjects cooking four different recipes. Action sequences were densely annotated with 33.78 action segments per minute. Leveraging this multi-modal dataset, we propose four benchmarks to advance behavior understanding and modeling through 1) a vision-language benchmark, 2) a semantic text-to-motion generation benchmark, 3) a multi-modal action recognition benchmark, 4) a pose-based action segmentation benchmark. We expect the EPFL-Smart-Kitchen-30 dataset to pave the way for better methods as well as insights to understand the nature of ecologically-valid human behavior. Code and data are available at https://github.com/amathislab/EPFL-Smart-Kitchen
Category-level Object Detection, Pose Estimation and Reconstruction from Stereo Images
We study the 3D object understanding task for manipulating everyday objects with different material properties (diffuse, specular, transparent and mixed). Existing monocular and RGB-D methods suffer from scale ambiguity due to missing or imprecise depth measurements. We present CODERS, a one-stage approach for Category-level Object Detection, pose Estimation and Reconstruction from Stereo images. The base of our pipeline is an implicit stereo matching module that combines stereo image features with 3D position information. Concatenating this presented module and the following transform-decoder architecture leads to end-to-end learning of multiple tasks required by robot manipulation. Our approach significantly outperforms all competing methods in the public TOD dataset. Furthermore, trained on simulated data, CODERS generalize well to unseen category-level object instances in real-world robot manipulation experiments. Our dataset, code, and demos will be available on our project page.
UAV-assisted Visual SLAM Generating Reconstructed 3D Scene Graphs in GPS-denied Environments
Aerial robots play a vital role in various applications where the situational awareness of the robots concerning the environment is a fundamental demand. As one such use case, drones in GPS-denied environments require equipping with different sensors (e.g., vision sensors) that provide reliable sensing results while performing pose estimation and localization. In this paper, reconstructing the maps of indoor environments alongside generating 3D scene graphs for a high-level representation using a camera mounted on a drone is targeted. Accordingly, an aerial robot equipped with a companion computer and an RGB-D camera was built and employed to be appropriately integrated with a Visual Simultaneous Localization and Mapping (VSLAM) framework proposed by the authors. To enhance the situational awareness of the robot while reconstructing maps, various structural elements, including doors and walls, were labeled with printed fiducial markers, and a dictionary of the topological relations among them was fed to the system. The VSLAM system detects markers and reconstructs the map of the indoor areas enriched with higher-level semantic entities, including corridors and rooms. Another achievement is generating multi-layered vision-based situational graphs containing enhanced hierarchical representations of the indoor environment. In this regard, integrating VSLAM into the employed drone is the primary target of this paper to provide an end-to-end robot application for GPS-denied environments. To show the practicality of the system, various real-world condition experiments have been conducted in indoor scenarios with dissimilar structural layouts. Evaluations show the proposed drone application can perform adequately w.r.t. the ground-truth data and its baseline.
DFormer: Rethinking RGBD Representation Learning for Semantic Segmentation
We present DFormer, a novel RGB-D pretraining framework to learn transferable representations for RGB-D segmentation tasks. DFormer has two new key innovations: 1) Unlike previous works that encode RGB-D information with RGB pretrained backbone, we pretrain the backbone using image-depth pairs from ImageNet-1K, and hence the DFormer is endowed with the capacity to encode RGB-D representations; 2) DFormer comprises a sequence of RGB-D blocks, which are tailored for encoding both RGB and depth information through a novel building block design. DFormer avoids the mismatched encoding of the 3D geometry relationships in depth maps by RGB pretrained backbones, which widely lies in existing methods but has not been resolved. We finetune the pretrained DFormer on two popular RGB-D tasks, i.e., RGB-D semantic segmentation and RGB-D salient object detection, with a lightweight decoder head. Experimental results show that our DFormer achieves new state-of-the-art performance on these two tasks with less than half of the computational cost of the current best methods on two RGB-D semantic segmentation datasets and five RGB-D salient object detection datasets. Our code is available at: https://github.com/VCIP-RGBD/DFormer.
3D-VisTA: Pre-trained Transformer for 3D Vision and Text Alignment
3D vision-language grounding (3D-VL) is an emerging field that aims to connect the 3D physical world with natural language, which is crucial for achieving embodied intelligence. Current 3D-VL models rely heavily on sophisticated modules, auxiliary losses, and optimization tricks, which calls for a simple and unified model. In this paper, we propose 3D-VisTA, a pre-trained Transformer for 3D Vision and Text Alignment that can be easily adapted to various downstream tasks. 3D-VisTA simply utilizes self-attention layers for both single-modal modeling and multi-modal fusion without any sophisticated task-specific design. To further enhance its performance on 3D-VL tasks, we construct ScanScribe, the first large-scale 3D scene-text pairs dataset for 3D-VL pre-training. ScanScribe contains 2,995 RGB-D scans for 1,185 unique indoor scenes originating from ScanNet and 3R-Scan datasets, along with paired 278K scene descriptions generated from existing 3D-VL tasks, templates, and GPT-3. 3D-VisTA is pre-trained on ScanScribe via masked language/object modeling and scene-text matching. It achieves state-of-the-art results on various 3D-VL tasks, ranging from visual grounding and dense captioning to question answering and situated reasoning. Moreover, 3D-VisTA demonstrates superior data efficiency, obtaining strong performance even with limited annotations during downstream task fine-tuning.
TS-RGBD Dataset: a Novel Dataset for Theatre Scenes Description for People with Visual Impairments
Computer vision was long a tool used for aiding visually impaired people to move around their environment and avoid obstacles and falls. Solutions are limited to either indoor or outdoor scenes, which limits the kind of places and scenes visually disabled people can be in, including entertainment places such as theatres. Furthermore, most of the proposed computer-vision-based methods rely on RGB benchmarks to train their models resulting in a limited performance due to the absence of the depth modality. In this paper, we propose a novel RGB-D dataset containing theatre scenes with ground truth human actions and dense captions annotations for image captioning and human action recognition: TS-RGBD dataset. It includes three types of data: RGB, depth, and skeleton sequences, captured by Microsoft Kinect. We test image captioning models on our dataset as well as some skeleton-based human action recognition models in order to extend the range of environment types where a visually disabled person can be, by detecting human actions and textually describing appearances of regions of interest in theatre scenes.
KITE: Keypoint-Conditioned Policies for Semantic Manipulation
While natural language offers a convenient shared interface for humans and robots, enabling robots to interpret and follow language commands remains a longstanding challenge in manipulation. A crucial step to realizing a performant instruction-following robot is achieving semantic manipulation, where a robot interprets language at different specificities, from high-level instructions like "Pick up the stuffed animal" to more detailed inputs like "Grab the left ear of the elephant." To tackle this, we propose Keypoints + Instructions to Execution (KITE), a two-step framework for semantic manipulation which attends to both scene semantics (distinguishing between different objects in a visual scene) and object semantics (precisely localizing different parts within an object instance). KITE first grounds an input instruction in a visual scene through 2D image keypoints, providing a highly accurate object-centric bias for downstream action inference. Provided an RGB-D scene observation, KITE then executes a learned keypoint-conditioned skill to carry out the instruction. The combined precision of keypoints and parameterized skills enables fine-grained manipulation with generalization to scene and object variations. Empirically, we demonstrate KITE in 3 real-world environments: long-horizon 6-DoF tabletop manipulation, semantic grasping, and a high-precision coffee-making task. In these settings, KITE achieves a 75%, 70%, and 71% overall success rate for instruction-following, respectively. KITE outperforms frameworks that opt for pre-trained visual language models over keypoint-based grounding, or omit skills in favor of end-to-end visuomotor control, all while being trained from fewer or comparable amounts of demonstrations. Supplementary material, datasets, code, and videos can be found on our website: http://tinyurl.com/kite-site.
vMAP: Vectorised Object Mapping for Neural Field SLAM
We present vMAP, an object-level dense SLAM system using neural field representations. Each object is represented by a small MLP, enabling efficient, watertight object modelling without the need for 3D priors. As an RGB-D camera browses a scene with no prior information, vMAP detects object instances on-the-fly, and dynamically adds them to its map. Specifically, thanks to the power of vectorised training, vMAP can optimise as many as 50 individual objects in a single scene, with an extremely efficient training speed of 5Hz map update. We experimentally demonstrate significantly improved scene-level and object-level reconstruction quality compared to prior neural field SLAM systems. Project page: https://kxhit.github.io/vMAP.
Recognition of 26 Degrees of Freedom of Hands Using Model-based approach and Depth-Color Images
In this study, we present an model-based approach to recognize full 26 degrees of freedom of a human hand. Input data include RGB-D images acquired from a Kinect camera and a 3D model of the hand constructed from its anatomy and graphical matrices. A cost function is then defined so that its minimum value is achieved when the model and observation images are matched. To solve the optimization problem in 26 dimensional space, the particle swarm optimization algorimth with improvements are used. In addition, parallel computation in graphical processing units (GPU) is utilized to handle computationally expensive tasks. Simulation and experimental results show that the system can recognize 26 degrees of freedom of hands with the processing time of 0.8 seconds per frame. The algorithm is robust to noise and the hardware requirement is simple with a single camera.
Surface Reconstruction from Gaussian Splatting via Novel Stereo Views
The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.
SkeletonX: Data-Efficient Skeleton-based Action Recognition via Cross-sample Feature Aggregation
While current skeleton action recognition models demonstrate impressive performance on large-scale datasets, their adaptation to new application scenarios remains challenging. These challenges are particularly pronounced when facing new action categories, diverse performers, and varied skeleton layouts, leading to significant performance degeneration. Additionally, the high cost and difficulty of collecting skeleton data make large-scale data collection impractical. This paper studies one-shot and limited-scale learning settings to enable efficient adaptation with minimal data. Existing approaches often overlook the rich mutual information between labeled samples, resulting in sub-optimal performance in low-data scenarios. To boost the utility of labeled data, we identify the variability among performers and the commonality within each action as two key attributes. We present SkeletonX, a lightweight training pipeline that integrates seamlessly with existing GCN-based skeleton action recognizers, promoting effective training under limited labeled data. First, we propose a tailored sample pair construction strategy on two key attributes to form and aggregate sample pairs. Next, we develop a concise and effective feature aggregation module to process these pairs. Extensive experiments are conducted on NTU RGB+D, NTU RGB+D 120, and PKU-MMD with various GCN backbones, demonstrating that the pipeline effectively improves performance when trained from scratch with limited data. Moreover, it surpasses previous state-of-the-art methods in the one-shot setting, with only 1/10 of the parameters and much fewer FLOPs. The code and data are available at: https://github.com/zzysteve/SkeletonX
OSMa-Bench: Evaluating Open Semantic Mapping Under Varying Lighting Conditions
Open Semantic Mapping (OSM) is a key technology in robotic perception, combining semantic segmentation and SLAM techniques. This paper introduces a dynamically configurable and highly automated LLM/LVLM-powered pipeline for evaluating OSM solutions called OSMa-Bench (Open Semantic Mapping Benchmark). The study focuses on evaluating state-of-the-art semantic mapping algorithms under varying indoor lighting conditions, a critical challenge in indoor environments. We introduce a novel dataset with simulated RGB-D sequences and ground truth 3D reconstructions, facilitating the rigorous analysis of mapping performance across different lighting conditions. Through experiments on leading models such as ConceptGraphs, BBQ and OpenScene, we evaluate the semantic fidelity of object recognition and segmentation. Additionally, we introduce a Scene Graph evaluation method to analyze the ability of models to interpret semantic structure. The results provide insights into the robustness of these models, forming future research directions for developing resilient and adaptable robotic systems. Project page is available at https://be2rlab.github.io/OSMa-Bench/.
Look, Zoom, Understand: The Robotic Eyeball for Embodied Perception
In embodied AI perception systems, visual perception should be active: the goal is not to passively process static images, but to actively acquire more informative data within pixel and spatial budget constraints. Existing vision models and fixed RGB-D camera systems fundamentally fail to reconcile wide-area coverage with fine-grained detail acquisition, severely limiting their efficacy in open-world robotic applications. To address this issue, we propose EyeVLA, a robotic eyeball for active visual perception that can take proactive actions based on instructions, enabling clear observation of fine-grained target objects and detailed information across a wide spatial extent. EyeVLA discretizes action behaviors into action tokens and integrates them with vision-language models (VLMs) that possess strong open-world understanding capabilities, enabling joint modeling of vision, language, and actions within a single autoregressive sequence. By using the 2D bounding box coordinates to guide the reasoning chain and applying reinforcement learning to refine the viewpoint selection policy, we transfer the open-world scene understanding capability of the VLM to a vision language action (VLA) policy using only minimal real-world data. Experiments show that our system efficiently performs instructed scenes in real-world environments and actively acquires more accurate visual information through instruction-driven actions of rotation and zoom, thereby achieving strong environmental perception capabilities. EyeVLA introduces a novel robotic vision system that leverages detailed and spatially rich, large-scale embodied data, and actively acquires highly informative visual observations for downstream embodied tasks.
3D Reconstruction with Generalizable Neural Fields using Scene Priors
High-fidelity 3D scene reconstruction has been substantially advanced by recent progress in neural fields. However, most existing methods train a separate network from scratch for each individual scene. This is not scalable, inefficient, and unable to yield good results given limited views. While learning-based multi-view stereo methods alleviate this issue to some extent, their multi-view setting makes it less flexible to scale up and to broad applications. Instead, we introduce training generalizable Neural Fields incorporating scene Priors (NFPs). The NFP network maps any single-view RGB-D image into signed distance and radiance values. A complete scene can be reconstructed by merging individual frames in the volumetric space WITHOUT a fusion module, which provides better flexibility. The scene priors can be trained on large-scale datasets, allowing for fast adaptation to the reconstruction of a new scene with fewer views. NFP not only demonstrates SOTA scene reconstruction performance and efficiency, but it also supports single-image novel-view synthesis, which is underexplored in neural fields. More qualitative results are available at: https://oasisyang.github.io/neural-prior
DexCanvas: Bridging Human Demonstrations and Robot Learning for Dexterous Manipulation
We present DexCanvas, a large-scale hybrid real-synthetic human manipulation dataset containing 7,000 hours of dexterous hand-object interactions seeded from 70 hours of real human demonstrations, organized across 21 fundamental manipulation types based on the Cutkosky taxonomy. Each entry combines synchronized multi-view RGB-D, high-precision mocap with MANO hand parameters, and per-frame contact points with physically consistent force profiles. Our real-to-sim pipeline uses reinforcement learning to train policies that control an actuated MANO hand in physics simulation, reproducing human demonstrations while discovering the underlying contact forces that generate the observed object motion. DexCanvas is the first manipulation dataset to combine large-scale real demonstrations, systematic skill coverage based on established taxonomies, and physics-validated contact annotations. The dataset can facilitate research in robotic manipulation learning, contact-rich control, and skill transfer across different hand morphologies.
VT-LVLM-AR: A Video-Temporal Large Vision-Language Model Adapter for Fine-Grained Action Recognition in Long-Term Videos
Human action recognition in long-term videos, characterized by complex backgrounds and subtle action differences, poses significant challenges for traditional deep learning models due to computational overhead, difficulty in capturing long-range temporal dependencies, and limited semantic understanding. While Large Language Models (LLMs) and Large Vision-Language Models (LVLMs) have shown remarkable capabilities in multi-modal understanding and reasoning, their direct application to continuous video streams for fine-grained action recognition remains an open problem. This paper introduces VT-LVLM-AR (Video-Temporal Large Vision-Language Model Adapter for Action Recognition), a novel framework designed to bridge this gap. VT-LVLM-AR comprises a Video-to-Event Mapper (VTEM) that efficiently transforms raw video into compact, semantically rich, and temporally coherent "visual event sequences" through lightweight spatio-temporal feature extraction, adaptive temporal pooling, and conceptual quantization with an event coherence bias. These visual event sequences are then fed into an LVLM-based Action Reasoning module, specifically a frozen LLaVA-1.5 model, adapted using parameter-efficient Prompt Tuning (P-Tuning v2) for action classification. Comprehensive evaluations on the NTU RGB+D and NTU RGB+D 120 datasets demonstrate that VT-LVLM-AR consistently achieves state-of-the-art performance, surpassing existing methods (e.g., 94.1% accuracy on NTU RGB+D X-Sub). Ablation studies confirm the critical contributions of VTEM's components and the efficacy of Prompt Tuning, while human evaluations underscore the interpretability of our visual event representations. This work highlights the immense potential of leveraging LVLMs for robust and interpretable video action understanding through effective video-to-language translation and efficient model adaptation.
Weak Cube R-CNN: Weakly Supervised 3D Detection using only 2D Bounding Boxes
Monocular 3D object detection is an essential task in computer vision, and it has several applications in robotics and virtual reality. However, 3D object detectors are typically trained in a fully supervised way, relying extensively on 3D labeled data, which is labor-intensive and costly to annotate. This work focuses on weakly-supervised 3D detection to reduce data needs using a monocular method that leverages a singlecamera system over expensive LiDAR sensors or multi-camera setups. We propose a general model Weak Cube R-CNN, which can predict objects in 3D at inference time, requiring only 2D box annotations for training by exploiting the relationship between 2D projections of 3D cubes. Our proposed method utilizes pre-trained frozen foundation 2D models to estimate depth and orientation information on a training set. We use these estimated values as pseudo-ground truths during training. We design loss functions that avoid 3D labels by incorporating information from the external models into the loss. In this way, we aim to implicitly transfer knowledge from these large foundation 2D models without having access to 3D bounding box annotations. Experimental results on the SUN RGB-D dataset show increased performance in accuracy compared to an annotation time equalized Cube R-CNN baseline. While not precise for centimetre-level measurements, this method provides a strong foundation for further research.
MoMa-Kitchen: A 100K+ Benchmark for Affordance-Grounded Last-Mile Navigation in Mobile Manipulation
In mobile manipulation, navigation and manipulation are often treated as separate problems, resulting in a significant gap between merely approaching an object and engaging with it effectively. Many navigation approaches primarily define success by proximity to the target, often overlooking the necessity for optimal positioning that facilitates subsequent manipulation. To address this, we introduce MoMa-Kitchen, a benchmark dataset comprising over 100k samples that provide training data for models to learn optimal final navigation positions for seamless transition to manipulation. Our dataset includes affordance-grounded floor labels collected from diverse kitchen environments, in which robotic mobile manipulators of different models attempt to grasp target objects amidst clutter. Using a fully automated pipeline, we simulate diverse real-world scenarios and generate affordance labels for optimal manipulation positions. Visual data are collected from RGB-D inputs captured by a first-person view camera mounted on the robotic arm, ensuring consistency in viewpoint during data collection. We also develop a lightweight baseline model, NavAff, for navigation affordance grounding that demonstrates promising performance on the MoMa-Kitchen benchmark. Our approach enables models to learn affordance-based final positioning that accommodates different arm types and platform heights, thereby paving the way for more robust and generalizable integration of navigation and manipulation in embodied AI. Project page: https://momakitchen.github.io/{https://momakitchen.github.io/}.
MM-OR: A Large Multimodal Operating Room Dataset for Semantic Understanding of High-Intensity Surgical Environments
Operating rooms (ORs) are complex, high-stakes environments requiring precise understanding of interactions among medical staff, tools, and equipment for enhancing surgical assistance, situational awareness, and patient safety. Current datasets fall short in scale, realism and do not capture the multimodal nature of OR scenes, limiting progress in OR modeling. To this end, we introduce MM-OR, a realistic and large-scale multimodal spatiotemporal OR dataset, and the first dataset to enable multimodal scene graph generation. MM-OR captures comprehensive OR scenes containing RGB-D data, detail views, audio, speech transcripts, robotic logs, and tracking data and is annotated with panoptic segmentations, semantic scene graphs, and downstream task labels. Further, we propose MM2SG, the first multimodal large vision-language model for scene graph generation, and through extensive experiments, demonstrate its ability to effectively leverage multimodal inputs. Together, MM-OR and MM2SG establish a new benchmark for holistic OR understanding, and open the path towards multimodal scene analysis in complex, high-stakes environments. Our code, and data is available at https://github.com/egeozsoy/MM-OR.
Visual IRL for Human-Like Robotic Manipulation
We present a novel method for collaborative robots (cobots) to learn manipulation tasks and perform them in a human-like manner. Our method falls under the learn-from-observation (LfO) paradigm, where robots learn to perform tasks by observing human actions, which facilitates quicker integration into industrial settings compared to programming from scratch. We introduce Visual IRL that uses the RGB-D keypoints in each frame of the observed human task performance directly as state features, which are input to inverse reinforcement learning (IRL). The inversely learned reward function, which maps keypoints to reward values, is transferred from the human to the cobot using a novel neuro-symbolic dynamics model, which maps human kinematics to the cobot arm. This model allows similar end-effector positioning while minimizing joint adjustments, aiming to preserve the natural dynamics of human motion in robotic manipulation. In contrast with previous techniques that focus on end-effector placement only, our method maps multiple joint angles of the human arm to the corresponding cobot joints. Moreover, it uses an inverse kinematics model to then minimally adjust the joint angles, for accurate end-effector positioning. We evaluate the performance of this approach on two different realistic manipulation tasks. The first task is produce processing, which involves picking, inspecting, and placing onions based on whether they are blemished. The second task is liquid pouring, where the robot picks up bottles, pours the contents into designated containers, and disposes of the empty bottles. Our results demonstrate advances in human-like robotic manipulation, leading to more human-robot compatibility in manufacturing applications.
g3D-LF: Generalizable 3D-Language Feature Fields for Embodied Tasks
We introduce Generalizable 3D-Language Feature Fields (g3D-LF), a 3D representation model pre-trained on large-scale 3D-language dataset for embodied tasks. Our g3D-LF processes posed RGB-D images from agents to encode feature fields for: 1) Novel view representation predictions from any position in the 3D scene; 2) Generations of BEV maps centered on the agent; 3) Querying targets using multi-granularity language within the above-mentioned representations. Our representation can be generalized to unseen environments, enabling real-time construction and dynamic updates. By volume rendering latent features along sampled rays and integrating semantic and spatial relationships through multiscale encoders, our g3D-LF produces representations at different scales and perspectives, aligned with multi-granularity language, via multi-level contrastive learning. Furthermore, we prepare a large-scale 3D-language dataset to align the representations of the feature fields with language. Extensive experiments on Vision-and-Language Navigation under both Panorama and Monocular settings, Zero-shot Object Navigation, and Situated Question Answering tasks highlight the significant advantages and effectiveness of our g3D-LF for embodied tasks.
OVO-SLAM: Open-Vocabulary Online Simultaneous Localization and Mapping
This paper presents the first Open-Vocabulary Online 3D semantic SLAM pipeline, that we denote as OVO-SLAM. Our primary contribution is in the pipeline itself, particularly in the mapping thread. Given a set of posed RGB-D frames, we detect and track 3D segments, which we describe using CLIP vectors, calculated through a novel aggregation from the viewpoints where these 3D segments are observed. Notably, our OVO-SLAM pipeline is not only faster but also achieves better segmentation metrics compared to offline approaches in the literature. Along with superior segmentation performance, we show experimental results of our contributions integrated with Gaussian-SLAM, being the first ones demonstrating end-to-end open-vocabulary online 3D reconstructions without relying on ground-truth camera poses or scene geometry.
SteeredMarigold: Steering Diffusion Towards Depth Completion of Largely Incomplete Depth Maps
Even if the depth maps captured by RGB-D sensors deployed in real environments are often characterized by large areas missing valid depth measurements, the vast majority of depth completion methods still assumes depth values covering all areas of the scene. To address this limitation, we introduce SteeredMarigold, a training-free, zero-shot depth completion method capable of producing metric dense depth, even for largely incomplete depth maps. SteeredMarigold achieves this by using the available sparse depth points as conditions to steer a denoising diffusion probabilistic model. Our method outperforms relevant top-performing methods on the NYUv2 dataset, in tests where no depth was provided for a large area, achieving state-of-art performance and exhibiting remarkable robustness against depth map incompleteness. Our code will be publicly available.
Diff3DETR:Agent-based Diffusion Model for Semi-supervised 3D Object Detection
3D object detection is essential for understanding 3D scenes. Contemporary techniques often require extensive annotated training data, yet obtaining point-wise annotations for point clouds is time-consuming and laborious. Recent developments in semi-supervised methods seek to mitigate this problem by employing a teacher-student framework to generate pseudo-labels for unlabeled point clouds. However, these pseudo-labels frequently suffer from insufficient diversity and inferior quality. To overcome these hurdles, we introduce an Agent-based Diffusion Model for Semi-supervised 3D Object Detection (Diff3DETR). Specifically, an agent-based object query generator is designed to produce object queries that effectively adapt to dynamic scenes while striking a balance between sampling locations and content embedding. Additionally, a box-aware denoising module utilizes the DDIM denoising process and the long-range attention in the transformer decoder to refine bounding boxes incrementally. Extensive experiments on ScanNet and SUN RGB-D datasets demonstrate that Diff3DETR outperforms state-of-the-art semi-supervised 3D object detection methods.
Comprehensive Performance Evaluation of YOLOv12, YOLO11, YOLOv10, YOLOv9 and YOLOv8 on Detecting and Counting Fruitlet in Complex Orchard Environments
This study systematically performed an extensive real-world evaluation of the performances of all configurations of YOLOv8, YOLOv9, YOLOv10, YOLO11( or YOLOv11), and YOLOv12 object detection algorithms in terms of precision, recall, mean Average Precision at 50\% Intersection over Union (mAP@50), and computational speeds including pre-processing, inference, and post-processing times immature green apple (or fruitlet) detection in commercial orchards. Additionally, this research performed and validated in-field counting of the fruitlets using an iPhone and machine vision sensors. Among the configurations, YOLOv12l recorded the highest recall rate at 0.90, compared to all other configurations of YOLO models. Likewise, YOLOv10x achieved the highest precision score of 0.908, while YOLOv9 Gelan-c attained a precision of 0.903. Analysis of [email protected] revealed that YOLOv9 Gelan-base and YOLOv9 Gelan-e reached peak scores of 0.935, with YOLO11s and YOLOv12l following closely at 0.933 and 0.931, respectively. For counting validation using images captured with an iPhone 14 Pro, the YOLO11n configuration demonstrated outstanding accuracy, recording RMSE values of 4.51 for Honeycrisp, 4.59 for Cosmic Crisp, 4.83 for Scilate, and 4.96 for Scifresh; corresponding MAE values were 4.07, 3.98, 7.73, and 3.85. Similar performance trends were observed with RGB-D sensor data. Moreover, sensor-specific training on Intel Realsense data significantly enhanced model performance. YOLOv11n achieved highest inference speed of 2.4 ms, outperforming YOLOv8n (4.1 ms), YOLOv9 Gelan-s (11.5 ms), YOLOv10n (5.5 ms), and YOLOv12n (4.6 ms), underscoring its suitability for real-time object detection applications. (YOLOv12 architecture, YOLOv11 Architecture, YOLOv12 object detection, YOLOv11 object detecion, YOLOv12 segmentation)
GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic Grasping
Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks. Data and codes can be available at https://github.com/MrSecant/GaussianGrasper.
YCB-Ev 1.1: Event-vision dataset for 6DoF object pose estimation
Our work introduces the YCB-Ev dataset, which contains synchronized RGB-D frames and event data that enables evaluating 6DoF object pose estimation algorithms using these modalities. This dataset provides ground truth 6DoF object poses for the same 21 YCB objects that were used in the YCB-Video (YCB-V) dataset, allowing for cross-dataset algorithm performance evaluation. The dataset consists of 21 synchronized event and RGB-D sequences, totalling 13,851 frames (7 minutes and 43 seconds of event data). Notably, 12 of these sequences feature the same object arrangement as the YCB-V subset used in the BOP challenge. Ground truth poses are generated by detecting objects in the RGB-D frames, interpolating the poses to align with the event timestamps, and then transferring them to the event coordinate frame using extrinsic calibration. Our dataset is the first to provide ground truth 6DoF pose data for event streams. Furthermore, we evaluate the generalization capabilities of two state-of-the-art algorithms, which were pre-trained for the BOP challenge, using our novel YCB-V sequences. The dataset is publicly available at https://github.com/paroj/ycbev.
VI-Net: Boosting Category-level 6D Object Pose Estimation via Learning Decoupled Rotations on the Spherical Representations
Rotation estimation of high precision from an RGB-D object observation is a huge challenge in 6D object pose estimation, due to the difficulty of learning in the non-linear space of SO(3). In this paper, we propose a novel rotation estimation network, termed as VI-Net, to make the task easier by decoupling the rotation as the combination of a viewpoint rotation and an in-plane rotation. More specifically, VI-Net bases the feature learning on the sphere with two individual branches for the estimates of two factorized rotations, where a V-Branch is employed to learn the viewpoint rotation via binary classification on the spherical signals, while another I-Branch is used to estimate the in-plane rotation by transforming the signals to view from the zenith direction. To process the spherical signals, a Spherical Feature Pyramid Network is constructed based on a novel design of SPAtial Spherical Convolution (SPA-SConv), which settles the boundary problem of spherical signals via feature padding and realizesviewpoint-equivariant feature extraction by symmetric convolutional operations. We apply the proposed VI-Net to the challenging task of category-level 6D object pose estimation for predicting the poses of unknown objects without available CAD models; experiments on the benchmarking datasets confirm the efficacy of our method, which outperforms the existing ones with a large margin in the regime of high precision.
LivePose: Online 3D Reconstruction from Monocular Video with Dynamic Camera Poses
Dense 3D reconstruction from RGB images traditionally assumes static camera pose estimates. This assumption has endured, even as recent works have increasingly focused on real-time methods for mobile devices. However, the assumption of a fixed pose for each image does not hold for online execution: poses from real-time SLAM are dynamic and may be updated following events such as bundle adjustment and loop closure. This has been addressed in the RGB-D setting, by de-integrating past views and re-integrating them with updated poses, but it remains largely untreated in the RGB-only setting. We formalize this problem to define the new task of dense online reconstruction from dynamically-posed images. To support further research, we introduce a dataset called LivePose containing the dynamic poses from a SLAM system running on ScanNet. We select three recent reconstruction systems and apply a framework based on de-integration to adapt each one to the dynamic-pose setting. In addition, we propose a novel, non-linear de-integration module that learns to remove stale scene content. We show that responding to pose updates is critical for high-quality reconstruction, and that our de-integration framework is an effective solution.
Vision-based Vineyard Navigation Solution with Automatic Annotation
Autonomous navigation is the key to achieving the full automation of agricultural research and production management (e.g., disease management and yield prediction) using agricultural robots. In this paper, we introduced a vision-based autonomous navigation framework for agriculture robots in trellised cropping systems such as vineyards. To achieve this, we proposed a novel learning-based method to estimate the path traversibility heatmap directly from an RGB-D image and subsequently convert the heatmap to a preferred traversal path. An automatic annotation pipeline was developed to form a training dataset by projecting RTK GPS paths collected during the first setup in a vineyard in corresponding RGB-D images as ground-truth path annotations, allowing a fast model training and fine-tuning without costly human annotation. The trained path detection model was used to develop a full navigation framework consisting of row tracking and row switching modules, enabling a robot to traverse within a crop row and transit between crop rows to cover an entire vineyard autonomously. Extensive field trials were conducted in three different vineyards to demonstrate that the developed path detection model and navigation framework provided a cost-effective, accurate, and robust autonomous navigation solution in the vineyard and could be generalized to unseen vineyards with stable performance.
Mask3D: Pre-training 2D Vision Transformers by Learning Masked 3D Priors
Current popular backbones in computer vision, such as Vision Transformers (ViT) and ResNets are trained to perceive the world from 2D images. However, to more effectively understand 3D structural priors in 2D backbones, we propose Mask3D to leverage existing large-scale RGB-D data in a self-supervised pre-training to embed these 3D priors into 2D learned feature representations. In contrast to traditional 3D contrastive learning paradigms requiring 3D reconstructions or multi-view correspondences, our approach is simple: we formulate a pre-text reconstruction task by masking RGB and depth patches in individual RGB-D frames. We demonstrate the Mask3D is particularly effective in embedding 3D priors into the powerful 2D ViT backbone, enabling improved representation learning for various scene understanding tasks, such as semantic segmentation, instance segmentation and object detection. Experiments show that Mask3D notably outperforms existing self-supervised 3D pre-training approaches on ScanNet, NYUv2, and Cityscapes image understanding tasks, with an improvement of +6.5% mIoU against the state-of-the-art Pri3D on ScanNet image semantic segmentation.
Using Detection, Tracking and Prediction in Visual SLAM to Achieve Real-time Semantic Mapping of Dynamic Scenarios
In this paper, we propose a lightweight system, RDS-SLAM, based on ORB-SLAM2, which can accurately estimate poses and build semantic maps at object level for dynamic scenarios in real time using only one commonly used Intel Core i7 CPU. In RDS-SLAM, three major improvements, as well as major architectural modifications, are proposed to overcome the limitations of ORB-SLAM2. Firstly, it adopts a lightweight object detection neural network in key frames. Secondly, an efficient tracking and prediction mechanism is embedded into the system to remove the feature points belonging to movable objects in all incoming frames. Thirdly, a semantic octree map is built by probabilistic fusion of detection and tracking results, which enables a robot to maintain a semantic description at object level for potential interactions in dynamic scenarios. We evaluate RDS-SLAM in TUM RGB-D dataset, and experimental results show that RDS-SLAM can run with 30.3 ms per frame in dynamic scenarios using only an Intel Core i7 CPU, and achieves comparable accuracy compared with the state-of-the-art SLAM systems which heavily rely on both Intel Core i7 CPUs and powerful GPUs.
BOP Challenge 2020 on 6D Object Localization
This paper presents the evaluation methodology, datasets, and results of the BOP Challenge 2020, the third in a series of public competitions organized with the goal to capture the status quo in the field of 6D object pose estimation from an RGB-D image. In 2020, to reduce the domain gap between synthetic training and real test RGB images, the participants were provided 350K photorealistic training images generated by BlenderProc4BOP, a new open-source and light-weight physically-based renderer (PBR) and procedural data generator. Methods based on deep neural networks have finally caught up with methods based on point pair features, which were dominating previous editions of the challenge. Although the top-performing methods rely on RGB-D image channels, strong results were achieved when only RGB channels were used at both training and test time - out of the 26 evaluated methods, the third method was trained on RGB channels of PBR and real images, while the fifth on RGB channels of PBR images only. Strong data augmentation was identified as a key component of the top-performing CosyPose method, and the photorealism of PBR images was demonstrated effective despite the augmentation. The online evaluation system stays open and is available on the project website: bop.felk.cvut.cz.
Industrial Application of 6D Pose Estimation for Robotic Manipulation in Automotive Internal Logistics
Despite the advances in robotics a large proportion of the of parts handling tasks in the automotive industry's internal logistics are not automated but still performed by humans. A key component to competitively automate these processes is a 6D pose estimation that can handle a large number of different parts, is adaptable to new parts with little manual effort, and is sufficiently accurate and robust with respect to industry requirements. In this context, the question arises as to the current status quo with respect to these measures. To address this we built a representative 6D pose estimation pipeline with state-of-the-art components from economically scalable real to synthetic data generation to pose estimators and evaluated it on automotive parts with regards to a realistic sequencing process. We found that using the data generation approaches, the performance of the trained 6D pose estimators are promising, but do not meet industry requirements. We reveal that the reason for this is the inability of the estimators to provide reliable uncertainties for their poses, rather than the ability of to provide sufficiently accurate poses. In this context we further analyzed how RGB- and RGB-D-based approaches compare against this background and show that they are differently vulnerable to the domain gap induced by synthetic data.
NeRF in the Palm of Your Hand: Corrective Augmentation for Robotics via Novel-View Synthesis
Expert demonstrations are a rich source of supervision for training visual robotic manipulation policies, but imitation learning methods often require either a large number of demonstrations or expensive online expert supervision to learn reactive closed-loop behaviors. In this work, we introduce SPARTN (Synthetic Perturbations for Augmenting Robot Trajectories via NeRF): a fully-offline data augmentation scheme for improving robot policies that use eye-in-hand cameras. Our approach leverages neural radiance fields (NeRFs) to synthetically inject corrective noise into visual demonstrations, using NeRFs to generate perturbed viewpoints while simultaneously calculating the corrective actions. This requires no additional expert supervision or environment interaction, and distills the geometric information in NeRFs into a real-time reactive RGB-only policy. In a simulated 6-DoF visual grasping benchmark, SPARTN improves success rates by 2.8times over imitation learning without the corrective augmentations and even outperforms some methods that use online supervision. It additionally closes the gap between RGB-only and RGB-D success rates, eliminating the previous need for depth sensors. In real-world 6-DoF robotic grasping experiments from limited human demonstrations, our method improves absolute success rates by 22.5% on average, including objects that are traditionally challenging for depth-based methods. See video results at https://bland.website/spartn.
GaussianAnything: Interactive Point Cloud Latent Diffusion for 3D Generation
While 3D content generation has advanced significantly, existing methods still face challenges with input formats, latent space design, and output representations. This paper introduces a novel 3D generation framework that addresses these challenges, offering scalable, high-quality 3D generation with an interactive Point Cloud-structured Latent space. Our framework employs a Variational Autoencoder (VAE) with multi-view posed RGB-D(epth)-N(ormal) renderings as input, using a unique latent space design that preserves 3D shape information, and incorporates a cascaded latent diffusion model for improved shape-texture disentanglement. The proposed method, GaussianAnything, supports multi-modal conditional 3D generation, allowing for point cloud, caption, and single/multi-view image inputs. Notably, the newly proposed latent space naturally enables geometry-texture disentanglement, thus allowing 3D-aware editing. Experimental results demonstrate the effectiveness of our approach on multiple datasets, outperforming existing methods in both text- and image-conditioned 3D generation.
NU-MCC: Multiview Compressive Coding with Neighborhood Decoder and Repulsive UDF
Remarkable progress has been made in 3D reconstruction from single-view RGB-D inputs. MCC is the current state-of-the-art method in this field, which achieves unprecedented success by combining vision Transformers with large-scale training. However, we identified two key limitations of MCC: 1) The Transformer decoder is inefficient in handling large number of query points; 2) The 3D representation struggles to recover high-fidelity details. In this paper, we propose a new approach called NU-MCC that addresses these limitations. NU-MCC includes two key innovations: a Neighborhood decoder and a Repulsive Unsigned Distance Function (Repulsive UDF). First, our Neighborhood decoder introduces center points as an efficient proxy of input visual features, allowing each query point to only attend to a small neighborhood. This design not only results in much faster inference speed but also enables the exploitation of finer-scale visual features for improved recovery of 3D textures. Second, our Repulsive UDF is a novel alternative to the occupancy field used in MCC, significantly improving the quality of 3D object reconstruction. Compared to standard UDFs that suffer from holes in results, our proposed Repulsive UDF can achieve more complete surface reconstruction. Experimental results demonstrate that NU-MCC is able to learn a strong 3D representation, significantly advancing the state of the art in single-view 3D reconstruction. Particularly, it outperforms MCC by 9.7% in terms of the F1-score on the CO3D-v2 dataset with more than 5x faster running speed.
Task-oriented Sequential Grounding in 3D Scenes
Grounding natural language in physical 3D environments is essential for the advancement of embodied artificial intelligence. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented grounding necessary for practical applications. In this work, we propose a new task: Task-oriented Sequential Grounding in 3D scenes, wherein an agent must follow detailed step-by-step instructions to complete daily activities by locating a sequence of target objects in indoor scenes. To facilitate this task, we introduce SG3D, a large-scale dataset containing 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed using a combination of RGB-D scans from various 3D scene datasets and an automated task generation pipeline, followed by human verification for quality assurance. We adapted three state-of-the-art 3D visual grounding models to the sequential grounding task and evaluated their performance on SG3D. Our results reveal that while these models perform well on traditional benchmarks, they face significant challenges with task-oriented sequential grounding, underscoring the need for further research in this area.
Learning Vision-based Pursuit-Evasion Robot Policies
Learning strategic robot behavior -- like that required in pursuit-evasion interactions -- under real-world constraints is extremely challenging. It requires exploiting the dynamics of the interaction, and planning through both physical state and latent intent uncertainty. In this paper, we transform this intractable problem into a supervised learning problem, where a fully-observable robot policy generates supervision for a partially-observable one. We find that the quality of the supervision signal for the partially-observable pursuer policy depends on two key factors: the balance of diversity and optimality of the evader's behavior and the strength of the modeling assumptions in the fully-observable policy. We deploy our policy on a physical quadruped robot with an RGB-D camera on pursuit-evasion interactions in the wild. Despite all the challenges, the sensing constraints bring about creativity: the robot is pushed to gather information when uncertain, predict intent from noisy measurements, and anticipate in order to intercept. Project webpage: https://abajcsy.github.io/vision-based-pursuit/
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.
Scene-R1: Video-Grounded Large Language Models for 3D Scene Reasoning without 3D Annotations
Currently, utilizing large language models to understand the 3D world is becoming popular. Yet existing 3D-aware LLMs act as black boxes: they output bounding boxes or textual answers without revealing how those decisions are made, and they still rely on pre-trained 3D detectors to supply object proposals. We introduce Scene-R1, a video-grounded framework that learns to reason about 3D scenes without any point-wise 3D instance supervision by pairing reinforcement-learning-driven reasoning with a two-stage grounding pipeline. In the temporal grounding stage, we explicitly reason about the video and select the video snippets most relevant to an open-ended query. In the subsequent image grounding stage, we analyze the image and predict the 2D bounding box. After that, we track the object using SAM2 to produce pixel-accurate masks in RGB frames, and project them back into 3D, thereby eliminating the need for 3D detector-based proposals while capturing fine geometry and material cues. Scene-R1 can also adapt to the 3D visual question answering task to answer free-form questions directly from video. Our training pipeline only needs task-level 2D boxes or textual labels without dense 3D point-wise labels. Scene-R1 surpasses existing open-vocabulary baselines on multiple datasets, while delivering transparent, step-by-step rationales. These results show that reinforcement-learning-based reasoning combined with RGB-D video alone offers a practical, annotation-efficient route to trustworthy 3D scene understanding.
Open-Vocabulary Functional 3D Scene Graphs for Real-World Indoor Spaces
We introduce the task of predicting functional 3D scene graphs for real-world indoor environments from posed RGB-D images. Unlike traditional 3D scene graphs that focus on spatial relationships of objects, functional 3D scene graphs capture objects, interactive elements, and their functional relationships. Due to the lack of training data, we leverage foundation models, including visual language models (VLMs) and large language models (LLMs), to encode functional knowledge. We evaluate our approach on an extended SceneFun3D dataset and a newly collected dataset, FunGraph3D, both annotated with functional 3D scene graphs. Our method significantly outperforms adapted baselines, including Open3DSG and ConceptGraph, demonstrating its effectiveness in modeling complex scene functionalities. We also demonstrate downstream applications such as 3D question answering and robotic manipulation using functional 3D scene graphs. See our project page at https://openfungraph.github.io
EmbodiedScan: A Holistic Multi-Modal 3D Perception Suite Towards Embodied AI
In the realm of computer vision and robotics, embodied agents are expected to explore their environment and carry out human instructions. This necessitates the ability to fully understand 3D scenes given their first-person observations and contextualize them into language for interaction. However, traditional research focuses more on scene-level input and output setups from a global view. To address the gap, we introduce EmbodiedScan, a multi-modal, ego-centric 3D perception dataset and benchmark for holistic 3D scene understanding. It encompasses over 5k scans encapsulating 1M ego-centric RGB-D views, 1M language prompts, 160k 3D-oriented boxes spanning over 760 categories, some of which partially align with LVIS, and dense semantic occupancy with 80 common categories. Building upon this database, we introduce a baseline framework named Embodied Perceptron. It is capable of processing an arbitrary number of multi-modal inputs and demonstrates remarkable 3D perception capabilities, both within the two series of benchmarks we set up, i.e., fundamental 3D perception tasks and language-grounded tasks, and in the wild. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.
PanoDiffusion: 360-degree Panorama Outpainting via Diffusion
Generating complete 360-degree panoramas from narrow field of view images is ongoing research as omnidirectional RGB data is not readily available. Existing GAN-based approaches face some barriers to achieving higher quality output, and have poor generalization performance over different mask types. In this paper, we present our 360-degree indoor RGB-D panorama outpainting model using latent diffusion models (LDM), called PanoDiffusion. We introduce a new bi-modal latent diffusion structure that utilizes both RGB and depth panoramic data during training, which works surprisingly well to outpaint depth-free RGB images during inference. We further propose a novel technique of introducing progressive camera rotations during each diffusion denoising step, which leads to substantial improvement in achieving panorama wraparound consistency. Results show that our PanoDiffusion not only significantly outperforms state-of-the-art methods on RGB-D panorama outpainting by producing diverse well-structured results for different types of masks, but can also synthesize high-quality depth panoramas to provide realistic 3D indoor models.
PointRAFT: 3D deep learning for high-throughput prediction of potato tuber weight from partial point clouds
Potato yield is a key indicator for optimizing cultivation practices in agriculture. Potato yield can be estimated on harvesters using RGB-D cameras, which capture three-dimensional (3D) information of individual tubers moving along the conveyor belt. However, point clouds reconstructed from RGB-D images are incomplete due to self-occlusion, leading to systematic underestimation of tuber weight. To address this, we introduce PointRAFT, a high-throughput point cloud regression network that directly predicts continuous 3D shape properties, such as tuber weight, from partial point clouds. Rather than reconstructing full 3D geometry, PointRAFT infers target values directly from raw 3D data. Its key architectural novelty is an object height embedding that incorporates tuber height as an additional geometric cue, improving weight prediction under practical harvesting conditions. PointRAFT was trained and evaluated on 26,688 partial point clouds collected from 859 potato tubers across four cultivars and three growing seasons on an operational harvester in Japan. On a test set of 5,254 point clouds from 172 tubers, PointRAFT achieved a mean absolute error of 12.0 g and a root mean squared error of 17.2 g, substantially outperforming a linear regression baseline and a standard PointNet++ regression network. With an average inference time of 6.3 ms per point cloud, PointRAFT supports processing rates of up to 150 tubers per second, meeting the high-throughput requirements of commercial potato harvesters. Beyond potato weight estimation, PointRAFT provides a versatile regression network applicable to a wide range of 3D phenotyping and robotic perception tasks. The code, network weights, and a subset of the dataset are publicly available at https://github.com/pieterblok/pointraft.git.
OpenM3D: Open Vocabulary Multi-view Indoor 3D Object Detection without Human Annotations
Open-vocabulary (OV) 3D object detection is an emerging field, yet its exploration through image-based methods remains limited compared to 3D point cloud-based methods. We introduce OpenM3D, a novel open-vocabulary multi-view indoor 3D object detector trained without human annotations. In particular, OpenM3D is a single-stage detector adapting the 2D-induced voxel features from the ImGeoNet model. To support OV, it is jointly trained with a class-agnostic 3D localization loss requiring high-quality 3D pseudo boxes and a voxel-semantic alignment loss requiring diverse pre-trained CLIP features. We follow the training setting of OV-3DET where posed RGB-D images are given but no human annotations of 3D boxes or classes are available. We propose a 3D Pseudo Box Generation method using a graph embedding technique that combines 2D segments into coherent 3D structures. Our pseudo-boxes achieve higher precision and recall than other methods, including the method proposed in OV-3DET. We further sample diverse CLIP features from 2D segments associated with each coherent 3D structure to align with the corresponding voxel feature. The key to training a highly accurate single-stage detector requires both losses to be learned toward high-quality targets. At inference, OpenM3D, a highly efficient detector, requires only multi-view images for input and demonstrates superior accuracy and speed (0.3 sec. per scene) on ScanNet200 and ARKitScenes indoor benchmarks compared to existing methods. We outperform a strong two-stage method that leverages our class-agnostic detector with a ViT CLIP-based OV classifier and a baseline incorporating multi-view depth estimator on both accuracy and speed.
Spatial-Temporal Aware Visuomotor Diffusion Policy Learning
Visual imitation learning is effective for robots to learn versatile tasks. However, many existing methods rely on behavior cloning with supervised historical trajectories, limiting their 3D spatial and 4D spatiotemporal awareness. Consequently, these methods struggle to capture the 3D structures and 4D spatiotemporal relationships necessary for real-world deployment. In this work, we propose 4D Diffusion Policy (DP4), a novel visual imitation learning method that incorporates spatiotemporal awareness into diffusion-based policies. Unlike traditional approaches that rely on trajectory cloning, DP4 leverages a dynamic Gaussian world model to guide the learning of 3D spatial and 4D spatiotemporal perceptions from interactive environments. Our method constructs the current 3D scene from a single-view RGB-D observation and predicts the future 3D scene, optimizing trajectory generation by explicitly modeling both spatial and temporal dependencies. Extensive experiments across 17 simulation tasks with 173 variants and 3 real-world robotic tasks demonstrate that the 4D Diffusion Policy (DP4) outperforms baseline methods, improving the average simulation task success rate by 16.4% (Adroit), 14% (DexArt), and 6.45% (RLBench), and the average real-world robotic task success rate by 8.6%.
Prometheus: 3D-Aware Latent Diffusion Models for Feed-Forward Text-to-3D Scene Generation
In this work, we introduce Prometheus, a 3D-aware latent diffusion model for text-to-3D generation at both object and scene levels in seconds. We formulate 3D scene generation as multi-view, feed-forward, pixel-aligned 3D Gaussian generation within the latent diffusion paradigm. To ensure generalizability, we build our model upon pre-trained text-to-image generation model with only minimal adjustments, and further train it using a large number of images from both single-view and multi-view datasets. Furthermore, we introduce an RGB-D latent space into 3D Gaussian generation to disentangle appearance and geometry information, enabling efficient feed-forward generation of 3D Gaussians with better fidelity and geometry. Extensive experimental results demonstrate the effectiveness of our method in both feed-forward 3D Gaussian reconstruction and text-to-3D generation. Project page: https://freemty.github.io/project-prometheus/
Cubify Anything: Scaling Indoor 3D Object Detection
We consider indoor 3D object detection with respect to a single RGB(-D) frame acquired from a commodity handheld device. We seek to significantly advance the status quo with respect to both data and modeling. First, we establish that existing datasets have significant limitations to scale, accuracy, and diversity of objects. As a result, we introduce the Cubify-Anything 1M (CA-1M) dataset, which exhaustively labels over 400K 3D objects on over 1K highly accurate laser-scanned scenes with near-perfect registration to over 3.5K handheld, egocentric captures. Next, we establish Cubify Transformer (CuTR), a fully Transformer 3D object detection baseline which rather than operating in 3D on point or voxel-based representations, predicts 3D boxes directly from 2D features derived from RGB(-D) inputs. While this approach lacks any 3D inductive biases, we show that paired with CA-1M, CuTR outperforms point-based methods - accurately recalling over 62% of objects in 3D, and is significantly more capable at handling noise and uncertainty present in commodity LiDAR-derived depth maps while also providing promising RGB only performance without architecture changes. Furthermore, by pre-training on CA-1M, CuTR can outperform point-based methods on a more diverse variant of SUN RGB-D - supporting the notion that while inductive biases in 3D are useful at the smaller sizes of existing datasets, they fail to scale to the data-rich regime of CA-1M. Overall, this dataset and baseline model provide strong evidence that we are moving towards models which can effectively Cubify Anything.
SA-DVAE: Improving Zero-Shot Skeleton-Based Action Recognition by Disentangled Variational Autoencoders
Existing zero-shot skeleton-based action recognition methods utilize projection networks to learn a shared latent space of skeleton features and semantic embeddings. The inherent imbalance in action recognition datasets, characterized by variable skeleton sequences yet constant class labels, presents significant challenges for alignment. To address the imbalance, we propose SA-DVAE -- Semantic Alignment via Disentangled Variational Autoencoders, a method that first adopts feature disentanglement to separate skeleton features into two independent parts -- one is semantic-related and another is irrelevant -- to better align skeleton and semantic features. We implement this idea via a pair of modality-specific variational autoencoders coupled with a total correction penalty. We conduct experiments on three benchmark datasets: NTU RGB+D, NTU RGB+D 120 and PKU-MMD, and our experimental results show that SA-DAVE produces improved performance over existing methods. The code is available at https://github.com/pha123661/SA-DVAE.
Touch-GS: Visual-Tactile Supervised 3D Gaussian Splatting
In this work, we propose a novel method to supervise 3D Gaussian Splatting (3DGS) scenes using optical tactile sensors. Optical tactile sensors have become widespread in their use in robotics for manipulation and object representation; however, raw optical tactile sensor data is unsuitable to directly supervise a 3DGS scene. Our representation leverages a Gaussian Process Implicit Surface to implicitly represent the object, combining many touches into a unified representation with uncertainty. We merge this model with a monocular depth estimation network, which is aligned in a two stage process, coarsely aligning with a depth camera and then finely adjusting to match our touch data. For every training image, our method produces a corresponding fused depth and uncertainty map. Utilizing this additional information, we propose a new loss function, variance weighted depth supervised loss, for training the 3DGS scene model. We leverage the DenseTact optical tactile sensor and RealSense RGB-D camera to show that combining touch and vision in this manner leads to quantitatively and qualitatively better results than vision or touch alone in a few-view scene syntheses on opaque as well as on reflective and transparent objects. Please see our project page at http://armlabstanford.github.io/touch-gs
O$^2$-Recon: Completing 3D Reconstruction of Occluded Objects in the Scene with a Pre-trained 2D Diffusion Model
Occlusion is a common issue in 3D reconstruction from RGB-D videos, often blocking the complete reconstruction of objects and presenting an ongoing problem. In this paper, we propose a novel framework, empowered by a 2D diffusion-based in-painting model, to reconstruct complete surfaces for the hidden parts of objects. Specifically, we utilize a pre-trained diffusion model to fill in the hidden areas of 2D images. Then we use these in-painted images to optimize a neural implicit surface representation for each instance for 3D reconstruction. Since creating the in-painting masks needed for this process is tricky, we adopt a human-in-the-loop strategy that involves very little human engagement to generate high-quality masks. Moreover, some parts of objects can be totally hidden because the videos are usually shot from limited perspectives. To ensure recovering these invisible areas, we develop a cascaded network architecture for predicting signed distance field, making use of different frequency bands of positional encoding and maintaining overall smoothness. Besides the commonly used rendering loss, Eikonal loss, and silhouette loss, we adopt a CLIP-based semantic consistency loss to guide the surface from unseen camera angles. Experiments on ScanNet scenes show that our proposed framework achieves state-of-the-art accuracy and completeness in object-level reconstruction from scene-level RGB-D videos. Code: https://github.com/THU-LYJ-Lab/O2-Recon.
FewSOL: A Dataset for Few-Shot Object Learning in Robotic Environments
We introduce the Few-Shot Object Learning (FewSOL) dataset for object recognition with a few images per object. We captured 336 real-world objects with 9 RGB-D images per object from different views. Object segmentation masks, object poses and object attributes are provided. In addition, synthetic images generated using 330 3D object models are used to augment the dataset. We investigated (i) few-shot object classification and (ii) joint object segmentation and few-shot classification with the state-of-the-art methods for few-shot learning and meta-learning using our dataset. The evaluation results show that there is still a large margin to be improved for few-shot object classification in robotic environments. Our dataset can be used to study a set of few-shot object recognition problems such as classification, detection and segmentation, shape reconstruction, pose estimation, keypoint correspondences and attribute recognition. The dataset and code are available at https://irvlutd.github.io/FewSOL.
Revealing Occlusions with 4D Neural Fields
For computer vision systems to operate in dynamic situations, they need to be able to represent and reason about object permanence. We introduce a framework for learning to estimate 4D visual representations from monocular RGB-D, which is able to persist objects, even once they become obstructed by occlusions. Unlike traditional video representations, we encode point clouds into a continuous representation, which permits the model to attend across the spatiotemporal context to resolve occlusions. On two large video datasets that we release along with this paper, our experiments show that the representation is able to successfully reveal occlusions for several tasks, without any architectural changes. Visualizations show that the attention mechanism automatically learns to follow occluded objects. Since our approach can be trained end-to-end and is easily adaptable, we believe it will be useful for handling occlusions in many video understanding tasks. Data, code, and models are available at https://occlusions.cs.columbia.edu/.
SimNet: Enabling Robust Unknown Object Manipulation from Pure Synthetic Data via Stereo
Robot manipulation of unknown objects in unstructured environments is a challenging problem due to the variety of shapes, materials, arrangements and lighting conditions. Even with large-scale real-world data collection, robust perception and manipulation of transparent and reflective objects across various lighting conditions remain challenging. To address these challenges we propose an approach to performing sim-to-real transfer of robotic perception. The underlying model, SimNet, is trained as a single multi-headed neural network using simulated stereo data as input and simulated object segmentation masks, 3D oriented bounding boxes (OBBs), object keypoints, and disparity as output. A key component of SimNet is the incorporation of a learned stereo sub-network that predicts disparity. SimNet is evaluated on 2D car detection, unknown object detection, and deformable object keypoint detection and significantly outperforms a baseline that uses a structured light RGB-D sensor. By inferring grasp positions using the OBB and keypoint predictions, SimNet can be used to perform end-to-end manipulation of unknown objects in both easy and hard scenarios using our fleet of Toyota HSR robots in four home environments. In unknown object grasping experiments, the predictions from the baseline RGB-D network and SimNet enable successful grasps of most of the easy objects. However, the RGB-D baseline only grasps 35% of the hard (e.g., transparent) objects, while SimNet grasps 95%, suggesting that SimNet can enable robust manipulation of unknown objects, including transparent objects, in unknown environments.
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.
Beyond Top-Grasps Through Scene Completion
Current end-to-end grasp planning methods propose grasps in the order of seconds that attain high grasp success rates on a diverse set of objects, but often by constraining the workspace to top-grasps. In this work, we present a method that allows end-to-end top-grasp planning methods to generate full six-degree-of-freedom grasps using a single RGB-D view as input. This is achieved by estimating the complete shape of the object to be grasped, then simulating different viewpoints of the object, passing the simulated viewpoints to an end-to-end grasp generation method, and finally executing the overall best grasp. The method was experimentally validated on a Franka Emika Panda by comparing 429 grasps generated by the state-of-the-art Fully Convolutional Grasp Quality CNN, both on simulated and real camera images. The results show statistically significant improvements in terms of grasp success rate when using simulated images over real camera images, especially when the real camera viewpoint is angled. Code and video are available at https://irobotics.aalto.fi/beyond-top-grasps-through-scene-completion/.
ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenes
A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available -- current datasets cover a small range of scene views and have limited semantic annotations. To address this issue, we introduce ScanNet, an RGB-D video dataset containing 2.5M views in 1513 scenes annotated with 3D camera poses, surface reconstructions, and semantic segmentations. To collect this data, we designed an easy-to-use and scalable RGB-D capture system that includes automated surface reconstruction and crowdsourced semantic annotation. We show that using this data helps achieve state-of-the-art performance on several 3D scene understanding tasks, including 3D object classification, semantic voxel labeling, and CAD model retrieval. The dataset is freely available at http://www.scan-net.org.
Multi-view Self-supervised Deep Learning for 6D Pose Estimation in the Amazon Picking Challenge
Robot warehouse automation has attracted significant interest in recent years, perhaps most visibly in the Amazon Picking Challenge (APC). A fully autonomous warehouse pick-and-place system requires robust vision that reliably recognizes and locates objects amid cluttered environments, self-occlusions, sensor noise, and a large variety of objects. In this paper we present an approach that leverages multi-view RGB-D data and self-supervised, data-driven learning to overcome those difficulties. The approach was part of the MIT-Princeton Team system that took 3rd- and 4th- place in the stowing and picking tasks, respectively at APC 2016. In the proposed approach, we segment and label multiple views of a scene with a fully convolutional neural network, and then fit pre-scanned 3D object models to the resulting segmentation to get the 6D object pose. Training a deep neural network for segmentation typically requires a large amount of training data. We propose a self-supervised method to generate a large labeled dataset without tedious manual segmentation. We demonstrate that our system can reliably estimate the 6D pose of objects under a variety of scenarios. All code, data, and benchmarks are available at http://apc.cs.princeton.edu/
N3D-VLM: Native 3D Grounding Enables Accurate Spatial Reasoning in Vision-Language Models
While current multimodal models can answer questions based on 2D images, they lack intrinsic 3D object perception, limiting their ability to comprehend spatial relationships and depth cues in 3D scenes. In this work, we propose N3D-VLM, a novel unified framework that seamlessly integrates native 3D object perception with 3D-aware visual reasoning, enabling both precise 3D grounding and interpretable spatial understanding. Unlike conventional end-to-end models that directly predict answers from RGB/RGB-D inputs, our approach equips the model with native 3D object perception capabilities, enabling it to directly localize objects in 3D space based on textual descriptions. Building upon accurate 3D object localization, the model further performs explicit reasoning in 3D, achieving more interpretable and structured spatial understanding. To support robust training for these capabilities, we develop a scalable data construction pipeline that leverages depth estimation to lift large-scale 2D annotations into 3D space, significantly increasing the diversity and coverage for 3D object grounding data, yielding over six times larger than the largest existing single-image 3D detection dataset. Moreover, the pipeline generates spatial question-answering datasets that target chain-of-thought (CoT) reasoning in 3D, facilitating joint training for both 3D object localization and 3D spatial reasoning. Experimental results demonstrate that our unified framework not only achieves state-of-the-art performance on 3D grounding tasks, but also consistently surpasses existing methods in 3D spatial reasoning in vision-language model.
3D Neural Embedding Likelihood for Robust Probabilistic Inverse Graphics
The ability to perceive and understand 3D scenes is crucial for many applications in computer vision and robotics. Inverse graphics is an appealing approach to 3D scene understanding that aims to infer the 3D scene structure from 2D images. In this paper, we introduce probabilistic modeling to the inverse graphics framework to quantify uncertainty and achieve robustness in 6D pose estimation tasks. Specifically, we propose 3D Neural Embedding Likelihood (3DNEL) as a unified probabilistic model over RGB-D images, and develop efficient inference procedures on 3D scene descriptions. 3DNEL effectively combines learned neural embeddings from RGB with depth information to improve robustness in sim-to-real 6D object pose estimation from RGB-D images. Performance on the YCB-Video dataset is on par with state-of-the-art yet is much more robust in challenging regimes. In contrast to discriminative approaches, 3DNEL's probabilistic generative formulation jointly models multi-object scenes, quantifies uncertainty in a principled way, and handles object pose tracking under heavy occlusion. Finally, 3DNEL provides a principled framework for incorporating prior knowledge about the scene and objects, which allows natural extension to additional tasks like camera pose tracking from video.
ShAPO: Implicit Representations for Multi-Object Shape, Appearance, and Pose Optimization
Our method studies the complex task of object-centric 3D understanding from a single RGB-D observation. As it is an ill-posed problem, existing methods suffer from low performance for both 3D shape and 6D pose and size estimation in complex multi-object scenarios with occlusions. We present ShAPO, a method for joint multi-object detection, 3D textured reconstruction, 6D object pose and size estimation. Key to ShAPO is a single-shot pipeline to regress shape, appearance and pose latent codes along with the masks of each object instance, which is then further refined in a sparse-to-dense fashion. A novel disentangled shape and appearance database of priors is first learned to embed objects in their respective shape and appearance space. We also propose a novel, octree-based differentiable optimization step, allowing us to further improve object shape, pose and appearance simultaneously under the learned latent space, in an analysis-by-synthesis fashion. Our novel joint implicit textured object representation allows us to accurately identify and reconstruct novel unseen objects without having access to their 3D meshes. Through extensive experiments, we show that our method, trained on simulated indoor scenes, accurately regresses the shape, appearance and pose of novel objects in the real-world with minimal fine-tuning. Our method significantly out-performs all baselines on the NOCS dataset with an 8% absolute improvement in mAP for 6D pose estimation. Project page: https://zubair-irshad.github.io/projects/ShAPO.html
ActFormer: A GAN-based Transformer towards General Action-Conditioned 3D Human Motion Generation
We present a GAN-based Transformer for general action-conditioned 3D human motion generation, including not only single-person actions but also multi-person interactive actions. Our approach consists of a powerful Action-conditioned motion TransFormer (ActFormer) under a GAN training scheme, equipped with a Gaussian Process latent prior. Such a design combines the strong spatio-temporal representation capacity of Transformer, superiority in generative modeling of GAN, and inherent temporal correlations from the latent prior. Furthermore, ActFormer can be naturally extended to multi-person motions by alternately modeling temporal correlations and human interactions with Transformer encoders. To further facilitate research on multi-person motion generation, we introduce a new synthetic dataset of complex multi-person combat behaviors. Extensive experiments on NTU-13, NTU RGB+D 120, BABEL and the proposed combat dataset show that our method can adapt to various human motion representations and achieve superior performance over the state-of-the-art methods on both single-person and multi-person motion generation tasks, demonstrating a promising step towards a general human motion generator.
