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Mar 14

DualToken-ViT: Position-aware Efficient Vision Transformer with Dual Token Fusion

Self-attention-based vision transformers (ViTs) have emerged as a highly competitive architecture in computer vision. Unlike convolutional neural networks (CNNs), ViTs are capable of global information sharing. With the development of various structures of ViTs, ViTs are increasingly advantageous for many vision tasks. However, the quadratic complexity of self-attention renders ViTs computationally intensive, and their lack of inductive biases of locality and translation equivariance demands larger model sizes compared to CNNs to effectively learn visual features. In this paper, we propose a light-weight and efficient vision transformer model called DualToken-ViT that leverages the advantages of CNNs and ViTs. DualToken-ViT effectively fuses the token with local information obtained by convolution-based structure and the token with global information obtained by self-attention-based structure to achieve an efficient attention structure. In addition, we use position-aware global tokens throughout all stages to enrich the global information, which further strengthening the effect of DualToken-ViT. Position-aware global tokens also contain the position information of the image, which makes our model better for vision tasks. We conducted extensive experiments on image classification, object detection and semantic segmentation tasks to demonstrate the effectiveness of DualToken-ViT. On the ImageNet-1K dataset, our models of different scales achieve accuracies of 75.4% and 79.4% with only 0.5G and 1.0G FLOPs, respectively, and our model with 1.0G FLOPs outperforms LightViT-T using global tokens by 0.7%.

PARE-Net: Position-Aware Rotation-Equivariant Networks for Robust Point Cloud Registration

Learning rotation-invariant distinctive features is a fundamental requirement for point cloud registration. Existing methods often use rotation-sensitive networks to extract features, while employing rotation augmentation to learn an approximate invariant mapping rudely. This makes networks fragile to rotations, overweight, and hinders the distinctiveness of features. To tackle these problems, we propose a novel position-aware rotation-equivariant network, for efficient, light-weighted, and robust registration. The network can provide a strong model inductive bias to learn rotation-equivariant/invariant features, thus addressing the aforementioned limitations. To further improve the distinctiveness of descriptors, we propose a position-aware convolution, which can better learn spatial information of local structures. Moreover, we also propose a feature-based hypothesis proposer. It leverages rotation-equivariant features that encode fine-grained structure orientations to generate reliable model hypotheses. Each correspondence can generate a hypothesis, thus it is more efficient than classic estimators that require multiple reliable correspondences. Accordingly, a contrastive rotation loss is presented to enhance the robustness of rotation-equivariant features against data degradation. Extensive experiments on indoor and outdoor datasets demonstrate that our method significantly outperforms the SOTA methods in terms of registration recall while being lightweight and keeping a fast speed. Moreover, experiments on rotated datasets demonstrate its robustness against rotation variations. Code is available at https://github.com/yaorz97/PARENet.

Shadow and Light: Digitally Reconstructed Radiographs for Disease Classification

In this paper, we introduce DRR-RATE, a large-scale synthetic chest X-ray dataset derived from the recently released CT-RATE dataset. DRR-RATE comprises of 50,188 frontal Digitally Reconstructed Radiographs (DRRs) from 21,304 unique patients. Each image is paired with a corresponding radiology text report and binary labels for 18 pathology classes. Given the controllable nature of DRR generation, it facilitates the inclusion of lateral view images and images from any desired viewing position. This opens up avenues for research into new and novel multimodal applications involving paired CT, X-ray images from various views, text, and binary labels. We demonstrate the applicability of DRR-RATE alongside existing large-scale chest X-ray resources, notably the CheXpert dataset and CheXnet model. Experiments demonstrate that CheXnet, when trained and tested on the DRR-RATE dataset, achieves sufficient to high AUC scores for the six common pathologies cited in common literature: Atelectasis, Cardiomegaly, Consolidation, Lung Lesion, Lung Opacity, and Pleural Effusion. Additionally, CheXnet trained on the CheXpert dataset can accurately identify several pathologies, even when operating out of distribution. This confirms that the generated DRR images effectively capture the essential pathology features from CT images. The dataset and labels are publicly accessible at https://huggingface.co/datasets/farrell236/DRR-RATE.

Prioritizing Safeguarding Over Autonomy: Risks of LLM Agents for Science

Intelligent agents powered by large language models (LLMs) have demonstrated substantial promise in autonomously conducting experiments and facilitating scientific discoveries across various disciplines. While their capabilities are promising, they also introduce novel vulnerabilities that demand careful consideration for safety. However, there exists a notable gap in the literature, as there has been no comprehensive exploration of these vulnerabilities. This position paper fills this gap by conducting a thorough examination of vulnerabilities in LLM-based agents within scientific domains, shedding light on potential risks associated with their misuse and emphasizing the need for safety measures. We begin by providing a comprehensive overview of the potential risks inherent to scientific LLM agents, taking into account user intent, the specific scientific domain, and their potential impact on the external environment. Then, we delve into the origins of these vulnerabilities and provide a scoping review of the limited existing works. Based on our analysis, we propose a triadic framework involving human regulation, agent alignment, and an understanding of environmental feedback (agent regulation) to mitigate these identified risks. Furthermore, we highlight the limitations and challenges associated with safeguarding scientific agents and advocate for the development of improved models, robust benchmarks, and comprehensive regulations to address these issues effectively.

A Challenger to GPT-4V? Early Explorations of Gemini in Visual Expertise

The surge of interest towards Multi-modal Large Language Models (MLLMs), e.g., GPT-4V(ision) from OpenAI, has marked a significant trend in both academia and industry. They endow Large Language Models (LLMs) with powerful capabilities in visual understanding, enabling them to tackle diverse multi-modal tasks. Very recently, Google released Gemini, its newest and most capable MLLM built from the ground up for multi-modality. In light of the superior reasoning capabilities, can Gemini challenge GPT-4V's leading position in multi-modal learning? In this paper, we present a preliminary exploration of Gemini Pro's visual understanding proficiency, which comprehensively covers four domains: fundamental perception, advanced cognition, challenging vision tasks, and various expert capacities. We compare Gemini Pro with the state-of-the-art GPT-4V to evaluate its upper limits, along with the latest open-sourced MLLM, Sphinx, which reveals the gap between manual efforts and black-box systems. The qualitative samples indicate that, while GPT-4V and Gemini showcase different answering styles and preferences, they can exhibit comparable visual reasoning capabilities, and Sphinx still trails behind them concerning domain generalizability. Specifically, GPT-4V tends to elaborate detailed explanations and intermediate steps, and Gemini prefers to output a direct and concise answer. The quantitative evaluation on the popular MME benchmark also demonstrates the potential of Gemini to be a strong challenger to GPT-4V. Our early investigation of Gemini also observes some common issues of MLLMs, indicating that there still remains a considerable distance towards artificial general intelligence. Our project for tracking the progress of MLLM is released at https://github.com/BradyFU/Awesome-Multimodal-Large-Language-Models.

Beyond the Pixel: a Photometrically Calibrated HDR Dataset for Luminance and Color Prediction

Light plays an important role in human well-being. However, most computer vision tasks treat pixels without considering their relationship to physical luminance. To address this shortcoming, we introduce the Laval Photometric Indoor HDR Dataset, the first large-scale photometrically calibrated dataset of high dynamic range 360{\deg} panoramas. Our key contribution is the calibration of an existing, uncalibrated HDR Dataset. We do so by accurately capturing RAW bracketed exposures simultaneously with a professional photometric measurement device (chroma meter) for multiple scenes across a variety of lighting conditions. Using the resulting measurements, we establish the calibration coefficients to be applied to the HDR images. The resulting dataset is a rich representation of indoor scenes which displays a wide range of illuminance and color, and varied types of light sources. We exploit the dataset to introduce three novel tasks, where: per-pixel luminance, per-pixel color and planar illuminance can be predicted from a single input image. Finally, we also capture another smaller photometric dataset with a commercial 360{\deg} camera, to experiment on generalization across cameras. We are optimistic that the release of our datasets and associated code will spark interest in physically accurate light estimation within the community. Dataset and code are available at https://lvsn.github.io/beyondthepixel/.

Light-A-Video: Training-free Video Relighting via Progressive Light Fusion

Recent advancements in image relighting models, driven by large-scale datasets and pre-trained diffusion models, have enabled the imposition of consistent lighting. However, video relighting still lags, primarily due to the excessive training costs and the scarcity of diverse, high-quality video relighting datasets. A simple application of image relighting models on a frame-by-frame basis leads to several issues: lighting source inconsistency and relighted appearance inconsistency, resulting in flickers in the generated videos. In this work, we propose Light-A-Video, a training-free approach to achieve temporally smooth video relighting. Adapted from image relighting models, Light-A-Video introduces two key techniques to enhance lighting consistency. First, we design a Consistent Light Attention (CLA) module, which enhances cross-frame interactions within the self-attention layers to stabilize the generation of the background lighting source. Second, leveraging the physical principle of light transport independence, we apply linear blending between the source video's appearance and the relighted appearance, using a Progressive Light Fusion (PLF) strategy to ensure smooth temporal transitions in illumination. Experiments show that Light-A-Video improves the temporal consistency of relighted video while maintaining the image quality, ensuring coherent lighting transitions across frames. Project page: https://bujiazi.github.io/light-a-video.github.io/.

EverLight: Indoor-Outdoor Editable HDR Lighting Estimation

Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360{\deg} panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.

Testing the extended corona model with the optical/UV reverberation mapping of the accretion disk

The illumination of the accretion disks is frequently studied assuming that the incident X-ray flux is a point-like source. The approach is referred as lamppost model.The most recent computations of the X-ray reprocessing by the disk take into account the departure from the simple lamppost models. However, in computations of the incident flux thermalization and subsequent re-emission in the optical-UV band the lamppost approximation is most frequently assumed. We test if the UV-optical reverberation mapping and time delay measurements are sensitive to this assumption. We assume that the incident radiation originates from a region extended along the symmetry axis. To model this, we adopt a simple setup by representing the emission as two lamps irradiating the disk simultaneously from two different heights. We then compare the resulting predictions with those obtained for a single lamppost located at an intermediate height. We show at the basis of the transfer function that the deviation of the wavelength-dependent delay curve shows at most a difference of 20% in comparison to a single lamppost, assuming the black hole mass of 10^8 M_{odot}, Eddington ratio 1, and the location of the lamps at 5 and 100 rg. The maximum deviation happens for the lamp luminosity ratio sim3. When simulating light curves for a two-lamp setup and a standard lamppost with the same black hole mass and a sampling rate of 0.1 days, we find no measurable differences in the ICCF profiles between the two setups. Larger black hole mass and considerably lower Eddington ratio would allow to see larger differences between a single lamppost and a two-lampost model. UV/optical reverberation mapping is not very sensitive to the vertical extension of the corona.

Flying Triangulation - towards the 3D movie camera

Flying Triangulation sensors enable a free-hand and motion-robust 3D data acquisition of complex shaped objects. The measurement principle is based on a multi-line light-sectioning approach and uses sophisticated algorithms for real-time registration (S. Ettl et al., Appl. Opt. 51 (2012) 281-289). As "single-shot principle", light sectioning enables the option to get surface data from one single camera exposure. But there is a drawback: A pixel-dense measurement is not possible because of fundamental information-theoretical reasons. By "pixel-dense" we understand that each pixel displays individually measured distance information, neither interpolated from its neighbour pixels nor using lateral context information. Hence, for monomodal single-shot principles, the 3D data generated from one 2D raw image display a significantly lower space-bandwidth than the camera permits. This is the price one must pay for motion robustness. Currently, our sensors project about 10 lines (each with 1000 pixels), reaching an considerable lower data efficiency than theoretically possible for a single-shot sensor. Our aim is to push Flying Triangulation to its information-theoretical limits. Therefore, the line density as well as the measurement depth needs to be significantly increased. This causes serious indexing ambiguities. On the road to a single-shot 3D movie camera, we are working on solutions to overcome the problem of false line indexing by utilizing yet unexploited information. We will present several approaches and will discuss profound information-theoretical questions about the information efficiency of 3D sensors.

Large-Scale Person Detection and Localization using Overhead Fisheye Cameras

Location determination finds wide applications in daily life. Instead of existing efforts devoted to localizing tourist photos captured by perspective cameras, in this article, we focus on devising person positioning solutions using overhead fisheye cameras. Such solutions are advantageous in large field of view (FOV), low cost, anti-occlusion, and unaggressive work mode (without the necessity of cameras carried by persons). However, related studies are quite scarce, due to the paucity of data. To stimulate research in this exciting area, we present LOAF, the first large-scale overhead fisheye dataset for person detection and localization. LOAF is built with many essential features, e.g., i) the data cover abundant diversities in scenes, human pose, density, and location; ii) it contains currently the largest number of annotated pedestrian, i.e., 457K bounding boxes with groundtruth location information; iii) the body-boxes are labeled as radius-aligned so as to fully address the positioning challenge. To approach localization, we build a fisheye person detection network, which exploits the fisheye distortions by a rotation-equivariant training strategy and predict radius-aligned human boxes end-to-end. Then, the actual locations of the detected persons are calculated by a numerical solution on the fisheye model and camera altitude data. Extensive experiments on LOAF validate the superiority of our fisheye detector w.r.t. previous methods, and show that our whole fisheye positioning solution is able to locate all persons in FOV with an accuracy of 0.5 m, within 0.1 s.

Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing

We present a novel differentiable point-based rendering framework for material and lighting decomposition from multi-view images, enabling editing, ray-tracing, and real-time relighting of the 3D point cloud. Specifically, a 3D scene is represented as a set of relightable 3D Gaussian points, where each point is additionally associated with a normal direction, BRDF parameters, and incident lights from different directions. To achieve robust lighting estimation, we further divide incident lights of each point into global and local components, as well as view-dependent visibilities. The 3D scene is optimized through the 3D Gaussian Splatting technique while BRDF and lighting are decomposed by physically-based differentiable rendering. Moreover, we introduce an innovative point-based ray-tracing approach based on the bounding volume hierarchy for efficient visibility baking, enabling real-time rendering and relighting of 3D Gaussian points with accurate shadow effects. Extensive experiments demonstrate improved BRDF estimation and novel view rendering results compared to state-of-the-art material estimation approaches. Our framework showcases the potential to revolutionize the mesh-based graphics pipeline with a relightable, traceable, and editable rendering pipeline solely based on point cloud. Project page:https://nju-3dv.github.io/projects/Relightable3DGaussian/.

Relightable Full-Body Gaussian Codec Avatars

We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.

Addendum to Research MMMCV; A Man/Microbio/Megabio/Computer Vision

In October 2007, a Research Proposal for the University of Sydney, Australia, the author suggested that biovie-physical phenomenon as `electrodynamic dependant biological vision', is governed by relativistic quantum laws and biovision. The phenomenon on the basis of `biovielectroluminescence', satisfies man/microbio/megabio/computer vision (MMMCV), as a robust candidate for physical and visual sciences. The general aim of this addendum is to present a refined text of Sections 1-3 of that proposal and highlighting the contents of its Appendix in form of a `Mechanisms' Section. We then briefly remind in an article aimed for December 2007, by appending two more equations into Section 3, a theoretical II-time scenario as a time model well-proposed for the phenomenon. The time model within the core of the proposal, plays a significant role in emphasizing the principle points on Objectives no. 1-8, Sub-hypothesis 3.1.2, mentioned in Article [arXiv:0710.0410]. It also expresses the time concept in terms of causing quantized energy f(|E|) of time |t|, emit in regard to shortening the probability of particle loci as predictable patterns of particle's un-occurred motion, a solution to Heisenberg's uncertainty principle (HUP) into a simplistic manner. We conclude that, practical frames via a time algorithm to this model, fixates such predictable patterns of motion of scenery bodies onto recordable observation points of a MMMCV system. It even suppresses/predicts superposition phenomena coming from a human subject and/or other bio-subjects for any decision making event, e.g., brainwave quantum patterns based on vision. Maintaining the existential probability of Riemann surfaces of II-time scenarios in the context of biovielectroluminescence, makes motion-prediction a possibility.

Unsupervised Night Image Enhancement: When Layer Decomposition Meets Light-Effects Suppression

Night images suffer not only from low light, but also from uneven distributions of light. Most existing night visibility enhancement methods focus mainly on enhancing low-light regions. This inevitably leads to over enhancement and saturation in bright regions, such as those regions affected by light effects (glare, floodlight, etc). To address this problem, we need to suppress the light effects in bright regions while, at the same time, boosting the intensity of dark regions. With this idea in mind, we introduce an unsupervised method that integrates a layer decomposition network and a light-effects suppression network. Given a single night image as input, our decomposition network learns to decompose shading, reflectance and light-effects layers, guided by unsupervised layer-specific prior losses. Our light-effects suppression network further suppresses the light effects and, at the same time, enhances the illumination in dark regions. This light-effects suppression network exploits the estimated light-effects layer as the guidance to focus on the light-effects regions. To recover the background details and reduce hallucination/artefacts, we propose structure and high-frequency consistency losses. Our quantitative and qualitative evaluations on real images show that our method outperforms state-of-the-art methods in suppressing night light effects and boosting the intensity of dark regions.

Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting

We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.

Real-Time Neural Light Field on Mobile Devices

Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).

RelightableHands: Efficient Neural Relighting of Articulated Hand Models

We present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands

High-Fidelity Relightable Monocular Portrait Animation with Lighting-Controllable Video Diffusion Model

Relightable portrait animation aims to animate a static reference portrait to match the head movements and expressions of a driving video while adapting to user-specified or reference lighting conditions. Existing portrait animation methods fail to achieve relightable portraits because they do not separate and manipulate intrinsic (identity and appearance) and extrinsic (pose and lighting) features. In this paper, we present a Lighting Controllable Video Diffusion model (LCVD) for high-fidelity, relightable portrait animation. We address this limitation by distinguishing these feature types through dedicated subspaces within the feature space of a pre-trained image-to-video diffusion model. Specifically, we employ the 3D mesh, pose, and lighting-rendered shading hints of the portrait to represent the extrinsic attributes, while the reference represents the intrinsic attributes. In the training phase, we employ a reference adapter to map the reference into the intrinsic feature subspace and a shading adapter to map the shading hints into the extrinsic feature subspace. By merging features from these subspaces, the model achieves nuanced control over lighting, pose, and expression in generated animations. Extensive evaluations show that LCVD outperforms state-of-the-art methods in lighting realism, image quality, and video consistency, setting a new benchmark in relightable portrait animation.

Computational Long Exposure Mobile Photography

Long exposure photography produces stunning imagery, representing moving elements in a scene with motion-blur. It is generally employed in two modalities, producing either a foreground or a background blur effect. Foreground blur images are traditionally captured on a tripod-mounted camera and portray blurred moving foreground elements, such as silky water or light trails, over a perfectly sharp background landscape. Background blur images, also called panning photography, are captured while the camera is tracking a moving subject, to produce an image of a sharp subject over a background blurred by relative motion. Both techniques are notoriously challenging and require additional equipment and advanced skills. In this paper, we describe a computational burst photography system that operates in a hand-held smartphone camera app, and achieves these effects fully automatically, at the tap of the shutter button. Our approach first detects and segments the salient subject. We track the scene motion over multiple frames and align the images in order to preserve desired sharpness and to produce aesthetically pleasing motion streaks. We capture an under-exposed burst and select the subset of input frames that will produce blur trails of controlled length, regardless of scene or camera motion velocity. We predict inter-frame motion and synthesize motion-blur to fill the temporal gaps between the input frames. Finally, we composite the blurred image with the sharp regular exposure to protect the sharpness of faces or areas of the scene that are barely moving, and produce a final high resolution and high dynamic range (HDR) photograph. Our system democratizes a capability previously reserved to professionals, and makes this creative style accessible to most casual photographers. More information and supplementary material can be found on our project webpage: https://motion-mode.github.io/

Disentangle then Parse:Night-time Semantic Segmentation with Illumination Disentanglement

Most prior semantic segmentation methods have been developed for day-time scenes, while typically underperforming in night-time scenes due to insufficient and complicated lighting conditions. In this work, we tackle this challenge by proposing a novel night-time semantic segmentation paradigm, i.e., disentangle then parse (DTP). DTP explicitly disentangles night-time images into light-invariant reflectance and light-specific illumination components and then recognizes semantics based on their adaptive fusion. Concretely, the proposed DTP comprises two key components: 1) Instead of processing lighting-entangled features as in prior works, our Semantic-Oriented Disentanglement (SOD) framework enables the extraction of reflectance component without being impeded by lighting, allowing the network to consistently recognize the semantics under cover of varying and complicated lighting conditions. 2) Based on the observation that the illumination component can serve as a cue for some semantically confused regions, we further introduce an Illumination-Aware Parser (IAParser) to explicitly learn the correlation between semantics and lighting, and aggregate the illumination features to yield more precise predictions. Extensive experiments on the night-time segmentation task with various settings demonstrate that DTP significantly outperforms state-of-the-art methods. Furthermore, with negligible additional parameters, DTP can be directly used to benefit existing day-time methods for night-time segmentation.

SEE: See Everything Every Time -- Adaptive Brightness Adjustment for Broad Light Range Images via Events

Event cameras, with a high dynamic range exceeding 120dB, significantly outperform traditional embedded cameras, robustly recording detailed changing information under various lighting conditions, including both low- and high-light situations. However, recent research on utilizing event data has primarily focused on low-light image enhancement, neglecting image enhancement and brightness adjustment across a broader range of lighting conditions, such as normal or high illumination. Based on this, we propose a novel research question: how to employ events to enhance and adaptively adjust the brightness of images captured under broad lighting conditions? To investigate this question, we first collected a new dataset, SEE-600K, consisting of 610,126 images and corresponding events across 202 scenarios, each featuring an average of four lighting conditions with over a 1000-fold variation in illumination. Subsequently, we propose a framework that effectively utilizes events to smoothly adjust image brightness through the use of prompts. Our framework captures color through sensor patterns, uses cross-attention to model events as a brightness dictionary, and adjusts the image's dynamic range to form a broad light-range representation (BLR), which is then decoded at the pixel level based on the brightness prompt. Experimental results demonstrate that our method not only performs well on the low-light enhancement dataset but also shows robust performance on broader light-range image enhancement using the SEE-600K dataset. Additionally, our approach enables pixel-level brightness adjustment, providing flexibility for post-processing and inspiring more imaging applications. The dataset and source code are publicly available at:https://github.com/yunfanLu/SEE.

Optical night sky brightness measurements from the stratosphere

This paper presents optical night sky brightness measurements from the stratosphere using CCD images taken with the Super-pressure Balloon-borne Imaging Telescope (SuperBIT). The data used for estimating the backgrounds were obtained during three commissioning flights in 2016, 2018, and 2019 at altitudes ranging from 28 km to 34 km above sea level. For a valid comparison of the brightness measurements from the stratosphere with measurements from mountain-top ground-based observatories (taken at zenith on the darkest moonless night at high Galactic and high ecliptic latitudes), the stratospheric brightness levels were zodiacal light and diffuse Galactic light subtracted, and the airglow brightness was projected to zenith. The stratospheric brightness was measured around 5.5 hours, 3 hours, and 2 hours before the local sunrise time in 2016, 2018, and 2019 respectively. The B, V, R, and I brightness levels in 2016 were 2.7, 1.0, 1.1, and 0.6 mag arcsec^{-2} darker than the darkest ground-based measurements. The B, V, and R brightness levels in 2018 were 1.3, 1.0, and 1.3 mag arcsec^{-2} darker than the darkest ground-based measurements. The U and I brightness levels in 2019 were 0.1 mag arcsec^{-2} brighter than the darkest ground-based measurements, whereas the B and V brightness levels were 0.8 and 0.6 mag arcsec^{-2} darker than the darkest ground-based measurements. The lower sky brightness levels, stable photometry, and lower atmospheric absorption make stratospheric observations from a balloon-borne platform a unique tool for astronomy. We plan to continue this work in a future mid-latitude long duration balloon flight with SuperBIT.

GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering

We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.

3D Copy-Paste: Physically Plausible Object Insertion for Monocular 3D Detection

A major challenge in monocular 3D object detection is the limited diversity and quantity of objects in real datasets. While augmenting real scenes with virtual objects holds promise to improve both the diversity and quantity of the objects, it remains elusive due to the lack of an effective 3D object insertion method in complex real captured scenes. In this work, we study augmenting complex real indoor scenes with virtual objects for monocular 3D object detection. The main challenge is to automatically identify plausible physical properties for virtual assets (e.g., locations, appearances, sizes, etc.) in cluttered real scenes. To address this challenge, we propose a physically plausible indoor 3D object insertion approach to automatically copy virtual objects and paste them into real scenes. The resulting objects in scenes have 3D bounding boxes with plausible physical locations and appearances. In particular, our method first identifies physically feasible locations and poses for the inserted objects to prevent collisions with the existing room layout. Subsequently, it estimates spatially-varying illumination for the insertion location, enabling the immersive blending of the virtual objects into the original scene with plausible appearances and cast shadows. We show that our augmentation method significantly improves existing monocular 3D object models and achieves state-of-the-art performance. For the first time, we demonstrate that a physically plausible 3D object insertion, serving as a generative data augmentation technique, can lead to significant improvements for discriminative downstream tasks such as monocular 3D object detection. Project website: https://gyhandy.github.io/3D-Copy-Paste/

Fisheye Camera and Ultrasonic Sensor Fusion For Near-Field Obstacle Perception in Bird's-Eye-View

Accurate obstacle identification represents a fundamental challenge within the scope of near-field perception for autonomous driving. Conventionally, fisheye cameras are frequently employed for comprehensive surround-view perception, including rear-view obstacle localization. However, the performance of such cameras can significantly deteriorate in low-light conditions, during nighttime, or when subjected to intense sun glare. Conversely, cost-effective sensors like ultrasonic sensors remain largely unaffected under these conditions. Therefore, we present, to our knowledge, the first end-to-end multimodal fusion model tailored for efficient obstacle perception in a bird's-eye-view (BEV) perspective, utilizing fisheye cameras and ultrasonic sensors. Initially, ResNeXt-50 is employed as a set of unimodal encoders to extract features specific to each modality. Subsequently, the feature space associated with the visible spectrum undergoes transformation into BEV. The fusion of these two modalities is facilitated via concatenation. At the same time, the ultrasonic spectrum-based unimodal feature maps pass through content-aware dilated convolution, applied to mitigate the sensor misalignment between two sensors in the fused feature space. Finally, the fused features are utilized by a two-stage semantic occupancy decoder to generate grid-wise predictions for precise obstacle perception. We conduct a systematic investigation to determine the optimal strategy for multimodal fusion of both sensors. We provide insights into our dataset creation procedures, annotation guidelines, and perform a thorough data analysis to ensure adequate coverage of all scenarios. When applied to our dataset, the experimental results underscore the robustness and effectiveness of our proposed multimodal fusion approach.

Relightful Harmonization: Lighting-aware Portrait Background Replacement

Portrait harmonization aims to composite a subject into a new background, adjusting its lighting and color to ensure harmony with the background scene. Existing harmonization techniques often only focus on adjusting the global color and brightness of the foreground and ignore crucial illumination cues from the background such as apparent lighting direction, leading to unrealistic compositions. We introduce Relightful Harmonization, a lighting-aware diffusion model designed to seamlessly harmonize sophisticated lighting effect for the foreground portrait using any background image. Our approach unfolds in three stages. First, we introduce a lighting representation module that allows our diffusion model to encode lighting information from target image background. Second, we introduce an alignment network that aligns lighting features learned from image background with lighting features learned from panorama environment maps, which is a complete representation for scene illumination. Last, to further boost the photorealism of the proposed method, we introduce a novel data simulation pipeline that generates synthetic training pairs from a diverse range of natural images, which are used to refine the model. Our method outperforms existing benchmarks in visual fidelity and lighting coherence, showing superior generalization in real-world testing scenarios, highlighting its versatility and practicality.

Anything in Any Scene: Photorealistic Video Object Insertion

Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.

Estimation of Classical Cepheid's Physical Parameters from NIR Light Curves

Recent space-borne and ground-based observations provide photometric measurements as time series. The effect of interstellar dust extinction in the near-infrared range is only 10% of that measured in the V band. However, the sensitivity of the light curve shape to the physical parameters in the near-infrared is much lower. So, interpreting these types of data sets requires new approaches like the different large-scale surveys, which create similar problems with big data. Using a selected data set, we provide a method for applying routines implemented in R to extract most information of measurements to determine physical parameters, which can also be used in automatic classification schemes and pipeline processing. We made a multivariate classification of 131 Cepheid light curves (LC) in J, H, and K colors, where all the LCs were represented in 20D parameter space in these colors separately. Performing a Principal Component Analysis (PCA), we got an orthogonal coordinate system and squared Euclidean distances between LCs, with 6 significant eigenvalues, reducing the 20-dimension to 6. We also estimated the optimal number of partitions of similar objects and found it to be equal to 7 in each color; their dependence on the period, absolute magnitude, amplitude, and metallicity are also discussed. We computed the Spearman rank correlations, showing that periods and absolute magnitudes correlate with the first three PCs significantly. The first two PC are also found to have a relationship with the amplitude, but the metallicity effects are only marginal. The method shown can be generalized and implemented in unsupervised classification schemes and analysis of mixed and biased samples. The analysis of our Classical Cepheid near-infrared LC sample showed that the J, H, K curves are insufficient for determination of stellar metallicity, with mass being the key factor shaping them.

SPARK: Multi-Vision Sensor Perception and Reasoning Benchmark for Large-scale Vision-Language Models

Large-scale Vision-Language Models (LVLMs) have significantly advanced with text-aligned vision inputs. They have made remarkable progress in computer vision tasks by aligning text modality with vision inputs. There are also endeavors to incorporate multi-vision sensors beyond RGB, including thermal, depth, and medical X-ray images. However, we observe that current LVLMs view images taken from multi-vision sensors as if they were in the same RGB domain without considering the physical characteristics of multi-vision sensors. They fail to convey the fundamental multi-vision sensor information from the dataset and the corresponding contextual knowledge properly. Consequently, alignment between the information from the actual physical environment and the text is not achieved correctly, making it difficult to answer complex sensor-related questions that consider the physical environment. In this paper, we aim to establish a multi-vision Sensor Perception And Reasoning benchmarK called SPARK that can reduce the fundamental multi-vision sensor information gap between images and multi-vision sensors. We generated 6,248 vision-language test samples automatically to investigate multi-vision sensory perception and multi-vision sensory reasoning on physical sensor knowledge proficiency across different formats, covering different types of sensor-related questions. We utilized these samples to assess ten leading LVLMs. The results showed that most models displayed deficiencies in multi-vision sensory reasoning to varying extents. Codes and data are available at https://github.com/top-yun/SPARK

EP2P-Loc: End-to-End 3D Point to 2D Pixel Localization for Large-Scale Visual Localization

Visual localization is the task of estimating a 6-DoF camera pose of a query image within a provided 3D reference map. Thanks to recent advances in various 3D sensors, 3D point clouds are becoming a more accurate and affordable option for building the reference map, but research to match the points of 3D point clouds with pixels in 2D images for visual localization remains challenging. Existing approaches that jointly learn 2D-3D feature matching suffer from low inliers due to representational differences between the two modalities, and the methods that bypass this problem into classification have an issue of poor refinement. In this work, we propose EP2P-Loc, a novel large-scale visual localization method that mitigates such appearance discrepancy and enables end-to-end training for pose estimation. To increase the number of inliers, we propose a simple algorithm to remove invisible 3D points in the image, and find all 2D-3D correspondences without keypoint detection. To reduce memory usage and search complexity, we take a coarse-to-fine approach where we extract patch-level features from 2D images, then perform 2D patch classification on each 3D point, and obtain the exact corresponding 2D pixel coordinates through positional encoding. Finally, for the first time in this task, we employ a differentiable PnP for end-to-end training. In the experiments on newly curated large-scale indoor and outdoor benchmarks based on 2D-3D-S and KITTI, we show that our method achieves the state-of-the-art performance compared to existing visual localization and image-to-point cloud registration methods.