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SubscribeGen4Gen: Generative Data Pipeline for Generative Multi-Concept Composition
Recent text-to-image diffusion models are able to learn and synthesize images containing novel, personalized concepts (e.g., their own pets or specific items) with just a few examples for training. This paper tackles two interconnected issues within this realm of personalizing text-to-image diffusion models. First, current personalization techniques fail to reliably extend to multiple concepts -- we hypothesize this to be due to the mismatch between complex scenes and simple text descriptions in the pre-training dataset (e.g., LAION). Second, given an image containing multiple personalized concepts, there lacks a holistic metric that evaluates performance on not just the degree of resemblance of personalized concepts, but also whether all concepts are present in the image and whether the image accurately reflects the overall text description. To address these issues, we introduce Gen4Gen, a semi-automated dataset creation pipeline utilizing generative models to combine personalized concepts into complex compositions along with text-descriptions. Using this, we create a dataset called MyCanvas, that can be used to benchmark the task of multi-concept personalization. In addition, we design a comprehensive metric comprising two scores (CP-CLIP and TI-CLIP) for better quantifying the performance of multi-concept, personalized text-to-image diffusion methods. We provide a simple baseline built on top of Custom Diffusion with empirical prompting strategies for future researchers to evaluate on MyCanvas. We show that by improving data quality and prompting strategies, we can significantly increase multi-concept personalized image generation quality, without requiring any modifications to model architecture or training algorithms.
MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion
Estimating geometry from dynamic scenes, where objects move and deform over time, remains a core challenge in computer vision. Current approaches often rely on multi-stage pipelines or global optimizations that decompose the problem into subtasks, like depth and flow, leading to complex systems prone to errors. In this paper, we present Motion DUSt3R (MonST3R), a novel geometry-first approach that directly estimates per-timestep geometry from dynamic scenes. Our key insight is that by simply estimating a pointmap for each timestep, we can effectively adapt DUST3R's representation, previously only used for static scenes, to dynamic scenes. However, this approach presents a significant challenge: the scarcity of suitable training data, namely dynamic, posed videos with depth labels. Despite this, we show that by posing the problem as a fine-tuning task, identifying several suitable datasets, and strategically training the model on this limited data, we can surprisingly enable the model to handle dynamics, even without an explicit motion representation. Based on this, we introduce new optimizations for several downstream video-specific tasks and demonstrate strong performance on video depth and camera pose estimation, outperforming prior work in terms of robustness and efficiency. Moreover, MonST3R shows promising results for primarily feed-forward 4D reconstruction.
Convex Decomposition of Indoor Scenes
We describe a method to parse a complex, cluttered indoor scene into primitives which offer a parsimonious abstraction of scene structure. Our primitives are simple convexes. Our method uses a learned regression procedure to parse a scene into a fixed number of convexes from RGBD input, and can optionally accept segmentations to improve the decomposition. The result is then polished with a descent method which adjusts the convexes to produce a very good fit, and greedily removes superfluous primitives. Because the entire scene is parsed, we can evaluate using traditional depth, normal, and segmentation error metrics. Our evaluation procedure demonstrates that the error from our primitive representation is comparable to that of predicting depth from a single image.
TopoMLP: A Simple yet Strong Pipeline for Driving Topology Reasoning
Topology reasoning aims to comprehensively understand road scenes and present drivable routes in autonomous driving. It requires detecting road centerlines (lane) and traffic elements, further reasoning their topology relationship, i.e., lane-lane topology, and lane-traffic topology. In this work, we first present that the topology score relies heavily on detection performance on lane and traffic elements. Therefore, we introduce a powerful 3D lane detector and an improved 2D traffic element detector to extend the upper limit of topology performance. Further, we propose TopoMLP, a simple yet high-performance pipeline for driving topology reasoning. Based on the impressive detection performance, we develop two simple MLP-based heads for topology generation. TopoMLP achieves state-of-the-art performance on OpenLane-V2 benchmark, i.e., 41.2% OLS with ResNet-50 backbone. It is also the 1st solution for 1st OpenLane Topology in Autonomous Driving Challenge. We hope such simple and strong pipeline can provide some new insights to the community. Code is at https://github.com/wudongming97/TopoMLP.
HexPlane: A Fast Representation for Dynamic Scenes
Modeling and re-rendering dynamic 3D scenes is a challenging task in 3D vision. Prior approaches build on NeRF and rely on implicit representations. This is slow since it requires many MLP evaluations, constraining real-world applications. We show that dynamic 3D scenes can be explicitly represented by six planes of learned features, leading to an elegant solution we call HexPlane. A HexPlane computes features for points in spacetime by fusing vectors extracted from each plane, which is highly efficient. Pairing a HexPlane with a tiny MLP to regress output colors and training via volume rendering gives impressive results for novel view synthesis on dynamic scenes, matching the image quality of prior work but reducing training time by more than 100times. Extensive ablations confirm our HexPlane design and show that it is robust to different feature fusion mechanisms, coordinate systems, and decoding mechanisms. HexPlane is a simple and effective solution for representing 4D volumes, and we hope they can broadly contribute to modeling spacetime for dynamic 3D scenes.
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
BLIVA: A Simple Multimodal LLM for Better Handling of Text-Rich Visual Questions
Vision Language Models (VLMs), which extend Large Language Models (LLM) by incorporating visual understanding capability, have demonstrated significant advancements in addressing open-ended visual question-answering (VQA) tasks. However, these models cannot accurately interpret images infused with text, a common occurrence in real-world scenarios. Standard procedures for extracting information from images often involve learning a fixed set of query embeddings. These embeddings are designed to encapsulate image contexts and are later used as soft prompt inputs in LLMs. Yet, this process is limited to the token count, potentially curtailing the recognition of scenes with text-rich context. To improve upon them, the present study introduces BLIVA: an augmented version of InstructBLIP with Visual Assistant. BLIVA incorporates the query embeddings from InstructBLIP and also directly projects encoded patch embeddings into the LLM, a technique inspired by LLaVA. This approach assists the model to capture intricate details potentially missed during the query decoding process. Empirical evidence demonstrates that our model, BLIVA, significantly enhances performance in processing text-rich VQA benchmarks (up to 17.76\% in OCR-VQA benchmark) and in undertaking typical VQA benchmarks (up to 7.9\% in Visual Spatial Reasoning benchmark), comparing to our baseline InstructBLIP. BLIVA demonstrates significant capability in decoding real-world images, irrespective of text presence. To demonstrate the broad industry applications enabled by BLIVA, we evaluate the model using a new dataset comprising YouTube thumbnails paired with question-answer sets across 13 diverse categories. For researchers interested in further exploration, our code and models are freely accessible at https://github.com/mlpc-ucsd/BLIVA.git
Examining Autoexposure for Challenging Scenes
Autoexposure (AE) is a critical step applied by camera systems to ensure properly exposed images. While current AE algorithms are effective in well-lit environments with constant illumination, these algorithms still struggle in environments with bright light sources or scenes with abrupt changes in lighting. A significant hurdle in developing new AE algorithms for challenging environments, especially those with time-varying lighting, is the lack of suitable image datasets. To address this issue, we have captured a new 4D exposure dataset that provides a large solution space (i.e., shutter speed range from (1/500 to 15 seconds) over a temporal sequence with moving objects, bright lights, and varying lighting. In addition, we have designed a software platform to allow AE algorithms to be used in a plug-and-play manner with the dataset. Our dataset and associate platform enable repeatable evaluation of different AE algorithms and provide a much-needed starting point to develop better AE methods. We examine several existing AE strategies using our dataset and show that most users prefer a simple saliency method for challenging lighting conditions.
3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.
PVT++: A Simple End-to-End Latency-Aware Visual Tracking Framework
Visual object tracking is essential to intelligent robots. Most existing approaches have ignored the online latency that can cause severe performance degradation during real-world processing. Especially for unmanned aerial vehicles (UAVs), where robust tracking is more challenging and onboard computation is limited, the latency issue can be fatal. In this work, we present a simple framework for end-to-end latency-aware tracking, i.e., end-to-end predictive visual tracking (PVT++). Unlike existing solutions that naively append Kalman Filters after trackers, PVT++ can be jointly optimized, so that it takes not only motion information but can also leverage the rich visual knowledge in most pre-trained tracker models for robust prediction. Besides, to bridge the training-evaluation domain gap, we propose a relative motion factor, empowering PVT++ to generalize to the challenging and complex UAV tracking scenes. These careful designs have made the small-capacity lightweight PVT++ a widely effective solution. Additionally, this work presents an extended latency-aware evaluation benchmark for assessing an any-speed tracker in the online setting. Empirical results on a robotic platform from the aerial perspective show that PVT++ can achieve significant performance gain on various trackers and exhibit higher accuracy than prior solutions, largely mitigating the degradation brought by latency.
SAM Fails to Segment Anything? -- SAM-Adapter: Adapting SAM in Underperformed Scenes: Camouflage, Shadow, Medical Image Segmentation, and More
The emergence of large models, also known as foundation models, has brought significant advancements to AI research. One such model is Segment Anything (SAM), which is designed for image segmentation tasks. However, as with other foundation models, our experimental findings suggest that SAM may fail or perform poorly in certain segmentation tasks, such as shadow detection and camouflaged object detection (concealed object detection). This study first paves the way for applying the large pre-trained image segmentation model SAM to these downstream tasks, even in situations where SAM performs poorly. Rather than fine-tuning the SAM network, we propose SAM-Adapter, which incorporates domain-specific information or visual prompts into the segmentation network by using simple yet effective adapters. By integrating task-specific knowledge with general knowledge learnt by the large model, SAM-Adapter can significantly elevate the performance of SAM in challenging tasks as shown in extensive experiments. We can even outperform task-specific network models and achieve state-of-the-art performance in the task we tested: camouflaged object detection, shadow detection. We also tested polyp segmentation (medical image segmentation) and achieves better results. We believe our work opens up opportunities for utilizing SAM in downstream tasks, with potential applications in various fields, including medical image processing, agriculture, remote sensing, and more.
Graph-Based Captioning: Enhancing Visual Descriptions by Interconnecting Region Captions
Humans describe complex scenes with compositionality, using simple text descriptions enriched with links and relationships. While vision-language research has aimed to develop models with compositional understanding capabilities, this is not reflected yet in existing datasets which, for the most part, still use plain text to describe images. In this work, we propose a new annotation strategy, graph-based captioning (GBC) that describes an image using a labelled graph structure, with nodes of various types. The nodes in GBC are created using, in a first stage, object detection and dense captioning tools nested recursively to uncover and describe entity nodes, further linked together in a second stage by highlighting, using new types of nodes, compositions and relations among entities. Since all GBC nodes hold plain text descriptions, GBC retains the flexibility found in natural language, but can also encode hierarchical information in its edges. We demonstrate that GBC can be produced automatically, using off-the-shelf multimodal LLMs and open-vocabulary detection models, by building a new dataset, GBC10M, gathering GBC annotations for about 10M images of the CC12M dataset. We use GBC10M to showcase the wealth of node captions uncovered by GBC, as measured with CLIP training. We show that using GBC nodes' annotations -- notably those stored in composition and relation nodes -- results in significant performance boost on downstream models when compared to other dataset formats. To further explore the opportunities provided by GBC, we also propose a new attention mechanism that can leverage the entire GBC graph, with encouraging experimental results that show the extra benefits of incorporating the graph structure. Our datasets are released at https://huggingface.co/graph-based-captions.
Multiview Compressive Coding for 3D Reconstruction
A central goal of visual recognition is to understand objects and scenes from a single image. 2D recognition has witnessed tremendous progress thanks to large-scale learning and general-purpose representations. Comparatively, 3D poses new challenges stemming from occlusions not depicted in the image. Prior works try to overcome these by inferring from multiple views or rely on scarce CAD models and category-specific priors which hinder scaling to novel settings. In this work, we explore single-view 3D reconstruction by learning generalizable representations inspired by advances in self-supervised learning. We introduce a simple framework that operates on 3D points of single objects or whole scenes coupled with category-agnostic large-scale training from diverse RGB-D videos. Our model, Multiview Compressive Coding (MCC), learns to compress the input appearance and geometry to predict the 3D structure by querying a 3D-aware decoder. MCC's generality and efficiency allow it to learn from large-scale and diverse data sources with strong generalization to novel objects imagined by DALLcdotE 2 or captured in-the-wild with an iPhone.
LVIS: A Dataset for Large Vocabulary Instance Segmentation
Progress on object detection is enabled by datasets that focus the research community's attention on open challenges. This process led us from simple images to complex scenes and from bounding boxes to segmentation masks. In this work, we introduce LVIS (pronounced `el-vis'): a new dataset for Large Vocabulary Instance Segmentation. We plan to collect ~2 million high-quality instance segmentation masks for over 1000 entry-level object categories in 164k images. Due to the Zipfian distribution of categories in natural images, LVIS naturally has a long tail of categories with few training samples. Given that state-of-the-art deep learning methods for object detection perform poorly in the low-sample regime, we believe that our dataset poses an important and exciting new scientific challenge. LVIS is available at http://www.lvisdataset.org.
GRF: Learning a General Radiance Field for 3D Representation and Rendering
We present a simple yet powerful neural network that implicitly represents and renders 3D objects and scenes only from 2D observations. The network models 3D geometries as a general radiance field, which takes a set of 2D images with camera poses and intrinsics as input, constructs an internal representation for each point of the 3D space, and then renders the corresponding appearance and geometry of that point viewed from an arbitrary position. The key to our approach is to learn local features for each pixel in 2D images and to then project these features to 3D points, thus yielding general and rich point representations. We additionally integrate an attention mechanism to aggregate pixel features from multiple 2D views, such that visual occlusions are implicitly taken into account. Extensive experiments demonstrate that our method can generate high-quality and realistic novel views for novel objects, unseen categories and challenging real-world scenes.
EmerNeRF: Emergent Spatial-Temporal Scene Decomposition via Self-Supervision
We present EmerNeRF, a simple yet powerful approach for learning spatial-temporal representations of dynamic driving scenes. Grounded in neural fields, EmerNeRF simultaneously captures scene geometry, appearance, motion, and semantics via self-bootstrapping. EmerNeRF hinges upon two core components: First, it stratifies scenes into static and dynamic fields. This decomposition emerges purely from self-supervision, enabling our model to learn from general, in-the-wild data sources. Second, EmerNeRF parameterizes an induced flow field from the dynamic field and uses this flow field to further aggregate multi-frame features, amplifying the rendering precision of dynamic objects. Coupling these three fields (static, dynamic, and flow) enables EmerNeRF to represent highly-dynamic scenes self-sufficiently, without relying on ground truth object annotations or pre-trained models for dynamic object segmentation or optical flow estimation. Our method achieves state-of-the-art performance in sensor simulation, significantly outperforming previous methods when reconstructing static (+2.93 PSNR) and dynamic (+3.70 PSNR) scenes. In addition, to bolster EmerNeRF's semantic generalization, we lift 2D visual foundation model features into 4D space-time and address a general positional bias in modern Transformers, significantly boosting 3D perception performance (e.g., 37.50% relative improvement in occupancy prediction accuracy on average). Finally, we construct a diverse and challenging 120-sequence dataset to benchmark neural fields under extreme and highly-dynamic settings.
SURFSUP: Learning Fluid Simulation for Novel Surfaces
Modeling the mechanics of fluid in complex scenes is vital to applications in design, graphics, and robotics. Learning-based methods provide fast and differentiable fluid simulators, however most prior work is unable to accurately model how fluids interact with genuinely novel surfaces not seen during training. We introduce SURFSUP, a framework that represents objects implicitly using signed distance functions (SDFs), rather than an explicit representation of meshes or particles. This continuous representation of geometry enables more accurate simulation of fluid-object interactions over long time periods while simultaneously making computation more efficient. Moreover, SURFSUP trained on simple shape primitives generalizes considerably out-of-distribution, even to complex real-world scenes and objects. Finally, we show we can invert our model to design simple objects to manipulate fluid flow.
VASR: Visual Analogies of Situation Recognition
A core process in human cognition is analogical mapping: the ability to identify a similar relational structure between different situations. We introduce a novel task, Visual Analogies of Situation Recognition, adapting the classical word-analogy task into the visual domain. Given a triplet of images, the task is to select an image candidate B' that completes the analogy (A to A' is like B to what?). Unlike previous work on visual analogy that focused on simple image transformations, we tackle complex analogies requiring understanding of scenes. We leverage situation recognition annotations and the CLIP model to generate a large set of 500k candidate analogies. Crowdsourced annotations for a sample of the data indicate that humans agree with the dataset label ~80% of the time (chance level 25%). Furthermore, we use human annotations to create a gold-standard dataset of 3,820 validated analogies. Our experiments demonstrate that state-of-the-art models do well when distractors are chosen randomly (~86%), but struggle with carefully chosen distractors (~53%, compared to 90% human accuracy). We hope our dataset will encourage the development of new analogy-making models. Website: https://vasr-dataset.github.io/
GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image
We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.
BEVPlace: Learning LiDAR-based Place Recognition using Bird's Eye View Images
Place recognition is a key module for long-term SLAM systems. Current LiDAR-based place recognition methods usually use representations of point clouds such as unordered points or range images. These methods achieve high recall rates of retrieval, but their performance may degrade in the case of view variation or scene changes. In this work, we explore the potential of a different representation in place recognition, i.e. bird's eye view (BEV) images. We observe that the structural contents of BEV images are less influenced by rotations and translations of point clouds. We validate that, without any delicate design, a simple VGGNet trained on BEV images achieves comparable performance with the state-of-the-art place recognition methods in scenes of slight viewpoint changes. For more robust place recognition, we design a rotation-invariant network called BEVPlace. We use group convolution to extract rotation-equivariant local features from the images and NetVLAD for global feature aggregation. In addition, we observe that the distance between BEV features is correlated with the geometry distance of point clouds. Based on the observation, we develop a method to estimate the position of the query cloud, extending the usage of place recognition. The experiments conducted on large-scale public datasets show that our method 1) achieves state-of-the-art performance in terms of recall rates, 2) is robust to view changes, 3) shows strong generalization ability, and 4) can estimate the positions of query point clouds. Source codes are publicly available at https://github.com/zjuluolun/BEVPlace.
EAST: An Efficient and Accurate Scene Text Detector
Previous approaches for scene text detection have already achieved promising performances across various benchmarks. However, they usually fall short when dealing with challenging scenarios, even when equipped with deep neural network models, because the overall performance is determined by the interplay of multiple stages and components in the pipelines. In this work, we propose a simple yet powerful pipeline that yields fast and accurate text detection in natural scenes. The pipeline directly predicts words or text lines of arbitrary orientations and quadrilateral shapes in full images, eliminating unnecessary intermediate steps (e.g., candidate aggregation and word partitioning), with a single neural network. The simplicity of our pipeline allows concentrating efforts on designing loss functions and neural network architecture. Experiments on standard datasets including ICDAR 2015, COCO-Text and MSRA-TD500 demonstrate that the proposed algorithm significantly outperforms state-of-the-art methods in terms of both accuracy and efficiency. On the ICDAR 2015 dataset, the proposed algorithm achieves an F-score of 0.7820 at 13.2fps at 720p resolution.
MuRF: Multi-Baseline Radiance Fields
We present Multi-Baseline Radiance Fields (MuRF), a general feed-forward approach to solving sparse view synthesis under multiple different baseline settings (small and large baselines, and different number of input views). To render a target novel view, we discretize the 3D space into planes parallel to the target image plane, and accordingly construct a target view frustum volume. Such a target volume representation is spatially aligned with the target view, which effectively aggregates relevant information from the input views for high-quality rendering. It also facilitates subsequent radiance field regression with a convolutional network thanks to its axis-aligned nature. The 3D context modeled by the convolutional network enables our method to synthesis sharper scene structures than prior works. Our MuRF achieves state-of-the-art performance across multiple different baseline settings and diverse scenarios ranging from simple objects (DTU) to complex indoor and outdoor scenes (RealEstate10K and LLFF). We also show promising zero-shot generalization abilities on the Mip-NeRF 360 dataset, demonstrating the general applicability of MuRF.
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
Convolutional Occupancy Networks
Recently, implicit neural representations have gained popularity for learning-based 3D reconstruction. While demonstrating promising results, most implicit approaches are limited to comparably simple geometry of single objects and do not scale to more complicated or large-scale scenes. The key limiting factor of implicit methods is their simple fully-connected network architecture which does not allow for integrating local information in the observations or incorporating inductive biases such as translational equivariance. In this paper, we propose Convolutional Occupancy Networks, a more flexible implicit representation for detailed reconstruction of objects and 3D scenes. By combining convolutional encoders with implicit occupancy decoders, our model incorporates inductive biases, enabling structured reasoning in 3D space. We investigate the effectiveness of the proposed representation by reconstructing complex geometry from noisy point clouds and low-resolution voxel representations. We empirically find that our method enables the fine-grained implicit 3D reconstruction of single objects, scales to large indoor scenes, and generalizes well from synthetic to real data.
NeRF On-the-go: Exploiting Uncertainty for Distractor-free NeRFs in the Wild
Neural Radiance Fields (NeRFs) have shown remarkable success in synthesizing photorealistic views from multi-view images of static scenes, but face challenges in dynamic, real-world environments with distractors like moving objects, shadows, and lighting changes. Existing methods manage controlled environments and low occlusion ratios but fall short in render quality, especially under high occlusion scenarios. In this paper, we introduce NeRF On-the-go, a simple yet effective approach that enables the robust synthesis of novel views in complex, in-the-wild scenes from only casually captured image sequences. Delving into uncertainty, our method not only efficiently eliminates distractors, even when they are predominant in captures, but also achieves a notably faster convergence speed. Through comprehensive experiments on various scenes, our method demonstrates a significant improvement over state-of-the-art techniques. This advancement opens new avenues for NeRF in diverse and dynamic real-world applications.
Diffusion Models for Monocular Depth Estimation: Overcoming Challenging Conditions
We present a novel approach designed to address the complexities posed by challenging, out-of-distribution data in the single-image depth estimation task. Starting with images that facilitate depth prediction due to the absence of unfavorable factors, we systematically generate new, user-defined scenes with a comprehensive set of challenges and associated depth information. This is achieved by leveraging cutting-edge text-to-image diffusion models with depth-aware control, known for synthesizing high-quality image content from textual prompts while preserving the coherence of 3D structure between generated and source imagery. Subsequent fine-tuning of any monocular depth network is carried out through a self-distillation protocol that takes into account images generated using our strategy and its own depth predictions on simple, unchallenging scenes. Experiments on benchmarks tailored for our purposes demonstrate the effectiveness and versatility of our proposal.
MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling
Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.
Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding
Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.
The Scene Language: Representing Scenes with Programs, Words, and Embeddings
We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts
Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.
Layout Aware Inpainting for Automated Furniture Removal in Indoor Scenes
We address the problem of detecting and erasing furniture from a wide angle photograph of a room. Inpainting large regions of an indoor scene often results in geometric inconsistencies of background elements within the inpaint mask. To address this problem, we utilize perceptual information (e.g. instance segmentation, and room layout) to produce a geometrically consistent empty version of a room. We share important details to make this system viable, such as per-plane inpainting, automatic rectification, and texture refinement. We provide detailed ablation along with qualitative examples, justifying our design choices. We show an application of our system by removing real furniture from a room and redecorating it with virtual furniture.
Understanding Cross-modal Interactions in V&L Models that Generate Scene Descriptions
Image captioning models tend to describe images in an object-centric way, emphasising visible objects. But image descriptions can also abstract away from objects and describe the type of scene depicted. In this paper, we explore the potential of a state-of-the-art Vision and Language model, VinVL, to caption images at the scene level using (1) a novel dataset which pairs images with both object-centric and scene descriptions. Through (2) an in-depth analysis of the effect of the fine-tuning, we show (3) that a small amount of curated data suffices to generate scene descriptions without losing the capability to identify object-level concepts in the scene; the model acquires a more holistic view of the image compared to when object-centric descriptions are generated. We discuss the parallels between these results and insights from computational and cognitive science research on scene perception.
CLIPascene: Scene Sketching with Different Types and Levels of Abstraction
In this paper, we present a method for converting a given scene image into a sketch using different types and multiple levels of abstraction. We distinguish between two types of abstraction. The first considers the fidelity of the sketch, varying its representation from a more precise portrayal of the input to a looser depiction. The second is defined by the visual simplicity of the sketch, moving from a detailed depiction to a sparse sketch. Using an explicit disentanglement into two abstraction axes -- and multiple levels for each one -- provides users additional control over selecting the desired sketch based on their personal goals and preferences. To form a sketch at a given level of fidelity and simplification, we train two MLP networks. The first network learns the desired placement of strokes, while the second network learns to gradually remove strokes from the sketch without harming its recognizability and semantics. Our approach is able to generate sketches of complex scenes including those with complex backgrounds (e.g., natural and urban settings) and subjects (e.g., animals and people) while depicting gradual abstractions of the input scene in terms of fidelity and simplicity.
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.
WonderJourney: Going from Anywhere to Everywhere
We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image) and generate a journey through a long sequence of diverse yet coherently connected 3D scenes. We leverage an LLM to generate textual descriptions of the scenes in this journey, a text-driven point cloud generation pipeline to make a compelling and coherent sequence of 3D scenes, and a large VLM to verify the generated scenes. We show compelling, diverse visual results across various scene types and styles, forming imaginary "wonderjourneys". Project website: https://kovenyu.com/WonderJourney/
Compositional Scene Representation Learning via Reconstruction: A Survey
Visual scenes are composed of visual concepts and have the property of combinatorial explosion. An important reason for humans to efficiently learn from diverse visual scenes is the ability of compositional perception, and it is desirable for artificial intelligence to have similar abilities. Compositional scene representation learning is a task that enables such abilities. In recent years, various methods have been proposed to apply deep neural networks, which have been proven to be advantageous in representation learning, to learn compositional scene representations via reconstruction, advancing this research direction into the deep learning era. Learning via reconstruction is advantageous because it may utilize massive unlabeled data and avoid costly and laborious data annotation. In this survey, we first outline the current progress on reconstruction-based compositional scene representation learning with deep neural networks, including development history and categorizations of existing methods from the perspectives of the modeling of visual scenes and the inference of scene representations; then provide benchmarks, including an open source toolbox to reproduce the benchmark experiments, of representative methods that consider the most extensively studied problem setting and form the foundation for other methods; and finally discuss the limitations of existing methods and future directions of this research topic.
CLIP-Layout: Style-Consistent Indoor Scene Synthesis with Semantic Furniture Embedding
Indoor scene synthesis involves automatically picking and placing furniture appropriately on a floor plan, so that the scene looks realistic and is functionally plausible. Such scenes can serve as homes for immersive 3D experiences, or be used to train embodied agents. Existing methods for this task rely on labeled categories of furniture, e.g. bed, chair or table, to generate contextually relevant combinations of furniture. Whether heuristic or learned, these methods ignore instance-level visual attributes of objects, and as a result may produce visually less coherent scenes. In this paper, we introduce an auto-regressive scene model which can output instance-level predictions, using general purpose image embedding based on CLIP. This allows us to learn visual correspondences such as matching color and style, and produce more functionally plausible and aesthetically pleasing scenes. Evaluated on the 3D-FRONT dataset, our model achieves SOTA results in scene synthesis and improves auto-completion metrics by over 50%. Moreover, our embedding-based approach enables zero-shot text-guided scene synthesis and editing, which easily generalizes to furniture not seen during training.
Disentangled 3D Scene Generation with Layout Learning
We introduce a method to generate 3D scenes that are disentangled into their component objects. This disentanglement is unsupervised, relying only on the knowledge of a large pretrained text-to-image model. Our key insight is that objects can be discovered by finding parts of a 3D scene that, when rearranged spatially, still produce valid configurations of the same scene. Concretely, our method jointly optimizes multiple NeRFs from scratch - each representing its own object - along with a set of layouts that composite these objects into scenes. We then encourage these composited scenes to be in-distribution according to the image generator. We show that despite its simplicity, our approach successfully generates 3D scenes decomposed into individual objects, enabling new capabilities in text-to-3D content creation. For results and an interactive demo, see our project page at https://dave.ml/layoutlearning/
Beyond Surface Statistics: Scene Representations in a Latent Diffusion Model
Latent diffusion models (LDMs) exhibit an impressive ability to produce realistic images, yet the inner workings of these models remain mysterious. Even when trained purely on images without explicit depth information, they typically output coherent pictures of 3D scenes. In this work, we investigate a basic interpretability question: does an LDM create and use an internal representation of simple scene geometry? Using linear probes, we find evidence that the internal activations of the LDM encode linear representations of both 3D depth data and a salient-object / background distinction. These representations appear surprisingly early in the denoising process-well before a human can easily make sense of the noisy images. Intervention experiments further indicate these representations play a causal role in image synthesis, and may be used for simple high-level editing of an LDM's output. Project page: https://yc015.github.io/scene-representation-diffusion-model/
Break-A-Scene: Extracting Multiple Concepts from a Single Image
Text-to-image model personalization aims to introduce a user-provided concept to the model, allowing its synthesis in diverse contexts. However, current methods primarily focus on the case of learning a single concept from multiple images with variations in backgrounds and poses, and struggle when adapted to a different scenario. In this work, we introduce the task of textual scene decomposition: given a single image of a scene that may contain several concepts, we aim to extract a distinct text token for each concept, enabling fine-grained control over the generated scenes. To this end, we propose augmenting the input image with masks that indicate the presence of target concepts. These masks can be provided by the user or generated automatically by a pre-trained segmentation model. We then present a novel two-phase customization process that optimizes a set of dedicated textual embeddings (handles), as well as the model weights, striking a delicate balance between accurately capturing the concepts and avoiding overfitting. We employ a masked diffusion loss to enable handles to generate their assigned concepts, complemented by a novel loss on cross-attention maps to prevent entanglement. We also introduce union-sampling, a training strategy aimed to improve the ability of combining multiple concepts in generated images. We use several automatic metrics to quantitatively compare our method against several baselines, and further affirm the results using a user study. Finally, we showcase several applications of our method. Project page is available at: https://omriavrahami.com/break-a-scene/
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.
RedCaps: web-curated image-text data created by the people, for the people
Large datasets of paired images and text have become increasingly popular for learning generic representations for vision and vision-and-language tasks. Such datasets have been built by querying search engines or collecting HTML alt-text -- since web data is noisy, they require complex filtering pipelines to maintain quality. We explore alternate data sources to collect high quality data with minimal filtering. We introduce RedCaps -- a large-scale dataset of 12M image-text pairs collected from Reddit. Images and captions from Reddit depict and describe a wide variety of objects and scenes. We collect data from a manually curated set of subreddits, which give coarse image labels and allow us to steer the dataset composition without labeling individual instances. We show that captioning models trained on RedCaps produce rich and varied captions preferred by humans, and learn visual representations that transfer to many downstream tasks.
CLIPDrawX: Primitive-based Explanations for Text Guided Sketch Synthesis
With the goal of understanding the visual concepts that CLIP associates with text prompts, we show that the latent space of CLIP can be visualized solely in terms of linear transformations on simple geometric primitives like circles and straight lines. Although existing approaches achieve this by sketch-synthesis-through-optimization, they do so on the space of B\'ezier curves, which exhibit a wastefully large set of structures that they can evolve into, as most of them are non-essential for generating meaningful sketches. We present CLIPDrawX, an algorithm that provides significantly better visualizations for CLIP text embeddings, using only simple primitive shapes like straight lines and circles. This constrains the set of possible outputs to linear transformations on these primitives, thereby exhibiting an inherently simpler mathematical form. The synthesis process of CLIPDrawX can be tracked end-to-end, with each visual concept being explained exclusively in terms of primitives. Implementation will be released upon acceptance. Project Page: https://clipdrawx.github.io/{https://clipdrawx.github.io/}.
Learning Complex Non-Rigid Image Edits from Multimodal Conditioning
In this paper we focus on inserting a given human (specifically, a single image of a person) into a novel scene. Our method, which builds on top of Stable Diffusion, yields natural looking images while being highly controllable with text and pose. To accomplish this we need to train on pairs of images, the first a reference image with the person, the second a "target image" showing the same person (with a different pose and possibly in a different background). Additionally we require a text caption describing the new pose relative to that in the reference image. In this paper we present a novel dataset following this criteria, which we create using pairs of frames from human-centric and action-rich videos and employing a multimodal LLM to automatically summarize the difference in human pose for the text captions. We demonstrate that identity preservation is a more challenging task in scenes "in-the-wild", and especially scenes where there is an interaction between persons and objects. Combining the weak supervision from noisy captions, with robust 2D pose improves the quality of person-object interactions.
Multiview Scene Graph
A proper scene representation is central to the pursuit of spatial intelligence where agents can robustly reconstruct and efficiently understand 3D scenes. A scene representation is either metric, such as landmark maps in 3D reconstruction, 3D bounding boxes in object detection, or voxel grids in occupancy prediction, or topological, such as pose graphs with loop closures in SLAM or visibility graphs in SfM. In this work, we propose to build Multiview Scene Graphs (MSG) from unposed images, representing a scene topologically with interconnected place and object nodes. The task of building MSG is challenging for existing representation learning methods since it needs to jointly address both visual place recognition, object detection, and object association from images with limited fields of view and potentially large viewpoint changes. To evaluate any method tackling this task, we developed an MSG dataset and annotation based on a public 3D dataset. We also propose an evaluation metric based on the intersection-over-union score of MSG edges. Moreover, we develop a novel baseline method built on mainstream pretrained vision models, combining visual place recognition and object association into one Transformer decoder architecture. Experiments demonstrate our method has superior performance compared to existing relevant baselines.
Understanding 3D Object Interaction from a Single Image
Humans can easily understand a single image as depicting multiple potential objects permitting interaction. We use this skill to plan our interactions with the world and accelerate understanding new objects without engaging in interaction. In this paper, we would like to endow machines with the similar ability, so that intelligent agents can better explore the 3D scene or manipulate objects. Our approach is a transformer-based model that predicts the 3D location, physical properties and affordance of objects. To power this model, we collect a dataset with Internet videos, egocentric videos and indoor images to train and validate our approach. Our model yields strong performance on our data, and generalizes well to robotics data.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
HL Dataset: Grounding High-Level Linguistic Concepts in Vision
Current captioning datasets, focus on object-centric captions, describing the visible objects in the image, often ending up stating the obvious (for humans), e.g. "people eating food in a park". Although these datasets are useful to evaluate the ability of Vision & Language models to recognize the visual content, they lack in expressing trivial abstract concepts, e.g. "people having a picnic". Such concepts are licensed by human's personal experience and contribute to forming common sense assumptions. We present the High-Level Dataset; a dataset extending 14997 images of the COCO dataset with 134973 human-annotated (high-level) abstract captions collected along three axes: scenes, actions and rationales. We describe and release such dataset and we show how it can be used to assess models' multimodal grounding of abstract concepts and enrich models' visio-lingusitic representations. Moreover, we describe potential tasks enabled by this dataset involving high- and low-level concepts interactions.
Object Detectors Emerge in Deep Scene CNNs
With the success of new computational architectures for visual processing, such as convolutional neural networks (CNN) and access to image databases with millions of labeled examples (e.g., ImageNet, Places), the state of the art in computer vision is advancing rapidly. One important factor for continued progress is to understand the representations that are learned by the inner layers of these deep architectures. Here we show that object detectors emerge from training CNNs to perform scene classification. As scenes are composed of objects, the CNN for scene classification automatically discovers meaningful objects detectors, representative of the learned scene categories. With object detectors emerging as a result of learning to recognize scenes, our work demonstrates that the same network can perform both scene recognition and object localization in a single forward-pass, without ever having been explicitly taught the notion of objects.
Scene Graph to Image Generation with Contextualized Object Layout Refinement
Generating images from scene graphs is a challenging task that attracted substantial interest recently. Prior works have approached this task by generating an intermediate layout description of the target image. However, the representation of each object in the layout was generated independently, which resulted in high overlap, low coverage, and an overall blurry layout. We propose a novel method that alleviates these issues by generating the entire layout description gradually to improve inter-object dependency. We empirically show on the COCO-STUFF dataset that our approach improves the quality of both the intermediate layout and the final image. Our approach improves the layout coverage by almost 20 points and drops object overlap to negligible amounts.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Alfie: Democratising RGBA Image Generation With No $$$
Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.
Scene relighting with illumination estimation in the latent space on an encoder-decoder scheme
The image relighting task of transferring illumination conditions between two images offers an interesting and difficult challenge with potential applications in photography, cinematography and computer graphics. In this report we present methods that we tried to achieve that goal. Our models are trained on a rendered dataset of artificial locations with varied scene content, light source location and color temperature. With this dataset, we used a network with illumination estimation component aiming to infer and replace light conditions in the latent space representation of the concerned scenes.
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
Visual Writing Prompts: Character-Grounded Story Generation with Curated Image Sequences
Current work on image-based story generation suffers from the fact that the existing image sequence collections do not have coherent plots behind them. We improve visual story generation by producing a new image-grounded dataset, Visual Writing Prompts (VWP). VWP contains almost 2K selected sequences of movie shots, each including 5-10 images. The image sequences are aligned with a total of 12K stories which were collected via crowdsourcing given the image sequences and a set of grounded characters from the corresponding image sequence. Our new image sequence collection and filtering process has allowed us to obtain stories that are more coherent and have more narrativity compared to previous work. We also propose a character-based story generation model driven by coherence as a strong baseline. Evaluations show that our generated stories are more coherent, visually grounded, and have more narrativity than stories generated with the current state-of-the-art model.
Tell Me What You See: Text-Guided Real-World Image Denoising
Image reconstruction in low-light conditions is a challenging problem. Many solutions have been proposed for it, where the main approach is trying to learn a good prior of natural images along with modeling the true statistics of the noise in the scene. In the presence of very low lighting conditions, such approaches are usually not enough, and additional information is required, e.g., in the form of using multiple captures. In this work, we suggest as an alternative to add a description of the scene as prior, which can be easily done by the photographer who is capturing the scene. Using a text-conditioned diffusion model, we show that adding image caption information improves significantly the image reconstruction in low-light conditions on both synthetic and real-world images.
T^3-S2S: Training-free Triplet Tuning for Sketch to Scene Generation
Scene generation is crucial to many computer graphics applications. Recent advances in generative AI have streamlined sketch-to-image workflows, easing the workload for artists and designers in creating scene concept art. However, these methods often struggle for complex scenes with multiple detailed objects, sometimes missing small or uncommon instances. In this paper, we propose a Training-free Triplet Tuning for Sketch-to-Scene (T3-S2S) generation after reviewing the entire cross-attention mechanism. This scheme revitalizes the existing ControlNet model, enabling effective handling of multi-instance generations, involving prompt balance, characteristics prominence, and dense tuning. Specifically, this approach enhances keyword representation via the prompt balance module, reducing the risk of missing critical instances. It also includes a characteristics prominence module that highlights TopK indices in each channel, ensuring essential features are better represented based on token sketches. Additionally, it employs dense tuning to refine contour details in the attention map, compensating for instance-related regions. Experiments validate that our triplet tuning approach substantially improves the performance of existing sketch-to-image models. It consistently generates detailed, multi-instance 2D images, closely adhering to the input prompts and enhancing visual quality in complex multi-instance scenes. Code is available at https://github.com/chaos-sun/t3s2s.git.
YCB-LUMA: YCB Object Dataset with Luminance Keying for Object Localization
Localizing target objects in images is an important task in computer vision. Often it is the first step towards solving a variety of applications in autonomous driving, maintenance, quality insurance, robotics, and augmented reality. Best in class solutions for this task rely on deep neural networks, which require a set of representative training data for best performance. Creating sets of sufficient quality, variety, and size is often difficult, error prone, and expensive. This is where the method of luminance keying can help: it provides a simple yet effective solution to record high quality data for training object detection and segmentation. We extend previous work that presented luminance keying on the common YCB-V set of household objects by recording the remaining objects of the YCB superset. The additional variety of objects - addition of transparency, multiple color variations, non-rigid objects - further demonstrates the usefulness of luminance keying and might be used to test the applicability of the approach on new 2D object detection and segmentation algorithms.
Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.
Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE
As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.
Object-level Visual Prompts for Compositional Image Generation
We introduce a method for composing object-level visual prompts within a text-to-image diffusion model. Our approach addresses the task of generating semantically coherent compositions across diverse scenes and styles, similar to the versatility and expressiveness offered by text prompts. A key challenge in this task is to preserve the identity of the objects depicted in the input visual prompts, while also generating diverse compositions across different images. To address this challenge, we introduce a new KV-mixed cross-attention mechanism, in which keys and values are learned from distinct visual representations. The keys are derived from an encoder with a small bottleneck for layout control, whereas the values come from a larger bottleneck encoder that captures fine-grained appearance details. By mixing keys and values from these complementary sources, our model preserves the identity of the visual prompts while supporting flexible variations in object arrangement, pose, and composition. During inference, we further propose object-level compositional guidance to improve the method's identity preservation and layout correctness. Results show that our technique produces diverse scene compositions that preserve the unique characteristics of each visual prompt, expanding the creative potential of text-to-image generation.
Beyond Color and Lines: Zero-Shot Style-Specific Image Variations with Coordinated Semantics
Traditionally, style has been primarily considered in terms of artistic elements such as colors, brushstrokes, and lighting. However, identical semantic subjects, like people, boats, and houses, can vary significantly across different artistic traditions, indicating that style also encompasses the underlying semantics. Therefore, in this study, we propose a zero-shot scheme for image variation with coordinated semantics. Specifically, our scheme transforms the image-to-image problem into an image-to-text-to-image problem. The image-to-text operation employs vision-language models e.g., BLIP) to generate text describing the content of the input image, including the objects and their positions. Subsequently, the input style keyword is elaborated into a detailed description of this style and then merged with the content text using the reasoning capabilities of ChatGPT. Finally, the text-to-image operation utilizes a Diffusion model to generate images based on the text prompt. To enable the Diffusion model to accommodate more styles, we propose a fine-tuning strategy that injects text and style constraints into cross-attention. This ensures that the output image exhibits similar semantics in the desired style. To validate the performance of the proposed scheme, we constructed a benchmark comprising images of various styles and scenes and introduced two novel metrics. Despite its simplicity, our scheme yields highly plausible results in a zero-shot manner, particularly for generating stylized images with high-fidelity semantics.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
Foundational Models Defining a New Era in Vision: A Survey and Outlook
Vision systems to see and reason about the compositional nature of visual scenes are fundamental to understanding our world. The complex relations between objects and their locations, ambiguities, and variations in the real-world environment can be better described in human language, naturally governed by grammatical rules and other modalities such as audio and depth. The models learned to bridge the gap between such modalities coupled with large-scale training data facilitate contextual reasoning, generalization, and prompt capabilities at test time. These models are referred to as foundational models. The output of such models can be modified through human-provided prompts without retraining, e.g., segmenting a particular object by providing a bounding box, having interactive dialogues by asking questions about an image or video scene or manipulating the robot's behavior through language instructions. In this survey, we provide a comprehensive review of such emerging foundational models, including typical architecture designs to combine different modalities (vision, text, audio, etc), training objectives (contrastive, generative), pre-training datasets, fine-tuning mechanisms, and the common prompting patterns; textual, visual, and heterogeneous. We discuss the open challenges and research directions for foundational models in computer vision, including difficulties in their evaluations and benchmarking, gaps in their real-world understanding, limitations of their contextual understanding, biases, vulnerability to adversarial attacks, and interpretability issues. We review recent developments in this field, covering a wide range of applications of foundation models systematically and comprehensively. A comprehensive list of foundational models studied in this work is available at https://github.com/awaisrauf/Awesome-CV-Foundational-Models.
Aladdin: Zero-Shot Hallucination of Stylized 3D Assets from Abstract Scene Descriptions
What constitutes the "vibe" of a particular scene? What should one find in "a busy, dirty city street", "an idyllic countryside", or "a crime scene in an abandoned living room"? The translation from abstract scene descriptions to stylized scene elements cannot be done with any generality by extant systems trained on rigid and limited indoor datasets. In this paper, we propose to leverage the knowledge captured by foundation models to accomplish this translation. We present a system that can serve as a tool to generate stylized assets for 3D scenes described by a short phrase, without the need to enumerate the objects to be found within the scene or give instructions on their appearance. Additionally, it is robust to open-world concepts in a way that traditional methods trained on limited data are not, affording more creative freedom to the 3D artist. Our system demonstrates this using a foundation model "team" composed of a large language model, a vision-language model and several image diffusion models, which communicate using an interpretable and user-editable intermediate representation, thus allowing for more versatile and controllable stylized asset generation for 3D artists. We introduce novel metrics for this task, and show through human evaluations that in 91% of the cases, our system outputs are judged more faithful to the semantics of the input scene description than the baseline, thus highlighting the potential of this approach to radically accelerate the 3D content creation process for 3D artists.
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
CONFORM: Contrast is All You Need For High-Fidelity Text-to-Image Diffusion Models
Images produced by text-to-image diffusion models might not always faithfully represent the semantic intent of the provided text prompt, where the model might overlook or entirely fail to produce certain objects. Existing solutions often require customly tailored functions for each of these problems, leading to sub-optimal results, especially for complex prompts. Our work introduces a novel perspective by tackling this challenge in a contrastive context. Our approach intuitively promotes the segregation of objects in attention maps while also maintaining that pairs of related attributes are kept close to each other. We conduct extensive experiments across a wide variety of scenarios, each involving unique combinations of objects, attributes, and scenes. These experiments effectively showcase the versatility, efficiency, and flexibility of our method in working with both latent and pixel-based diffusion models, including Stable Diffusion and Imagen. Moreover, we publicly share our source code to facilitate further research.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
SGEdit: Bridging LLM with Text2Image Generative Model for Scene Graph-based Image Editing
Scene graphs offer a structured, hierarchical representation of images, with nodes and edges symbolizing objects and the relationships among them. It can serve as a natural interface for image editing, dramatically improving precision and flexibility. Leveraging this benefit, we introduce a new framework that integrates large language model (LLM) with Text2Image generative model for scene graph-based image editing. This integration enables precise modifications at the object level and creative recomposition of scenes without compromising overall image integrity. Our approach involves two primary stages: 1) Utilizing a LLM-driven scene parser, we construct an image's scene graph, capturing key objects and their interrelationships, as well as parsing fine-grained attributes such as object masks and descriptions. These annotations facilitate concept learning with a fine-tuned diffusion model, representing each object with an optimized token and detailed description prompt. 2) During the image editing phase, a LLM editing controller guides the edits towards specific areas. These edits are then implemented by an attention-modulated diffusion editor, utilizing the fine-tuned model to perform object additions, deletions, replacements, and adjustments. Through extensive experiments, we demonstrate that our framework significantly outperforms existing image editing methods in terms of editing precision and scene aesthetics.
Make-Your-Video: Customized Video Generation Using Textual and Structural Guidance
Creating a vivid video from the event or scenario in our imagination is a truly fascinating experience. Recent advancements in text-to-video synthesis have unveiled the potential to achieve this with prompts only. While text is convenient in conveying the overall scene context, it may be insufficient to control precisely. In this paper, we explore customized video generation by utilizing text as context description and motion structure (e.g. frame-wise depth) as concrete guidance. Our method, dubbed Make-Your-Video, involves joint-conditional video generation using a Latent Diffusion Model that is pre-trained for still image synthesis and then promoted for video generation with the introduction of temporal modules. This two-stage learning scheme not only reduces the computing resources required, but also improves the performance by transferring the rich concepts available in image datasets solely into video generation. Moreover, we use a simple yet effective causal attention mask strategy to enable longer video synthesis, which mitigates the potential quality degradation effectively. Experimental results show the superiority of our method over existing baselines, particularly in terms of temporal coherence and fidelity to users' guidance. In addition, our model enables several intriguing applications that demonstrate potential for practical usage.
Scene Graph Generation by Iterative Message Passing
Understanding a visual scene goes beyond recognizing individual objects in isolation. Relationships between objects also constitute rich semantic information about the scene. In this work, we explicitly model the objects and their relationships using scene graphs, a visually-grounded graphical structure of an image. We propose a novel end-to-end model that generates such structured scene representation from an input image. The model solves the scene graph inference problem using standard RNNs and learns to iteratively improves its predictions via message passing. Our joint inference model can take advantage of contextual cues to make better predictions on objects and their relationships. The experiments show that our model significantly outperforms previous methods for generating scene graphs using Visual Genome dataset and inferring support relations with NYU Depth v2 dataset.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera
A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.
Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing
Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language. Project website: https://feature-splatting.github.io/
Sketch-Guided Scene Image Generation
Text-to-image models are showcasing the impressive ability to create high-quality and diverse generative images. Nevertheless, the transition from freehand sketches to complex scene images remains challenging using diffusion models. In this study, we propose a novel sketch-guided scene image generation framework, decomposing the task of scene image scene generation from sketch inputs into object-level cross-domain generation and scene-level image construction. We employ pre-trained diffusion models to convert each single object drawing into an image of the object, inferring additional details while maintaining the sparse sketch structure. In order to maintain the conceptual fidelity of the foreground during scene generation, we invert the visual features of object images into identity embeddings for scene generation. In scene-level image construction, we generate the latent representation of the scene image using the separated background prompts, and then blend the generated foreground objects according to the layout of the sketch input. To ensure the foreground objects' details remain unchanged while naturally composing the scene image, we infer the scene image on the blended latent representation using a global prompt that includes the trained identity tokens. Through qualitative and quantitative experiments, we demonstrate the ability of the proposed approach to generate scene images from hand-drawn sketches surpasses the state-of-the-art approaches.
SceneCraft: An LLM Agent for Synthesizing 3D Scene as Blender Code
This paper introduces SceneCraft, a Large Language Model (LLM) Agent converting text descriptions into Blender-executable Python scripts which render complex scenes with up to a hundred 3D assets. This process requires complex spatial planning and arrangement. We tackle these challenges through a combination of advanced abstraction, strategic planning, and library learning. SceneCraft first models a scene graph as a blueprint, detailing the spatial relationships among assets in the scene. SceneCraft then writes Python scripts based on this graph, translating relationships into numerical constraints for asset layout. Next, SceneCraft leverages the perceptual strengths of vision-language foundation models like GPT-V to analyze rendered images and iteratively refine the scene. On top of this process, SceneCraft features a library learning mechanism that compiles common script functions into a reusable library, facilitating continuous self-improvement without expensive LLM parameter tuning. Our evaluation demonstrates that SceneCraft surpasses existing LLM-based agents in rendering complex scenes, as shown by its adherence to constraints and favorable human assessments. We also showcase the broader application potential of SceneCraft by reconstructing detailed 3D scenes from the Sintel movie and guiding a video generative model with generated scenes as intermediary control signal.
BeyondScene: Higher-Resolution Human-Centric Scene Generation With Pretrained Diffusion
Generating higher-resolution human-centric scenes with details and controls remains a challenge for existing text-to-image diffusion models. This challenge stems from limited training image size, text encoder capacity (limited tokens), and the inherent difficulty of generating complex scenes involving multiple humans. While current methods attempted to address training size limit only, they often yielded human-centric scenes with severe artifacts. We propose BeyondScene, a novel framework that overcomes prior limitations, generating exquisite higher-resolution (over 8K) human-centric scenes with exceptional text-image correspondence and naturalness using existing pretrained diffusion models. BeyondScene employs a staged and hierarchical approach to initially generate a detailed base image focusing on crucial elements in instance creation for multiple humans and detailed descriptions beyond token limit of diffusion model, and then to seamlessly convert the base image to a higher-resolution output, exceeding training image size and incorporating details aware of text and instances via our novel instance-aware hierarchical enlargement process that consists of our proposed high-frequency injected forward diffusion and adaptive joint diffusion. BeyondScene surpasses existing methods in terms of correspondence with detailed text descriptions and naturalness, paving the way for advanced applications in higher-resolution human-centric scene creation beyond the capacity of pretrained diffusion models without costly retraining. Project page: https://janeyeon.github.io/beyond-scene.
Generating Images from Captions with Attention
Motivated by the recent progress in generative models, we introduce a model that generates images from natural language descriptions. The proposed model iteratively draws patches on a canvas, while attending to the relevant words in the description. After training on Microsoft COCO, we compare our model with several baseline generative models on image generation and retrieval tasks. We demonstrate that our model produces higher quality samples than other approaches and generates images with novel scene compositions corresponding to previously unseen captions in the dataset.
ECO: Ensembling Context Optimization for Vision-Language Models
Image recognition has recently witnessed a paradigm shift, where vision-language models are now used to perform few-shot classification based on textual prompts. Among these, the CLIP model has shown remarkable capabilities for zero-shot transfer by matching an image and a custom textual prompt in its latent space. This has paved the way for several works that focus on engineering or learning textual contexts for maximizing CLIP's classification capabilities. In this paper, we follow this trend by learning an ensemble of prompts for image classification. We show that learning diverse and possibly shorter contexts improves considerably and consistently the results rather than relying on a single trainable prompt. In particular, we report better few-shot capabilities with no additional cost at inference time. We demonstrate the capabilities of our approach on 11 different benchmarks.
Incidental Scene Text Understanding: Recent Progresses on ICDAR 2015 Robust Reading Competition Challenge 4
Different from focused texts present in natural images, which are captured with user's intention and intervention, incidental texts usually exhibit much more diversity, variability and complexity, thus posing significant difficulties and challenges for scene text detection and recognition algorithms. The ICDAR 2015 Robust Reading Competition Challenge 4 was launched to assess the performance of existing scene text detection and recognition methods on incidental texts as well as to stimulate novel ideas and solutions. This report is dedicated to briefly introduce our strategies for this challenging problem and compare them with prior arts in this field.
Select and Summarize: Scene Saliency for Movie Script Summarization
Abstractive summarization for long-form narrative texts such as movie scripts is challenging due to the computational and memory constraints of current language models. A movie script typically comprises a large number of scenes; however, only a fraction of these scenes are salient, i.e., important for understanding the overall narrative. The salience of a scene can be operationalized by considering it as salient if it is mentioned in the summary. Automatically identifying salient scenes is difficult due to the lack of suitable datasets. In this work, we introduce a scene saliency dataset that consists of human-annotated salient scenes for 100 movies. We propose a two-stage abstractive summarization approach which first identifies the salient scenes in script and then generates a summary using only those scenes. Using QA-based evaluation, we show that our model outperforms previous state-of-the-art summarization methods and reflects the information content of a movie more accurately than a model that takes the whole movie script as input.
Moving Object Segmentation: All You Need Is SAM (and Flow)
The objective of this paper is motion segmentation -- discovering and segmenting the moving objects in a video. This is a much studied area with numerous careful,and sometimes complex, approaches and training schemes including: self-supervised learning, learning from synthetic datasets, object-centric representations, amodal representations, and many more. Our interest in this paper is to determine if the Segment Anything model (SAM) can contribute to this task. We investigate two models for combining SAM with optical flow that harness the segmentation power of SAM with the ability of flow to discover and group moving objects. In the first model, we adapt SAM to take optical flow, rather than RGB, as an input. In the second, SAM takes RGB as an input, and flow is used as a segmentation prompt. These surprisingly simple methods, without any further modifications, outperform all previous approaches by a considerable margin in both single and multi-object benchmarks. We also extend these frame-level segmentations to sequence-level segmentations that maintain object identity. Again, this simple model outperforms previous methods on multiple video object segmentation benchmarks.
Layout2Scene: 3D Semantic Layout Guided Scene Generation via Geometry and Appearance Diffusion Priors
3D scene generation conditioned on text prompts has significantly progressed due to the development of 2D diffusion generation models. However, the textual description of 3D scenes is inherently inaccurate and lacks fine-grained control during training, leading to implausible scene generation. As an intuitive and feasible solution, the 3D layout allows for precise specification of object locations within the scene. To this end, we present a text-to-scene generation method (namely, Layout2Scene) using additional semantic layout as the prompt to inject precise control of 3D object positions. Specifically, we first introduce a scene hybrid representation to decouple objects and backgrounds, which is initialized via a pre-trained text-to-3D model. Then, we propose a two-stage scheme to optimize the geometry and appearance of the initialized scene separately. To fully leverage 2D diffusion priors in geometry and appearance generation, we introduce a semantic-guided geometry diffusion model and a semantic-geometry guided diffusion model which are finetuned on a scene dataset. Extensive experiments demonstrate that our method can generate more plausible and realistic scenes as compared to state-of-the-art approaches. Furthermore, the generated scene allows for flexible yet precise editing, thereby facilitating multiple downstream applications.
SmartControl: Enhancing ControlNet for Handling Rough Visual Conditions
Human visual imagination usually begins with analogies or rough sketches. For example, given an image with a girl playing guitar before a building, one may analogously imagine how it seems like if Iron Man playing guitar before Pyramid in Egypt. Nonetheless, visual condition may not be precisely aligned with the imaginary result indicated by text prompt, and existing layout-controllable text-to-image (T2I) generation models is prone to producing degraded generated results with obvious artifacts. To address this issue, we present a novel T2I generation method dubbed SmartControl, which is designed to modify the rough visual conditions for adapting to text prompt. The key idea of our SmartControl is to relax the visual condition on the areas that are conflicted with text prompts. In specific, a Control Scale Predictor (CSP) is designed to identify the conflict regions and predict the local control scales, while a dataset with text prompts and rough visual conditions is constructed for training CSP. It is worth noting that, even with a limited number (e.g., 1,000~2,000) of training samples, our SmartControl can generalize well to unseen objects. Extensive experiments on four typical visual condition types clearly show the efficacy of our SmartControl against state-of-the-arts. Source code, pre-trained models, and datasets are available at https://github.com/liuxiaoyu1104/SmartControl.
Learning to Describe Differences Between Pairs of Similar Images
In this paper, we introduce the task of automatically generating text to describe the differences between two similar images. We collect a new dataset by crowd-sourcing difference descriptions for pairs of image frames extracted from video-surveillance footage. Annotators were asked to succinctly describe all the differences in a short paragraph. As a result, our novel dataset provides an opportunity to explore models that align language and vision, and capture visual salience. The dataset may also be a useful benchmark for coherent multi-sentence generation. We perform a firstpass visual analysis that exposes clusters of differing pixels as a proxy for object-level differences. We propose a model that captures visual salience by using a latent variable to align clusters of differing pixels with output sentences. We find that, for both single-sentence generation and as well as multi-sentence generation, the proposed model outperforms the models that use attention alone.
TextCaps: a Dataset for Image Captioning with Reading Comprehension
Image descriptions can help visually impaired people to quickly understand the image content. While we made significant progress in automatically describing images and optical character recognition, current approaches are unable to include written text in their descriptions, although text is omnipresent in human environments and frequently critical to understand our surroundings. To study how to comprehend text in the context of an image we collect a novel dataset, TextCaps, with 145k captions for 28k images. Our dataset challenges a model to recognize text, relate it to its visual context, and decide what part of the text to copy or paraphrase, requiring spatial, semantic, and visual reasoning between multiple text tokens and visual entities, such as objects. We study baselines and adapt existing approaches to this new task, which we refer to as image captioning with reading comprehension. Our analysis with automatic and human studies shows that our new TextCaps dataset provides many new technical challenges over previous datasets.
Concept-Guided Prompt Learning for Generalization in Vision-Language Models
Contrastive Language-Image Pretraining (CLIP) model has exhibited remarkable efficacy in establishing cross-modal connections between texts and images, yielding impressive performance across a broad spectrum of downstream applications through fine-tuning. However, for generalization tasks, the current fine-tuning methods for CLIP, such as CoOp and CoCoOp, demonstrate relatively low performance on some fine-grained datasets. We recognize the underlying reason is that these previous methods only projected global features into the prompt, neglecting the various visual concepts, such as colors, shapes, and sizes, which are naturally transferable across domains and play a crucial role in generalization tasks. To address this issue, in this work, we propose Concept-Guided Prompt Learning (CPL) for vision-language models. Specifically, we leverage the well-learned knowledge of CLIP to create a visual concept cache to enable concept-guided prompting. In order to refine the text features, we further develop a projector that transforms multi-level visual features into text features. We observe that this concept-guided prompt learning approach is able to achieve enhanced consistency between visual and linguistic modalities. Extensive experimental results demonstrate that our CPL method significantly improves generalization capabilities compared to the current state-of-the-art methods.
Expressive Text-to-Image Generation with Rich Text
Plain text has become a prevalent interface for text-to-image synthesis. However, its limited customization options hinder users from accurately describing desired outputs. For example, plain text makes it hard to specify continuous quantities, such as the precise RGB color value or importance of each word. Furthermore, creating detailed text prompts for complex scenes is tedious for humans to write and challenging for text encoders to interpret. To address these challenges, we propose using a rich-text editor supporting formats such as font style, size, color, and footnote. We extract each word's attributes from rich text to enable local style control, explicit token reweighting, precise color rendering, and detailed region synthesis. We achieve these capabilities through a region-based diffusion process. We first obtain each word's region based on attention maps of a diffusion process using plain text. For each region, we enforce its text attributes by creating region-specific detailed prompts and applying region-specific guidance, and maintain its fidelity against plain-text generation through region-based injections. We present various examples of image generation from rich text and demonstrate that our method outperforms strong baselines with quantitative evaluations.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
Slow Perception: Let's Perceive Geometric Figures Step-by-step
Recently, "visual o1" began to enter people's vision, with expectations that this slow-thinking design can solve visual reasoning tasks, especially geometric math problems. However, the reality is that current LVLMs (Large Vision Language Models) can hardly even accurately copy a geometric figure, let alone truly understand the complex inherent logic and spatial relationships within geometric shapes. We believe accurate copying (strong perception) is the first step to visual o1. Accordingly, we introduce the concept of "slow perception" (SP), which guides the model to gradually perceive basic point-line combinations, as our humans, reconstruct complex geometric structures progressively. There are two-fold stages in SP: a) perception decomposition. Perception is not instantaneous. In this stage, complex geometric figures are broken down into basic simple units to unify geometry representation. b) perception flow, which acknowledges that accurately tracing a line is not an easy task. This stage aims to avoid "long visual jumps" in regressing line segments by using a proposed "perceptual ruler" to trace each line stroke-by-stroke. Surprisingly, such a human-like perception manner enjoys an inference time scaling law -- the slower, the better. Researchers strive to speed up the model's perception in the past, but we slow it down again, allowing the model to read the image step-by-step and carefully.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
Sequential Modeling Enables Scalable Learning for Large Vision Models
We introduce a novel sequential modeling approach which enables learning a Large Vision Model (LVM) without making use of any linguistic data. To do this, we define a common format, "visual sentences", in which we can represent raw images and videos as well as annotated data sources such as semantic segmentations and depth reconstructions without needing any meta-knowledge beyond the pixels. Once this wide variety of visual data (comprising 420 billion tokens) is represented as sequences, the model can be trained to minimize a cross-entropy loss for next token prediction. By training across various scales of model architecture and data diversity, we provide empirical evidence that our models scale effectively. Many different vision tasks can be solved by designing suitable visual prompts at test time.
Shotluck Holmes: A Family of Efficient Small-Scale Large Language Vision Models For Video Captioning and Summarization
Video is an increasingly prominent and information-dense medium, yet it poses substantial challenges for language models. A typical video consists of a sequence of shorter segments, or shots, that collectively form a coherent narrative. Each shot is analogous to a word in a sentence where multiple data streams of information (such as visual and auditory data) must be processed simultaneously. Comprehension of the entire video requires not only understanding the visual-audio information of each shot but also requires that the model links the ideas between each shot to generate a larger, all-encompassing story. Despite significant progress in the field, current works often overlook videos' more granular shot-by-shot semantic information. In this project, we propose a family of efficient large language vision models (LLVMs) to boost video summarization and captioning called Shotluck Holmes. By leveraging better pretraining and data collection strategies, we extend the abilities of existing small LLVMs from being able to understand a picture to being able to understand a sequence of frames. Specifically, we show that Shotluck Holmes achieves better performance than state-of-the-art results on the Shot2Story video captioning and summary task with significantly smaller and more computationally efficient models.
Make-A-Scene: Scene-Based Text-to-Image Generation with Human Priors
Recent text-to-image generation methods provide a simple yet exciting conversion capability between text and image domains. While these methods have incrementally improved the generated image fidelity and text relevancy, several pivotal gaps remain unanswered, limiting applicability and quality. We propose a novel text-to-image method that addresses these gaps by (i) enabling a simple control mechanism complementary to text in the form of a scene, (ii) introducing elements that substantially improve the tokenization process by employing domain-specific knowledge over key image regions (faces and salient objects), and (iii) adapting classifier-free guidance for the transformer use case. Our model achieves state-of-the-art FID and human evaluation results, unlocking the ability to generate high fidelity images in a resolution of 512x512 pixels, significantly improving visual quality. Through scene controllability, we introduce several new capabilities: (i) Scene editing, (ii) text editing with anchor scenes, (iii) overcoming out-of-distribution text prompts, and (iv) story illustration generation, as demonstrated in the story we wrote.
360+x: A Panoptic Multi-modal Scene Understanding Dataset
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic perspective (i.e. multiple viewpoints with multiple data modalities). Specifically, we encapsulate third-person panoramic and front views, as well as egocentric monocular/binocular views with rich modalities including video, multi-channel audio, directional binaural delay, location data and textual scene descriptions within each scene captured, presenting comprehensive observation of the world. Figure 1 offers a glimpse of all 28 scene categories of our 360+x dataset. To the best of our knowledge, this is the first database that covers multiple viewpoints with multiple data modalities to mimic how daily information is accessed in the real world. Through our benchmark analysis, we presented 5 different scene understanding tasks on the proposed 360+x dataset to evaluate the impact and benefit of each data modality and perspective in panoptic scene understanding. We hope this unique dataset could broaden the scope of comprehensive scene understanding and encourage the community to approach these problems from more diverse perspectives.
SceneTeller: Language-to-3D Scene Generation
Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper, we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices. Our project page is available at https://sceneteller.github.io/.
Objects Can Move: 3D Change Detection by Geometric Transformation Constistency
AR/VR applications and robots need to know when the scene has changed. An example is when objects are moved, added, or removed from the scene. We propose a 3D object discovery method that is based only on scene changes. Our method does not need to encode any assumptions about what is an object, but rather discovers objects by exploiting their coherent move. Changes are initially detected as differences in the depth maps and segmented as objects if they undergo rigid motions. A graph cut optimization propagates the changing labels to geometrically consistent regions. Experiments show that our method achieves state-of-the-art performance on the 3RScan dataset against competitive baselines. The source code of our method can be found at https://github.com/katadam/ObjectsCanMove.
Draw Like an Artist: Complex Scene Generation with Diffusion Model via Composition, Painting, and Retouching
Recent advances in text-to-image diffusion models have demonstrated impressive capabilities in image quality. However, complex scene generation remains relatively unexplored, and even the definition of `complex scene' itself remains unclear. In this paper, we address this gap by providing a precise definition of complex scenes and introducing a set of Complex Decomposition Criteria (CDC) based on this definition. Inspired by the artists painting process, we propose a training-free diffusion framework called Complex Diffusion (CxD), which divides the process into three stages: composition, painting, and retouching. Our method leverages the powerful chain-of-thought capabilities of large language models (LLMs) to decompose complex prompts based on CDC and to manage composition and layout. We then develop an attention modulation method that guides simple prompts to specific regions to complete the complex scene painting. Finally, we inject the detailed output of the LLM into a retouching model to enhance the image details, thus implementing the retouching stage. Extensive experiments demonstrate that our method outperforms previous SOTA approaches, significantly improving the generation of high-quality, semantically consistent, and visually diverse images for complex scenes, even with intricate prompts.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
VideoDirectorGPT: Consistent Multi-scene Video Generation via LLM-Guided Planning
Although recent text-to-video (T2V) generation methods have seen significant advancements, most of these works focus on producing short video clips of a single event with a single background (i.e., single-scene videos). Meanwhile, recent large language models (LLMs) have demonstrated their capability in generating layouts and programs to control downstream visual modules such as image generation models. This raises an important question: can we leverage the knowledge embedded in these LLMs for temporally consistent long video generation? In this paper, we propose VideoDirectorGPT, a novel framework for consistent multi-scene video generation that uses the knowledge of LLMs for video content planning and grounded video generation. Specifically, given a single text prompt, we first ask our video planner LLM (GPT-4) to expand it into a 'video plan', which involves generating the scene descriptions, the entities with their respective layouts, the background for each scene, and consistency groupings of the entities and backgrounds. Next, guided by this output from the video planner, our video generator, Layout2Vid, has explicit control over spatial layouts and can maintain temporal consistency of entities/backgrounds across scenes, while only trained with image-level annotations. Our experiments demonstrate that VideoDirectorGPT framework substantially improves layout and movement control in both single- and multi-scene video generation and can generate multi-scene videos with visual consistency across scenes, while achieving competitive performance with SOTAs in open-domain single-scene T2V generation. We also demonstrate that our framework can dynamically control the strength for layout guidance and can also generate videos with user-provided images. We hope our framework can inspire future work on better integrating the planning ability of LLMs into consistent long video generation.
DynVFX: Augmenting Real Videos with Dynamic Content
We present a method for augmenting real-world videos with newly generated dynamic content. Given an input video and a simple user-provided text instruction describing the desired content, our method synthesizes dynamic objects or complex scene effects that naturally interact with the existing scene over time. The position, appearance, and motion of the new content are seamlessly integrated into the original footage while accounting for camera motion, occlusions, and interactions with other dynamic objects in the scene, resulting in a cohesive and realistic output video. We achieve this via a zero-shot, training-free framework that harnesses a pre-trained text-to-video diffusion transformer to synthesize the new content and a pre-trained Vision Language Model to envision the augmented scene in detail. Specifically, we introduce a novel inference-based method that manipulates features within the attention mechanism, enabling accurate localization and seamless integration of the new content while preserving the integrity of the original scene. Our method is fully automated, requiring only a simple user instruction. We demonstrate its effectiveness on a wide range of edits applied to real-world videos, encompassing diverse objects and scenarios involving both camera and object motion.
Contrastive Sequential-Diffusion Learning: An approach to Multi-Scene Instructional Video Synthesis
Action-centric sequence descriptions like recipe instructions and do-it-yourself projects include non-linear patterns in which the next step may require to be visually consistent not on the immediate previous step but on earlier steps. Current video synthesis approaches fail to generate consistent multi-scene videos for such task descriptions. We propose a contrastive sequential video diffusion method that selects the most suitable previously generated scene to guide and condition the denoising process of the next scene. The result is a multi-scene video that is grounded in the scene descriptions and coherent w.r.t the scenes that require consistent visualisation. Our experiments with real-world data demonstrate the practicality and improved consistency of our model compared to prior work.
LoMOE: Localized Multi-Object Editing via Multi-Diffusion
Recent developments in the field of diffusion models have demonstrated an exceptional capacity to generate high-quality prompt-conditioned image edits. Nevertheless, previous approaches have primarily relied on textual prompts for image editing, which tend to be less effective when making precise edits to specific objects or fine-grained regions within a scene containing single/multiple objects. We introduce a novel framework for zero-shot localized multi-object editing through a multi-diffusion process to overcome this challenge. This framework empowers users to perform various operations on objects within an image, such as adding, replacing, or editing many objects in a complex scene in one pass. Our approach leverages foreground masks and corresponding simple text prompts that exert localized influences on the target regions resulting in high-fidelity image editing. A combination of cross-attention and background preservation losses within the latent space ensures that the characteristics of the object being edited are preserved while simultaneously achieving a high-quality, seamless reconstruction of the background with fewer artifacts compared to the current methods. We also curate and release a dataset dedicated to multi-object editing, named LoMOE-Bench. Our experiments against existing state-of-the-art methods demonstrate the improved effectiveness of our approach in terms of both image editing quality and inference speed.
DyST: Towards Dynamic Neural Scene Representations on Real-World Videos
Visual understanding of the world goes beyond the semantics and flat structure of individual images. In this work, we aim to capture both the 3D structure and dynamics of real-world scenes from monocular real-world videos. Our Dynamic Scene Transformer (DyST) model leverages recent work in neural scene representation to learn a latent decomposition of monocular real-world videos into scene content, per-view scene dynamics, and camera pose. This separation is achieved through a novel co-training scheme on monocular videos and our new synthetic dataset DySO. DyST learns tangible latent representations for dynamic scenes that enable view generation with separate control over the camera and the content of the scene.
Conditional 360-degree Image Synthesis for Immersive Indoor Scene Decoration
In this paper, we address the problem of conditional scene decoration for 360-degree images. Our method takes a 360-degree background photograph of an indoor scene and generates decorated images of the same scene in the panorama view. To do this, we develop a 360-aware object layout generator that learns latent object vectors in the 360-degree view to enable a variety of furniture arrangements for an input 360-degree background image. We use this object layout to condition a generative adversarial network to synthesize images of an input scene. To further reinforce the generation capability of our model, we develop a simple yet effective scene emptier that removes the generated furniture and produces an emptied scene for our model to learn a cyclic constraint. We train the model on the Structure3D dataset and show that our model can generate diverse decorations with controllable object layout. Our method achieves state-of-the-art performance on the Structure3D dataset and generalizes well to the Zillow indoor scene dataset. Our user study confirms the immersive experiences provided by the realistic image quality and furniture layout in our generation results. Our implementation will be made available.
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames with existing geometry. These works often depend on pre-trained monocular depth estimators to lift the generated images into 3D, fusing them with the existing scene representation. These approaches are then often evaluated via a text metric, measuring the similarity between the generated images and a given text prompt. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene. We thus introduce a novel depth completion model, trained via teacher distillation and self-training to learn the 3D fusion process, resulting in improved geometric coherence of the scene. Second, we introduce a new benchmarking scheme for scene generation methods that is based on ground truth geometry, and thus measures the quality of the structure of the scene.
ObjectMate: A Recurrence Prior for Object Insertion and Subject-Driven Generation
This paper introduces a tuning-free method for both object insertion and subject-driven generation. The task involves composing an object, given multiple views, into a scene specified by either an image or text. Existing methods struggle to fully meet the task's challenging objectives: (i) seamlessly composing the object into the scene with photorealistic pose and lighting, and (ii) preserving the object's identity. We hypothesize that achieving these goals requires large scale supervision, but manually collecting sufficient data is simply too expensive. The key observation in this paper is that many mass-produced objects recur across multiple images of large unlabeled datasets, in different scenes, poses, and lighting conditions. We use this observation to create massive supervision by retrieving sets of diverse views of the same object. This powerful paired dataset enables us to train a straightforward text-to-image diffusion architecture to map the object and scene descriptions to the composited image. We compare our method, ObjectMate, with state-of-the-art methods for object insertion and subject-driven generation, using a single or multiple references. Empirically, ObjectMate achieves superior identity preservation and more photorealistic composition. Differently from many other multi-reference methods, ObjectMate does not require slow test-time tuning.
The "something something" video database for learning and evaluating visual common sense
Neural networks trained on datasets such as ImageNet have led to major advances in visual object classification. One obstacle that prevents networks from reasoning more deeply about complex scenes and situations, and from integrating visual knowledge with natural language, like humans do, is their lack of common sense knowledge about the physical world. Videos, unlike still images, contain a wealth of detailed information about the physical world. However, most labelled video datasets represent high-level concepts rather than detailed physical aspects about actions and scenes. In this work, we describe our ongoing collection of the "something-something" database of video prediction tasks whose solutions require a common sense understanding of the depicted situation. The database currently contains more than 100,000 videos across 174 classes, which are defined as caption-templates. We also describe the challenges in crowd-sourcing this data at scale.
Synthesizing Artistic Cinemagraphs from Text
We introduce Artistic Cinemagraph, a fully automated method for creating cinemagraphs from text descriptions - an especially challenging task when prompts feature imaginary elements and artistic styles, given the complexity of interpreting the semantics and motions of these images. Existing single-image animation methods fall short on artistic inputs, and recent text-based video methods frequently introduce temporal inconsistencies, struggling to keep certain regions static. To address these challenges, we propose an idea of synthesizing image twins from a single text prompt - a pair of an artistic image and its pixel-aligned corresponding natural-looking twin. While the artistic image depicts the style and appearance detailed in our text prompt, the realistic counterpart greatly simplifies layout and motion analysis. Leveraging existing natural image and video datasets, we can accurately segment the realistic image and predict plausible motion given the semantic information. The predicted motion can then be transferred to the artistic image to create the final cinemagraph. Our method outperforms existing approaches in creating cinemagraphs for natural landscapes as well as artistic and other-worldly scenes, as validated by automated metrics and user studies. Finally, we demonstrate two extensions: animating existing paintings and controlling motion directions using text.
Text-Driven Image Editing via Learnable Regions
Language has emerged as a natural interface for image editing. In this paper, we introduce a method for region-based image editing driven by textual prompts, without the need for user-provided masks or sketches. Specifically, our approach leverages an existing pretrained text-to-image model and introduces a bounding box generator to find the edit regions that are aligned with the textual prompts. We show that this simple approach enables flexible editing that is compatible with current image generation models, and is able to handle complex prompts featuring multiple objects, complex sentences or long paragraphs. We conduct an extensive user study to compare our method against state-of-the-art methods. Experiments demonstrate the competitive performance of our method in manipulating images with high fidelity and realism that align with the language descriptions provided. Our project webpage: https://yuanze-lin.me/LearnableRegions_page.
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/
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
360 in the Wild: Dataset for Depth Prediction and View Synthesis
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or omnidirectional image datasets, including essential information, such as pose and depth, are mostly made with synthetic scenes. In this work, we introduce a large scale 360^{circ} videos dataset in the wild. This dataset has been carefully scraped from the Internet and has been captured from various locations worldwide. Hence, this dataset exhibits very diversified environments (e.g., indoor and outdoor) and contexts (e.g., with and without moving objects). Each of the 25K images constituting our dataset is provided with its respective camera's pose and depth map. We illustrate the relevance of our dataset for two main tasks, namely, single image depth estimation and view synthesis.
PlainMamba: Improving Non-Hierarchical Mamba in Visual Recognition
We present PlainMamba: a simple non-hierarchical state space model (SSM) designed for general visual recognition. The recent Mamba model has shown how SSMs can be highly competitive with other architectures on sequential data and initial attempts have been made to apply it to images. In this paper, we further adapt the selective scanning process of Mamba to the visual domain, enhancing its ability to learn features from two-dimensional images by (i) a continuous 2D scanning process that improves spatial continuity by ensuring adjacency of tokens in the scanning sequence, and (ii) direction-aware updating which enables the model to discern the spatial relations of tokens by encoding directional information. Our architecture is designed to be easy to use and easy to scale, formed by stacking identical PlainMamba blocks, resulting in a model with constant width throughout all layers. The architecture is further simplified by removing the need for special tokens. We evaluate PlainMamba on a variety of visual recognition tasks including image classification, semantic segmentation, object detection, and instance segmentation. Our method achieves performance gains over previous non-hierarchical models and is competitive with hierarchical alternatives. For tasks requiring high-resolution inputs, in particular, PlainMamba requires much less computing while maintaining high performance. Code and models are available at https://github.com/ChenhongyiYang/PlainMamba
Microsoft COCO: Common Objects in Context
We present a new dataset with the goal of advancing the state-of-the-art in object recognition by placing the question of object recognition in the context of the broader question of scene understanding. This is achieved by gathering images of complex everyday scenes containing common objects in their natural context. Objects are labeled using per-instance segmentations to aid in precise object localization. Our dataset contains photos of 91 objects types that would be easily recognizable by a 4 year old. With a total of 2.5 million labeled instances in 328k images, the creation of our dataset drew upon extensive crowd worker involvement via novel user interfaces for category detection, instance spotting and instance segmentation. We present a detailed statistical analysis of the dataset in comparison to PASCAL, ImageNet, and SUN. Finally, we provide baseline performance analysis for bounding box and segmentation detection results using a Deformable Parts Model.
WonderWorld: Interactive 3D Scene Generation from a Single Image
We present WonderWorld, a novel framework for interactive 3D scene generation that enables users to interactively specify scene contents and layout and see the created scenes in low latency. The major challenge lies in achieving fast generation of 3D scenes. Existing scene generation approaches fall short of speed as they often require (1) progressively generating many views and depth maps, and (2) time-consuming optimization of the scene geometry representations. We introduce the Fast Layered Gaussian Surfels (FLAGS) as our scene representation and an algorithm to generate it from a single view. Our approach does not need multiple views, and it leverages a geometry-based initialization that significantly reduces optimization time. Another challenge is generating coherent geometry that allows all scenes to be connected. We introduce the guided depth diffusion that allows partial conditioning of depth estimation. WonderWorld generates connected and diverse 3D scenes in less than 10 seconds on a single A6000 GPU, enabling real-time user interaction and exploration. We demonstrate the potential of WonderWorld for user-driven content creation and exploration in virtual environments. We will release full code and software for reproducibility. Project website: https://kovenyu.com/WonderWorld/.
Holistic Understanding of 3D Scenes as Universal Scene Description
3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered by current works. In this work, we address this shortcoming and introduce (1) an expertly curated dataset in the Universal Scene Description (USD) format, featuring high-quality manual annotations, for instance, segmentation and articulation on 280 indoor scenes; (2) a learning-based model together with a novel baseline capable of predicting part segmentation along with a full specification of motion attributes, including motion type, articulated and interactable parts, and motion parameters; (3) a benchmark serving to compare upcoming methods for the task at hand. Overall, our dataset provides 8 types of annotations - object and part segmentations, motion types, movable and interactable parts, motion parameters, connectivity, and object mass annotations. With its broad and high-quality annotations, the data provides the basis for holistic 3D scene understanding models. All data is provided in the USD format, allowing interoperability and easy integration with downstream tasks. We provide open access to our dataset, benchmark, and method's source code.
Visual Semantic Relatedness Dataset for Image Captioning
Modern image captioning system relies heavily on extracting knowledge from images to capture the concept of a static story. In this paper, we propose a textual visual context dataset for captioning, in which the publicly available dataset COCO Captions (Lin et al., 2014) has been extended with information about the scene (such as objects in the image). Since this information has a textual form, it can be used to leverage any NLP task, such as text similarity or semantic relation methods, into captioning systems, either as an end-to-end training strategy or a post-processing based approach.
Animate Your Motion: Turning Still Images into Dynamic Videos
In recent years, diffusion models have made remarkable strides in text-to-video generation, sparking a quest for enhanced control over video outputs to more accurately reflect user intentions. Traditional efforts predominantly focus on employing either semantic cues, like images or depth maps, or motion-based conditions, like moving sketches or object bounding boxes. Semantic inputs offer a rich scene context but lack detailed motion specificity; conversely, motion inputs provide precise trajectory information but miss the broader semantic narrative. For the first time, we integrate both semantic and motion cues within a diffusion model for video generation, as demonstrated in Fig 1. To this end, we introduce the Scene and Motion Conditional Diffusion (SMCD), a novel methodology for managing multimodal inputs. It incorporates a recognized motion conditioning module and investigates various approaches to integrate scene conditions, promoting synergy between different modalities. For model training, we separate the conditions for the two modalities, introducing a two-stage training pipeline. Experimental results demonstrate that our design significantly enhances video quality, motion precision, and semantic coherence.
TC-Bench: Benchmarking Temporal Compositionality in Text-to-Video and Image-to-Video Generation
Video generation has many unique challenges beyond those of image generation. The temporal dimension introduces extensive possible variations across frames, over which consistency and continuity may be violated. In this study, we move beyond evaluating simple actions and argue that generated videos should incorporate the emergence of new concepts and their relation transitions like in real-world videos as time progresses. To assess the Temporal Compositionality of video generation models, we propose TC-Bench, a benchmark of meticulously crafted text prompts, corresponding ground truth videos, and robust evaluation metrics. The prompts articulate the initial and final states of scenes, effectively reducing ambiguities for frame development and simplifying the assessment of transition completion. In addition, by collecting aligned real-world videos corresponding to the prompts, we expand TC-Bench's applicability from text-conditional models to image-conditional ones that can perform generative frame interpolation. We also develop new metrics to measure the completeness of component transitions in generated videos, which demonstrate significantly higher correlations with human judgments than existing metrics. Our comprehensive experimental results reveal that most video generators achieve less than 20% of the compositional changes, highlighting enormous space for future improvement. Our analysis indicates that current video generation models struggle to interpret descriptions of compositional changes and synthesize various components across different time steps.
Knowledge Mining with Scene Text for Fine-Grained Recognition
Recently, the semantics of scene text has been proven to be essential in fine-grained image classification. However, the existing methods mainly exploit the literal meaning of scene text for fine-grained recognition, which might be irrelevant when it is not significantly related to objects/scenes. We propose an end-to-end trainable network that mines implicit contextual knowledge behind scene text image and enhance the semantics and correlation to fine-tune the image representation. Unlike the existing methods, our model integrates three modalities: visual feature extraction, text semantics extraction, and correlating background knowledge to fine-grained image classification. Specifically, we employ KnowBert to retrieve relevant knowledge for semantic representation and combine it with image features for fine-grained classification. Experiments on two benchmark datasets, Con-Text, and Drink Bottle, show that our method outperforms the state-of-the-art by 3.72\% mAP and 5.39\% mAP, respectively. To further validate the effectiveness of the proposed method, we create a new dataset on crowd activity recognition for the evaluation. The source code and new dataset of this work are available at https://github.com/lanfeng4659/KnowledgeMiningWithSceneText.
Fillerbuster: Multi-View Scene Completion for Casual Captures
We present Fillerbuster, a method that completes unknown regions of a 3D scene by utilizing a novel large-scale multi-view latent diffusion transformer. Casual captures are often sparse and miss surrounding content behind objects or above the scene. Existing methods are not suitable for handling this challenge as they focus on making the known pixels look good with sparse-view priors, or on creating the missing sides of objects from just one or two photos. In reality, we often have hundreds of input frames and want to complete areas that are missing and unobserved from the input frames. Additionally, the images often do not have known camera parameters. Our solution is to train a generative model that can consume a large context of input frames while generating unknown target views and recovering image poses when desired. We show results where we complete partial captures on two existing datasets. We also present an uncalibrated scene completion task where our unified model predicts both poses and creates new content. Our model is the first to predict many images and poses together for scene completion.
Condensed Movies: Story Based Retrieval with Contextual Embeddings
Our objective in this work is long range understanding of the narrative structure of movies. Instead of considering the entire movie, we propose to learn from the `key scenes' of the movie, providing a condensed look at the full storyline. To this end, we make the following three contributions: (i) We create the Condensed Movies Dataset (CMD) consisting of the key scenes from over 3K movies: each key scene is accompanied by a high level semantic description of the scene, character face-tracks, and metadata about the movie. The dataset is scalable, obtained automatically from YouTube, and is freely available for anybody to download and use. It is also an order of magnitude larger than existing movie datasets in the number of movies; (ii) We provide a deep network baseline for text-to-video retrieval on our dataset, combining character, speech and visual cues into a single video embedding; and finally (iii) We demonstrate how the addition of context from other video clips improves retrieval performance.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Generative Compositional Augmentations for Scene Graph Prediction
Inferring objects and their relationships from an image in the form of a scene graph is useful in many applications at the intersection of vision and language. We consider a challenging problem of compositional generalization that emerges in this task due to a long tail data distribution. Current scene graph generation models are trained on a tiny fraction of the distribution corresponding to the most frequent compositions, e.g. <cup, on, table>. However, test images might contain zero- and few-shot compositions of objects and relationships, e.g. <cup, on, surfboard>. Despite each of the object categories and the predicate (e.g. 'on') being frequent in the training data, the models often fail to properly understand such unseen or rare compositions. To improve generalization, it is natural to attempt increasing the diversity of the training distribution. However, in the graph domain this is non-trivial. To that end, we propose a method to synthesize rare yet plausible scene graphs by perturbing real ones. We then propose and empirically study a model based on conditional generative adversarial networks (GANs) that allows us to generate visual features of perturbed scene graphs and learn from them in a joint fashion. When evaluated on the Visual Genome dataset, our approach yields marginal, but consistent improvements in zero- and few-shot metrics. We analyze the limitations of our approach indicating promising directions for future research.
Exploring CLIP for Assessing the Look and Feel of Images
Measuring the perception of visual content is a long-standing problem in computer vision. Many mathematical models have been developed to evaluate the look or quality of an image. Despite the effectiveness of such tools in quantifying degradations such as noise and blurriness levels, such quantification is loosely coupled with human language. When it comes to more abstract perception about the feel of visual content, existing methods can only rely on supervised models that are explicitly trained with labeled data collected via laborious user study. In this paper, we go beyond the conventional paradigms by exploring the rich visual language prior encapsulated in Contrastive Language-Image Pre-training (CLIP) models for assessing both the quality perception (look) and abstract perception (feel) of images in a zero-shot manner. In particular, we discuss effective prompt designs and show an effective prompt pairing strategy to harness the prior. We also provide extensive experiments on controlled datasets and Image Quality Assessment (IQA) benchmarks. Our results show that CLIP captures meaningful priors that generalize well to different perceptual assessments. Code is avaliable at https://github.com/IceClear/CLIP-IQA.
Learning to Imagine: Visually-Augmented Natural Language Generation
People often imagine relevant scenes to aid in the writing process. In this work, we aim to utilize visual information for composition in the same manner as humans. We propose a method, LIVE, that makes pre-trained language models (PLMs) Learn to Imagine for Visuallyaugmented natural language gEneration. First, we imagine the scene based on the text: we use a diffusion model to synthesize high-quality images conditioned on the input texts. Second, we use CLIP to determine whether the text can evoke the imagination in a posterior way. Finally, our imagination is dynamic, and we conduct synthesis for each sentence rather than generate only one image for an entire paragraph. Technically, we propose a novel plug-and-play fusion layer to obtain visually-augmented representations for each text. Our vision-text fusion layer is compatible with Transformerbased architecture. We have conducted extensive experiments on four generation tasks using BART and T5, and the automatic results and human evaluation demonstrate the effectiveness of our proposed method. We will release the code, model, and data at the link: https://github.com/RUCAIBox/LIVE.
3D Cinemagraphy from a Single Image
We present 3D Cinemagraphy, a new technique that marries 2D image animation with 3D photography. Given a single still image as input, our goal is to generate a video that contains both visual content animation and camera motion. We empirically find that naively combining existing 2D image animation and 3D photography methods leads to obvious artifacts or inconsistent animation. Our key insight is that representing and animating the scene in 3D space offers a natural solution to this task. To this end, we first convert the input image into feature-based layered depth images using predicted depth values, followed by unprojecting them to a feature point cloud. To animate the scene, we perform motion estimation and lift the 2D motion into the 3D scene flow. Finally, to resolve the problem of hole emergence as points move forward, we propose to bidirectionally displace the point cloud as per the scene flow and synthesize novel views by separately projecting them into target image planes and blending the results. Extensive experiments demonstrate the effectiveness of our method. A user study is also conducted to validate the compelling rendering results of our method.
What does CLIP know about peeling a banana?
Humans show an innate capability to identify tools to support specific actions. The association between objects parts and the actions they facilitate is usually named affordance. Being able to segment objects parts depending on the tasks they afford is crucial to enable intelligent robots to use objects of daily living. Traditional supervised learning methods for affordance segmentation require costly pixel-level annotations, while weakly supervised approaches, though less demanding, still rely on object-interaction examples and support a closed set of actions. These limitations hinder scalability, may introduce biases, and usually restrict models to a limited set of predefined actions. This paper proposes AffordanceCLIP, to overcome these limitations by leveraging the implicit affordance knowledge embedded within large pre-trained Vision-Language models like CLIP. We experimentally demonstrate that CLIP, although not explicitly trained for affordances detection, retains valuable information for the task. Our AffordanceCLIP achieves competitive zero-shot performance compared to methods with specialized training, while offering several advantages: i) it works with any action prompt, not just a predefined set; ii) it requires training only a small number of additional parameters compared to existing solutions and iii) eliminates the need for direct supervision on action-object pairs, opening new perspectives for functionality-based reasoning of models.
Semantic-Aware Scene Recognition
Scene recognition is currently one of the top-challenging research fields in computer vision. This may be due to the ambiguity between classes: images of several scene classes may share similar objects, which causes confusion among them. The problem is aggravated when images of a particular scene class are notably different. Convolutional Neural Networks (CNNs) have significantly boosted performance in scene recognition, albeit it is still far below from other recognition tasks (e.g., object or image recognition). In this paper, we describe a novel approach for scene recognition based on an end-to-end multi-modal CNN that combines image and context information by means of an attention module. Context information, in the shape of semantic segmentation, is used to gate features extracted from the RGB image by leveraging on information encoded in the semantic representation: the set of scene objects and stuff, and their relative locations. This gating process reinforces the learning of indicative scene content and enhances scene disambiguation by refocusing the receptive fields of the CNN towards them. Experimental results on four publicly available datasets show that the proposed approach outperforms every other state-of-the-art method while significantly reducing the number of network parameters. All the code and data used along this paper is available at https://github.com/vpulab/Semantic-Aware-Scene-Recognition
AutoStory: Generating Diverse Storytelling Images with Minimal Human Effort
Story visualization aims to generate a series of images that match the story described in texts, and it requires the generated images to satisfy high quality, alignment with the text description, and consistency in character identities. Given the complexity of story visualization, existing methods drastically simplify the problem by considering only a few specific characters and scenarios, or requiring the users to provide per-image control conditions such as sketches. However, these simplifications render these methods incompetent for real applications. To this end, we propose an automated story visualization system that can effectively generate diverse, high-quality, and consistent sets of story images, with minimal human interactions. Specifically, we utilize the comprehension and planning capabilities of large language models for layout planning, and then leverage large-scale text-to-image models to generate sophisticated story images based on the layout. We empirically find that sparse control conditions, such as bounding boxes, are suitable for layout planning, while dense control conditions, e.g., sketches and keypoints, are suitable for generating high-quality image content. To obtain the best of both worlds, we devise a dense condition generation module to transform simple bounding box layouts into sketch or keypoint control conditions for final image generation, which not only improves the image quality but also allows easy and intuitive user interactions. In addition, we propose a simple yet effective method to generate multi-view consistent character images, eliminating the reliance on human labor to collect or draw character images.
VideoDrafter: Content-Consistent Multi-Scene Video Generation with LLM
The recent innovations and breakthroughs in diffusion models have significantly expanded the possibilities of generating high-quality videos for the given prompts. Most existing works tackle the single-scene scenario with only one video event occurring in a single background. Extending to generate multi-scene videos nevertheless is not trivial and necessitates to nicely manage the logic in between while preserving the consistent visual appearance of key content across video scenes. In this paper, we propose a novel framework, namely VideoDrafter, for content-consistent multi-scene video generation. Technically, VideoDrafter leverages Large Language Models (LLM) to convert the input prompt into comprehensive multi-scene script that benefits from the logical knowledge learnt by LLM. The script for each scene includes a prompt describing the event, the foreground/background entities, as well as camera movement. VideoDrafter identifies the common entities throughout the script and asks LLM to detail each entity. The resultant entity description is then fed into a text-to-image model to generate a reference image for each entity. Finally, VideoDrafter outputs a multi-scene video by generating each scene video via a diffusion process that takes the reference images, the descriptive prompt of the event and camera movement into account. The diffusion model incorporates the reference images as the condition and alignment to strengthen the content consistency of multi-scene videos. Extensive experiments demonstrate that VideoDrafter outperforms the SOTA video generation models in terms of visual quality, content consistency, and user preference.
A Challenging Multimodal Video Summary: Simultaneously Extracting and Generating Keyframe-Caption Pairs from Video
This paper proposes a practical multimodal video summarization task setting and a dataset to train and evaluate the task. The target task involves summarizing a given video into a predefined number of keyframe-caption pairs and displaying them in a listable format to grasp the video content quickly. This task aims to extract crucial scenes from the video in the form of images (keyframes) and generate corresponding captions explaining each keyframe's situation. This task is useful as a practical application and presents a highly challenging problem worthy of study. Specifically, achieving simultaneous optimization of the keyframe selection performance and caption quality necessitates careful consideration of the mutual dependence on both preceding and subsequent keyframes and captions. To facilitate subsequent research in this field, we also construct a dataset by expanding upon existing datasets and propose an evaluation framework. Furthermore, we develop two baseline systems and report their respective performance.
Language-Informed Visual Concept Learning
Our understanding of the visual world is centered around various concept axes, characterizing different aspects of visual entities. While different concept axes can be easily specified by language, e.g. color, the exact visual nuances along each axis often exceed the limitations of linguistic articulations, e.g. a particular style of painting. In this work, our goal is to learn a language-informed visual concept representation, by simply distilling large pre-trained vision-language models. Specifically, we train a set of concept encoders to encode the information pertinent to a set of language-informed concept axes, with an objective of reproducing the input image through a pre-trained Text-to-Image (T2I) model. To encourage better disentanglement of different concept encoders, we anchor the concept embeddings to a set of text embeddings obtained from a pre-trained Visual Question Answering (VQA) model. At inference time, the model extracts concept embeddings along various axes from new test images, which can be remixed to generate images with novel compositions of visual concepts. With a lightweight test-time finetuning procedure, it can also generalize to novel concepts unseen at training.
What does CLIP know about a red circle? Visual prompt engineering for VLMs
Large-scale Vision-Language Models, such as CLIP, learn powerful image-text representations that have found numerous applications, from zero-shot classification to text-to-image generation. Despite that, their capabilities for solving novel discriminative tasks via prompting fall behind those of large language models, such as GPT-3. Here we explore the idea of visual prompt engineering for solving computer vision tasks beyond classification by editing in image space instead of text. In particular, we discover an emergent ability of CLIP, where, by simply drawing a red circle around an object, we can direct the model's attention to that region, while also maintaining global information. We show the power of this simple approach by achieving state-of-the-art in zero-shot referring expressions comprehension and strong performance in keypoint localization tasks. Finally, we draw attention to some potential ethical concerns of large language-vision models.
Semantic Understanding of Scenes through the ADE20K Dataset
Scene parsing, or recognizing and segmenting objects and stuff in an image, is one of the key problems in computer vision. Despite the community's efforts in data collection, there are still few image datasets covering a wide range of scenes and object categories with dense and detailed annotations for scene parsing. In this paper, we introduce and analyze the ADE20K dataset, spanning diverse annotations of scenes, objects, parts of objects, and in some cases even parts of parts. A generic network design called Cascade Segmentation Module is then proposed to enable the segmentation networks to parse a scene into stuff, objects, and object parts in a cascade. We evaluate the proposed module integrated within two existing semantic segmentation networks, yielding significant improvements for scene parsing. We further show that the scene parsing networks trained on ADE20K can be applied to a wide variety of scenes and objects.
3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans
We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI
DepthCues: Evaluating Monocular Depth Perception in Large Vision Models
Large-scale pre-trained vision models are becoming increasingly prevalent, offering expressive and generalizable visual representations that benefit various downstream tasks. Recent studies on the emergent properties of these models have revealed their high-level geometric understanding, in particular in the context of depth perception. However, it remains unclear how depth perception arises in these models without explicit depth supervision provided during pre-training. To investigate this, we examine whether the monocular depth cues, similar to those used by the human visual system, emerge in these models. We introduce a new benchmark, DepthCues, designed to evaluate depth cue understanding, and present findings across 20 diverse and representative pre-trained vision models. Our analysis shows that human-like depth cues emerge in more recent larger models. We also explore enhancing depth perception in large vision models by fine-tuning on DepthCues, and find that even without dense depth supervision, this improves depth estimation. To support further research, our benchmark and evaluation code will be made publicly available for studying depth perception in vision models.
Image Segmentation Using Text and Image Prompts
Image segmentation is usually addressed by training a model for a fixed set of object classes. Incorporating additional classes or more complex queries later is expensive as it requires re-training the model on a dataset that encompasses these expressions. Here we propose a system that can generate image segmentations based on arbitrary prompts at test time. A prompt can be either a text or an image. This approach enables us to create a unified model (trained once) for three common segmentation tasks, which come with distinct challenges: referring expression segmentation, zero-shot segmentation and one-shot segmentation. We build upon the CLIP model as a backbone which we extend with a transformer-based decoder that enables dense prediction. After training on an extended version of the PhraseCut dataset, our system generates a binary segmentation map for an image based on a free-text prompt or on an additional image expressing the query. We analyze different variants of the latter image-based prompts in detail. This novel hybrid input allows for dynamic adaptation not only to the three segmentation tasks mentioned above, but to any binary segmentation task where a text or image query can be formulated. Finally, we find our system to adapt well to generalized queries involving affordances or properties. Code is available at https://eckerlab.org/code/clipseg.
GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields
Deep generative models allow for photorealistic image synthesis at high resolutions. But for many applications, this is not enough: content creation also needs to be controllable. While several recent works investigate how to disentangle underlying factors of variation in the data, most of them operate in 2D and hence ignore that our world is three-dimensional. Further, only few works consider the compositional nature of scenes. Our key hypothesis is that incorporating a compositional 3D scene representation into the generative model leads to more controllable image synthesis. Representing scenes as compositional generative neural feature fields allows us to disentangle one or multiple objects from the background as well as individual objects' shapes and appearances while learning from unstructured and unposed image collections without any additional supervision. Combining this scene representation with a neural rendering pipeline yields a fast and realistic image synthesis model. As evidenced by our experiments, our model is able to disentangle individual objects and allows for translating and rotating them in the scene as well as changing the camera pose.
SSCBench: Monocular 3D Semantic Scene Completion Benchmark in Street Views
Monocular scene understanding is a foundational component of autonomous systems. Within the spectrum of monocular perception topics, one crucial and useful task for holistic 3D scene understanding is semantic scene completion (SSC), which jointly completes semantic information and geometric details from RGB input. However, progress in SSC, particularly in large-scale street views, is hindered by the scarcity of high-quality datasets. To address this issue, we introduce SSCBench, a comprehensive benchmark that integrates scenes from widely used automotive datasets (e.g., KITTI-360, nuScenes, and Waymo). SSCBench follows an established setup and format in the community, facilitating the easy exploration of SSC methods in various street views. We benchmark models using monocular, trinocular, and point cloud input to assess the performance gap resulting from sensor coverage and modality. Moreover, we have unified semantic labels across diverse datasets to simplify cross-domain generalization testing. We commit to including more datasets and SSC models to drive further advancements in this field.
Image Scene Graph Generation (SGG) Benchmark
There is a surge of interest in image scene graph generation (object, attribute and relationship detection) due to the need of building fine-grained image understanding models that go beyond object detection. Due to the lack of a good benchmark, the reported results of different scene graph generation models are not directly comparable, impeding the research progress. We have developed a much-needed scene graph generation benchmark based on the maskrcnn-benchmark and several popular models. This paper presents main features of our benchmark and a comprehensive ablation study of scene graph generation models using the Visual Genome and OpenImages Visual relationship detection datasets. Our codebase is made publicly available at https://github.com/microsoft/scene_graph_benchmark.
VividDream: Generating 3D Scene with Ambient Dynamics
We introduce VividDream, a method for generating explorable 4D scenes with ambient dynamics from a single input image or text prompt. VividDream first expands an input image into a static 3D point cloud through iterative inpainting and geometry merging. An ensemble of animated videos is then generated using video diffusion models with quality refinement techniques and conditioned on renderings of the static 3D scene from the sampled camera trajectories. We then optimize a canonical 4D scene representation using an animated video ensemble, with per-video motion embeddings and visibility masks to mitigate inconsistencies. The resulting 4D scene enables free-view exploration of a 3D scene with plausible ambient scene dynamics. Experiments demonstrate that VividDream can provide human viewers with compelling 4D experiences generated based on diverse real images and text prompts.
Map-free Visual Relocalization: Metric Pose Relative to a Single Image
Can we relocalize in a scene represented by a single reference image? Standard visual relocalization requires hundreds of images and scale calibration to build a scene-specific 3D map. In contrast, we propose Map-free Relocalization, i.e., using only one photo of a scene to enable instant, metric scaled relocalization. Existing datasets are not suitable to benchmark map-free relocalization, due to their focus on large scenes or their limited variability. Thus, we have constructed a new dataset of 655 small places of interest, such as sculptures, murals and fountains, collected worldwide. Each place comes with a reference image to serve as a relocalization anchor, and dozens of query images with known, metric camera poses. The dataset features changing conditions, stark viewpoint changes, high variability across places, and queries with low to no visual overlap with the reference image. We identify two viable families of existing methods to provide baseline results: relative pose regression, and feature matching combined with single-image depth prediction. While these methods show reasonable performance on some favorable scenes in our dataset, map-free relocalization proves to be a challenge that requires new, innovative solutions.
VLTinT: Visual-Linguistic Transformer-in-Transformer for Coherent Video Paragraph Captioning
Video paragraph captioning aims to generate a multi-sentence description of an untrimmed video with several temporal event locations in coherent storytelling. Following the human perception process, where the scene is effectively understood by decomposing it into visual (e.g. human, animal) and non-visual components (e.g. action, relations) under the mutual influence of vision and language, we first propose a visual-linguistic (VL) feature. In the proposed VL feature, the scene is modeled by three modalities including (i) a global visual environment; (ii) local visual main agents; (iii) linguistic scene elements. We then introduce an autoregressive Transformer-in-Transformer (TinT) to simultaneously capture the semantic coherence of intra- and inter-event contents within a video. Finally, we present a new VL contrastive loss function to guarantee learnt embedding features are matched with the captions semantics. Comprehensive experiments and extensive ablation studies on ActivityNet Captions and YouCookII datasets show that the proposed Visual-Linguistic Transformer-in-Transform (VLTinT) outperforms prior state-of-the-art methods on accuracy and diversity. Source code is made publicly available at: https://github.com/UARK-AICV/VLTinT.
Semantic Image Manipulation Using Scene Graphs
Image manipulation can be considered a special case of image generation where the image to be produced is a modification of an existing image. Image generation and manipulation have been, for the most part, tasks that operate on raw pixels. However, the remarkable progress in learning rich image and object representations has opened the way for tasks such as text-to-image or layout-to-image generation that are mainly driven by semantics. In our work, we address the novel problem of image manipulation from scene graphs, in which a user can edit images by merely applying changes in the nodes or edges of a semantic graph that is generated from the image. Our goal is to encode image information in a given constellation and from there on generate new constellations, such as replacing objects or even changing relationships between objects, while respecting the semantics and style from the original image. We introduce a spatio-semantic scene graph network that does not require direct supervision for constellation changes or image edits. This makes it possible to train the system from existing real-world datasets with no additional annotation effort.
3DEgo: 3D Editing on the Go!
We introduce 3DEgo to address a novel problem of directly synthesizing photorealistic 3D scenes from monocular videos guided by textual prompts. Conventional methods construct a text-conditioned 3D scene through a three-stage process, involving pose estimation using Structure-from-Motion (SfM) libraries like COLMAP, initializing the 3D model with unedited images, and iteratively updating the dataset with edited images to achieve a 3D scene with text fidelity. Our framework streamlines the conventional multi-stage 3D editing process into a single-stage workflow by overcoming the reliance on COLMAP and eliminating the cost of model initialization. We apply a diffusion model to edit video frames prior to 3D scene creation by incorporating our designed noise blender module for enhancing multi-view editing consistency, a step that does not require additional training or fine-tuning of T2I diffusion models. 3DEgo utilizes 3D Gaussian Splatting to create 3D scenes from the multi-view consistent edited frames, capitalizing on the inherent temporal continuity and explicit point cloud data. 3DEgo demonstrates remarkable editing precision, speed, and adaptability across a variety of video sources, as validated by extensive evaluations on six datasets, including our own prepared GS25 dataset. Project Page: https://3dego.github.io/
LSceneLLM: Enhancing Large 3D Scene Understanding Using Adaptive Visual Preferences
Research on 3D Vision-Language Models (3D-VLMs) is gaining increasing attention, which is crucial for developing embodied AI within 3D scenes, such as visual navigation and embodied question answering. Due to the high density of visual features, especially in large 3D scenes, accurately locating task-relevant visual information is challenging. Existing works attempt to segment all objects and consider their features as scene representations. However, these task-agnostic object features include much redundant information and missing details for the task-relevant area. To tackle these problems, we propose LSceneLLM, an adaptive framework that automatically identifies task-relevant areas by leveraging LLM's visual preference for different tasks, followed by a plug-and-play scene magnifier module to capture fine-grained details in focused areas. Specifically, a dense token selector examines the attention map of LLM to identify visual preferences for the instruction input. It then magnifies fine-grained details of the focusing area. An adaptive self-attention module is leveraged to fuse the coarse-grained and selected fine-grained visual information. To comprehensively evaluate the large scene understanding ability of 3D-VLMs, we further introduce a cross-room understanding benchmark, XR-Scene, which contains a series of large scene understanding tasks including XR-QA, XR-EmbodiedPlanning, and XR-SceneCaption. Experiments show that our method surpasses existing methods on both large scene understanding and existing scene understanding benchmarks. Plunging our scene magnifier module into the existing 3D-VLMs also brings significant improvement.
Add-it: Training-Free Object Insertion in Images With Pretrained Diffusion Models
Adding Object into images based on text instructions is a challenging task in semantic image editing, requiring a balance between preserving the original scene and seamlessly integrating the new object in a fitting location. Despite extensive efforts, existing models often struggle with this balance, particularly with finding a natural location for adding an object in complex scenes. We introduce Add-it, a training-free approach that extends diffusion models' attention mechanisms to incorporate information from three key sources: the scene image, the text prompt, and the generated image itself. Our weighted extended-attention mechanism maintains structural consistency and fine details while ensuring natural object placement. Without task-specific fine-tuning, Add-it achieves state-of-the-art results on both real and generated image insertion benchmarks, including our newly constructed "Additing Affordance Benchmark" for evaluating object placement plausibility, outperforming supervised methods. Human evaluations show that Add-it is preferred in over 80% of cases, and it also demonstrates improvements in various automated metrics.
Visual Clues: Bridging Vision and Language Foundations for Image Paragraph Captioning
People say, "A picture is worth a thousand words". Then how can we get the rich information out of the image? We argue that by using visual clues to bridge large pretrained vision foundation models and language models, we can do so without any extra cross-modal training. Thanks to the strong zero-shot capability of foundation models, we start by constructing a rich semantic representation of the image (e.g., image tags, object attributes / locations, captions) as a structured textual prompt, called visual clues, using a vision foundation model. Based on visual clues, we use large language model to produce a series of comprehensive descriptions for the visual content, which is then verified by the vision model again to select the candidate that aligns best with the image. We evaluate the quality of generated descriptions by quantitative and qualitative measurement. The results demonstrate the effectiveness of such a structured semantic representation.
COCO-Stuff: Thing and Stuff Classes in Context
Semantic classes can be either things (objects with a well-defined shape, e.g. car, person) or stuff (amorphous background regions, e.g. grass, sky). While lots of classification and detection works focus on thing classes, less attention has been given to stuff classes. Nonetheless, stuff classes are important as they allow to explain important aspects of an image, including (1) scene type; (2) which thing classes are likely to be present and their location (through contextual reasoning); (3) physical attributes, material types and geometric properties of the scene. To understand stuff and things in context we introduce COCO-Stuff, which augments all 164K images of the COCO 2017 dataset with pixel-wise annotations for 91 stuff classes. We introduce an efficient stuff annotation protocol based on superpixels, which leverages the original thing annotations. We quantify the speed versus quality trade-off of our protocol and explore the relation between annotation time and boundary complexity. Furthermore, we use COCO-Stuff to analyze: (a) the importance of stuff and thing classes in terms of their surface cover and how frequently they are mentioned in image captions; (b) the spatial relations between stuff and things, highlighting the rich contextual relations that make our dataset unique; (c) the performance of a modern semantic segmentation method on stuff and thing classes, and whether stuff is easier to segment than things.
Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image Models
We present Text2Room, a method for generating room-scale textured 3D meshes from a given text prompt as input. To this end, we leverage pre-trained 2D text-to-image models to synthesize a sequence of images from different poses. In order to lift these outputs into a consistent 3D scene representation, we combine monocular depth estimation with a text-conditioned inpainting model. The core idea of our approach is a tailored viewpoint selection such that the content of each image can be fused into a seamless, textured 3D mesh. More specifically, we propose a continuous alignment strategy that iteratively fuses scene frames with the existing geometry to create a seamless mesh. Unlike existing works that focus on generating single objects or zoom-out trajectories from text, our method generates complete 3D scenes with multiple objects and explicit 3D geometry. We evaluate our approach using qualitative and quantitative metrics, demonstrating it as the first method to generate room-scale 3D geometry with compelling textures from only text as input.
Knowledge Guided Disambiguation for Large-Scale Scene Classification with Multi-Resolution CNNs
Convolutional Neural Networks (CNNs) have made remarkable progress on scene recognition, partially due to these recent large-scale scene datasets, such as the Places and Places2. Scene categories are often defined by multi-level information, including local objects, global layout, and background environment, thus leading to large intra-class variations. In addition, with the increasing number of scene categories, label ambiguity has become another crucial issue in large-scale classification. This paper focuses on large-scale scene recognition and makes two major contributions to tackle these issues. First, we propose a multi-resolution CNN architecture that captures visual content and structure at multiple levels. The multi-resolution CNNs are composed of coarse resolution CNNs and fine resolution CNNs, which are complementary to each other. Second, we design two knowledge guided disambiguation techniques to deal with the problem of label ambiguity. (i) We exploit the knowledge from the confusion matrix computed on validation data to merge ambiguous classes into a super category. (ii) We utilize the knowledge of extra networks to produce a soft label for each image. Then the super categories or soft labels are employed to guide CNN training on the Places2. We conduct extensive experiments on three large-scale image datasets (ImageNet, Places, and Places2), demonstrating the effectiveness of our approach. Furthermore, our method takes part in two major scene recognition challenges, and achieves the second place at the Places2 challenge in ILSVRC 2015, and the first place at the LSUN challenge in CVPR 2016. Finally, we directly test the learned representations on other scene benchmarks, and obtain the new state-of-the-art results on the MIT Indoor67 (86.7\%) and SUN397 (72.0\%). We release the code and models at~https://github.com/wanglimin/MRCNN-Scene-Recognition.
Open-RGBT: Open-vocabulary RGB-T Zero-shot Semantic Segmentation in Open-world Environments
Semantic segmentation is a critical technique for effective scene understanding. Traditional RGB-T semantic segmentation models often struggle to generalize across diverse scenarios due to their reliance on pretrained models and predefined categories. Recent advancements in Visual Language Models (VLMs) have facilitated a shift from closed-set to open-vocabulary semantic segmentation methods. However, these models face challenges in dealing with intricate scenes, primarily due to the heterogeneity between RGB and thermal modalities. To address this gap, we present Open-RGBT, a novel open-vocabulary RGB-T semantic segmentation model. Specifically, we obtain instance-level detection proposals by incorporating visual prompts to enhance category understanding. Additionally, we employ the CLIP model to assess image-text similarity, which helps correct semantic consistency and mitigates ambiguities in category identification. Empirical evaluations demonstrate that Open-RGBT achieves superior performance in diverse and challenging real-world scenarios, even in the wild, significantly advancing the field of RGB-T semantic segmentation.
DISeR: Designing Imaging Systems with Reinforcement Learning
Imaging systems consist of cameras to encode visual information about the world and perception models to interpret this encoding. Cameras contain (1) illumination sources, (2) optical elements, and (3) sensors, while perception models use (4) algorithms. Directly searching over all combinations of these four building blocks to design an imaging system is challenging due to the size of the search space. Moreover, cameras and perception models are often designed independently, leading to sub-optimal task performance. In this paper, we formulate these four building blocks of imaging systems as a context-free grammar (CFG), which can be automatically searched over with a learned camera designer to jointly optimize the imaging system with task-specific perception models. By transforming the CFG to a state-action space, we then show how the camera designer can be implemented with reinforcement learning to intelligently search over the combinatorial space of possible imaging system configurations. We demonstrate our approach on two tasks, depth estimation and camera rig design for autonomous vehicles, showing that our method yields rigs that outperform industry-wide standards. We believe that our proposed approach is an important step towards automating imaging system design.
Explore and Tell: Embodied Visual Captioning in 3D Environments
While current visual captioning models have achieved impressive performance, they often assume that the image is well-captured and provides a complete view of the scene. In real-world scenarios, however, a single image may not offer a good viewpoint, hindering fine-grained scene understanding. To overcome this limitation, we propose a novel task called Embodied Captioning, which equips visual captioning models with navigation capabilities, enabling them to actively explore the scene and reduce visual ambiguity from suboptimal viewpoints. Specifically, starting at a random viewpoint, an agent must navigate the environment to gather information from different viewpoints and generate a comprehensive paragraph describing all objects in the scene. To support this task, we build the ET-Cap dataset with Kubric simulator, consisting of 10K 3D scenes with cluttered objects and three annotated paragraphs per scene. We propose a Cascade Embodied Captioning model (CaBOT), which comprises of a navigator and a captioner, to tackle this task. The navigator predicts which actions to take in the environment, while the captioner generates a paragraph description based on the whole navigation trajectory. Extensive experiments demonstrate that our model outperforms other carefully designed baselines. Our dataset, codes and models are available at https://aim3-ruc.github.io/ExploreAndTell.
TopNet: Transformer-based Object Placement Network for Image Compositing
We investigate the problem of automatically placing an object into a background image for image compositing. Given a background image and a segmented object, the goal is to train a model to predict plausible placements (location and scale) of the object for compositing. The quality of the composite image highly depends on the predicted location/scale. Existing works either generate candidate bounding boxes or apply sliding-window search using global representations from background and object images, which fail to model local information in background images. However, local clues in background images are important to determine the compatibility of placing the objects with certain locations/scales. In this paper, we propose to learn the correlation between object features and all local background features with a transformer module so that detailed information can be provided on all possible location/scale configurations. A sparse contrastive loss is further proposed to train our model with sparse supervision. Our new formulation generates a 3D heatmap indicating the plausibility of all location/scale combinations in one network forward pass, which is over 10 times faster than the previous sliding-window method. It also supports interactive search when users provide a pre-defined location or scale. The proposed method can be trained with explicit annotation or in a self-supervised manner using an off-the-shelf inpainting model, and it outperforms state-of-the-art methods significantly. The user study shows that the trained model generalizes well to real-world images with diverse challenging scenes and object categories.
3DitScene: Editing Any Scene via Language-guided Disentangled Gaussian Splatting
Scene image editing is crucial for entertainment, photography, and advertising design. Existing methods solely focus on either 2D individual object or 3D global scene editing. This results in a lack of a unified approach to effectively control and manipulate scenes at the 3D level with different levels of granularity. In this work, we propose 3DitScene, a novel and unified scene editing framework leveraging language-guided disentangled Gaussian Splatting that enables seamless editing from 2D to 3D, allowing precise control over scene composition and individual objects. We first incorporate 3D Gaussians that are refined through generative priors and optimization techniques. Language features from CLIP then introduce semantics into 3D geometry for object disentanglement. With the disentangled Gaussians, 3DitScene allows for manipulation at both the global and individual levels, revolutionizing creative expression and empowering control over scenes and objects. Experimental results demonstrate the effectiveness and versatility of 3DitScene in scene image editing. Code and online demo can be found at our project homepage: https://zqh0253.github.io/3DitScene/.
Streetscapes: Large-scale Consistent Street View Generation Using Autoregressive Video Diffusion
We present a method for generating Streetscapes-long sequences of views through an on-the-fly synthesized city-scale scene. Our generation is conditioned by language input (e.g., city name, weather), as well as an underlying map/layout hosting the desired trajectory. Compared to recent models for video generation or 3D view synthesis, our method can scale to much longer-range camera trajectories, spanning several city blocks, while maintaining visual quality and consistency. To achieve this goal, we build on recent work on video diffusion, used within an autoregressive framework that can easily scale to long sequences. In particular, we introduce a new temporal imputation method that prevents our autoregressive approach from drifting from the distribution of realistic city imagery. We train our Streetscapes system on a compelling source of data-posed imagery from Google Street View, along with contextual map data-which allows users to generate city views conditioned on any desired city layout, with controllable camera poses. Please see more results at our project page at https://boyangdeng.com/streetscapes.
Graph Density-Aware Losses for Novel Compositions in Scene Graph Generation
Scene graph generation (SGG) aims to predict graph-structured descriptions of input images, in the form of objects and relationships between them. This task is becoming increasingly useful for progress at the interface of vision and language. Here, it is important - yet challenging - to perform well on novel (zero-shot) or rare (few-shot) compositions of objects and relationships. In this paper, we identify two key issues that limit such generalization. Firstly, we show that the standard loss used in this task is unintentionally a function of scene graph density. This leads to the neglect of individual edges in large sparse graphs during training, even though these contain diverse few-shot examples that are important for generalization. Secondly, the frequency of relationships can create a strong bias in this task, such that a blind model predicting the most frequent relationship achieves good performance. Consequently, some state-of-the-art models exploit this bias to improve results. We show that such models can suffer the most in their ability to generalize to rare compositions, evaluating two different models on the Visual Genome dataset and its more recent, improved version, GQA. To address these issues, we introduce a density-normalized edge loss, which provides more than a two-fold improvement in certain generalization metrics. Compared to other works in this direction, our enhancements require only a few lines of code and no added computational cost. We also highlight the difficulty of accurately evaluating models using existing metrics, especially on zero/few shots, and introduce a novel weighted metric.
Fine-Grained Visual Prompting
Vision-Language Models (VLMs), such as CLIP, have demonstrated impressive zero-shot transfer capabilities in image-level visual perception. However, these models have shown limited performance in instance-level tasks that demand precise localization and recognition. Previous works have suggested that incorporating visual prompts, such as colorful boxes or circles, can improve the ability of models to recognize objects of interest. Nonetheless, compared to language prompting, visual prompting designs are rarely explored. Existing approaches, which employ coarse visual cues such as colorful boxes or circles, often result in sub-optimal performance due to the inclusion of irrelevant and noisy pixels. In this paper, we carefully study the visual prompting designs by exploring more fine-grained markings, such as segmentation masks and their variations. In addition, we introduce a new zero-shot framework that leverages pixel-level annotations acquired from a generalist segmentation model for fine-grained visual prompting. Consequently, our investigation reveals that a straightforward application of blur outside the target mask, referred to as the Blur Reverse Mask, exhibits exceptional effectiveness. This proposed prompting strategy leverages the precise mask annotations to reduce focus on weakly related regions while retaining spatial coherence between the target and the surrounding background. Our Fine-Grained Visual Prompting (FGVP) demonstrates superior performance in zero-shot comprehension of referring expressions on the RefCOCO, RefCOCO+, and RefCOCOg benchmarks. It outperforms prior methods by an average margin of 3.0% to 4.6%, with a maximum improvement of 12.5% on the RefCOCO+ testA subset. Code is available at https://github.com/ylingfeng/FGVP.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
Background Prompting for Improved Object Depth
Estimating the depth of objects from a single image is a valuable task for many vision, robotics, and graphics applications. However, current methods often fail to produce accurate depth for objects in diverse scenes. In this work, we propose a simple yet effective Background Prompting strategy that adapts the input object image with a learned background. We learn the background prompts only using small-scale synthetic object datasets. To infer object depth on a real image, we place the segmented object into the learned background prompt and run off-the-shelf depth networks. Background Prompting helps the depth networks focus on the foreground object, as they are made invariant to background variations. Moreover, Background Prompting minimizes the domain gap between synthetic and real object images, leading to better sim2real generalization than simple finetuning. Results on multiple synthetic and real datasets demonstrate consistent improvements in real object depths for a variety of existing depth networks. Code and optimized background prompts can be found at: https://mbaradad.github.io/depth_prompt.
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control
We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.
MULAN: A Multi Layer Annotated Dataset for Controllable Text-to-Image Generation
Text-to-image generation has achieved astonishing results, yet precise spatial controllability and prompt fidelity remain highly challenging. This limitation is typically addressed through cumbersome prompt engineering, scene layout conditioning, or image editing techniques which often require hand drawn masks. Nonetheless, pre-existing works struggle to take advantage of the natural instance-level compositionality of scenes due to the typically flat nature of rasterized RGB output images. Towards adressing this challenge, we introduce MuLAn: a novel dataset comprising over 44K MUlti-Layer ANnotations of RGB images as multilayer, instance-wise RGBA decompositions, and over 100K instance images. To build MuLAn, we developed a training free pipeline which decomposes a monocular RGB image into a stack of RGBA layers comprising of background and isolated instances. We achieve this through the use of pretrained general-purpose models, and by developing three modules: image decomposition for instance discovery and extraction, instance completion to reconstruct occluded areas, and image re-assembly. We use our pipeline to create MuLAn-COCO and MuLAn-LAION datasets, which contain a variety of image decompositions in terms of style, composition and complexity. With MuLAn, we provide the first photorealistic resource providing instance decomposition and occlusion information for high quality images, opening up new avenues for text-to-image generative AI research. With this, we aim to encourage the development of novel generation and editing technology, in particular layer-wise solutions. MuLAn data resources are available at https://MuLAn-dataset.github.io/.
StyleDiffusion: Prompt-Embedding Inversion for Text-Based Editing
A significant research effort is focused on exploiting the amazing capacities of pretrained diffusion models for the editing of images. They either finetune the model, or invert the image in the latent space of the pretrained model. However, they suffer from two problems: (1) Unsatisfying results for selected regions, and unexpected changes in nonselected regions. (2) They require careful text prompt editing where the prompt should include all visual objects in the input image. To address this, we propose two improvements: (1) Only optimizing the input of the value linear network in the cross-attention layers, is sufficiently powerful to reconstruct a real image. (2) We propose attention regularization to preserve the object-like attention maps after editing, enabling us to obtain accurate style editing without invoking significant structural changes. We further improve the editing technique which is used for the unconditional branch of classifier-free guidance, as well as the conditional one as used by P2P. Extensive experimental prompt-editing results on a variety of images, demonstrate qualitatively and quantitatively that our method has superior editing capabilities than existing and concurrent works.
Learning to Customize Text-to-Image Diffusion In Diverse Context
Most text-to-image customization techniques fine-tune models on a small set of personal concept images captured in minimal contexts. This often results in the model becoming overfitted to these training images and unable to generalize to new contexts in future text prompts. Existing customization methods are built on the success of effectively representing personal concepts as textual embeddings. Thus, in this work, we resort to diversifying the context of these personal concepts solely within the textual space by simply creating a contextually rich set of text prompts, together with a widely used self-supervised learning objective. Surprisingly, this straightforward and cost-effective method significantly improves semantic alignment in the textual space, and this effect further extends to the image space, resulting in higher prompt fidelity for generated images. Additionally, our approach does not require any architectural modifications, making it highly compatible with existing text-to-image customization methods. We demonstrate the broad applicability of our approach by combining it with four different baseline methods, achieving notable CLIP score improvements.
SceneBooth: Diffusion-based Framework for Subject-preserved Text-to-Image Generation
Due to the demand for personalizing image generation, subject-driven text-to-image generation method, which creates novel renditions of an input subject based on text prompts, has received growing research interest. Existing methods often learn subject representation and incorporate it into the prompt embedding to guide image generation, but they struggle with preserving subject fidelity. To solve this issue, this paper approaches a novel framework named SceneBooth for subject-preserved text-to-image generation, which consumes inputs of a subject image, object phrases and text prompts. Instead of learning the subject representation and generating a subject, our SceneBooth fixes the given subject image and generates its background image guided by the text prompts. To this end, our SceneBooth introduces two key components, i.e., a multimodal layout generation module and a background painting module. The former determines the position and scale of the subject by generating appropriate scene layouts that align with text captions, object phrases, and subject visual information. The latter integrates two adapters (ControlNet and Gated Self-Attention) into the latent diffusion model to generate a background that harmonizes with the subject guided by scene layouts and text descriptions. In this manner, our SceneBooth ensures accurate preservation of the subject's appearance in the output. Quantitative and qualitative experimental results demonstrate that SceneBooth significantly outperforms baseline methods in terms of subject preservation, image harmonization and overall quality.
Compositional Sketch Search
We present an algorithm for searching image collections using free-hand sketches that describe the appearance and relative positions of multiple objects. Sketch based image retrieval (SBIR) methods predominantly match queries containing a single, dominant object invariant to its position within an image. Our work exploits drawings as a concise and intuitive representation for specifying entire scene compositions. We train a convolutional neural network (CNN) to encode masked visual features from sketched objects, pooling these into a spatial descriptor encoding the spatial relationships and appearances of objects in the composition. Training the CNN backbone as a Siamese network under triplet loss yields a metric search embedding for measuring compositional similarity which may be efficiently leveraged for visual search by applying product quantization.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
Improving Diffusion Models for Scene Text Editing with Dual Encoders
Scene text editing is a challenging task that involves modifying or inserting specified texts in an image while maintaining its natural and realistic appearance. Most previous approaches to this task rely on style-transfer models that crop out text regions and feed them into image transfer models, such as GANs. However, these methods are limited in their ability to change text style and are unable to insert texts into images. Recent advances in diffusion models have shown promise in overcoming these limitations with text-conditional image editing. However, our empirical analysis reveals that state-of-the-art diffusion models struggle with rendering correct text and controlling text style. To address these problems, we propose DIFFSTE to improve pre-trained diffusion models with a dual encoder design, which includes a character encoder for better text legibility and an instruction encoder for better style control. An instruction tuning framework is introduced to train our model to learn the mapping from the text instruction to the corresponding image with either the specified style or the style of the surrounding texts in the background. Such a training method further brings our method the zero-shot generalization ability to the following three scenarios: generating text with unseen font variation, e.g., italic and bold, mixing different fonts to construct a new font, and using more relaxed forms of natural language as the instructions to guide the generation task. We evaluate our approach on five datasets and demonstrate its superior performance in terms of text correctness, image naturalness, and style controllability. Our code is publicly available. https://github.com/UCSB-NLP-Chang/DiffSTE
Realistic Saliency Guided Image Enhancement
Common editing operations performed by professional photographers include the cleanup operations: de-emphasizing distracting elements and enhancing subjects. These edits are challenging, requiring a delicate balance between manipulating the viewer's attention while maintaining photo realism. While recent approaches can boast successful examples of attention attenuation or amplification, most of them also suffer from frequent unrealistic edits. We propose a realism loss for saliency-guided image enhancement to maintain high realism across varying image types, while attenuating distractors and amplifying objects of interest. Evaluations with professional photographers confirm that we achieve the dual objective of realism and effectiveness, and outperform the recent approaches on their own datasets, while requiring a smaller memory footprint and runtime. We thus offer a viable solution for automating image enhancement and photo cleanup operations.
Anim-Director: A Large Multimodal Model Powered Agent for Controllable Animation Video Generation
Traditional animation generation methods depend on training generative models with human-labelled data, entailing a sophisticated multi-stage pipeline that demands substantial human effort and incurs high training costs. Due to limited prompting plans, these methods typically produce brief, information-poor, and context-incoherent animations. To overcome these limitations and automate the animation process, we pioneer the introduction of large multimodal models (LMMs) as the core processor to build an autonomous animation-making agent, named Anim-Director. This agent mainly harnesses the advanced understanding and reasoning capabilities of LMMs and generative AI tools to create animated videos from concise narratives or simple instructions. Specifically, it operates in three main stages: Firstly, the Anim-Director generates a coherent storyline from user inputs, followed by a detailed director's script that encompasses settings of character profiles and interior/exterior descriptions, and context-coherent scene descriptions that include appearing characters, interiors or exteriors, and scene events. Secondly, we employ LMMs with the image generation tool to produce visual images of settings and scenes. These images are designed to maintain visual consistency across different scenes using a visual-language prompting method that combines scene descriptions and images of the appearing character and setting. Thirdly, scene images serve as the foundation for producing animated videos, with LMMs generating prompts to guide this process. The whole process is notably autonomous without manual intervention, as the LMMs interact seamlessly with generative tools to generate prompts, evaluate visual quality, and select the best one to optimize the final output.
SimpleClick: Interactive Image Segmentation with Simple Vision Transformers
Click-based interactive image segmentation aims at extracting objects with a limited user clicking. A hierarchical backbone is the de-facto architecture for current methods. Recently, the plain, non-hierarchical Vision Transformer (ViT) has emerged as a competitive backbone for dense prediction tasks. This design allows the original ViT to be a foundation model that can be finetuned for downstream tasks without redesigning a hierarchical backbone for pretraining. Although this design is simple and has been proven effective, it has not yet been explored for interactive image segmentation. To fill this gap, we propose SimpleClick, the first interactive segmentation method that leverages a plain backbone. Based on the plain backbone, we introduce a symmetric patch embedding layer that encodes clicks into the backbone with minor modifications to the backbone itself. With the plain backbone pretrained as a masked autoencoder (MAE), SimpleClick achieves state-of-the-art performance. Remarkably, our method achieves 4.15 NoC@90 on SBD, improving 21.8% over the previous best result. Extensive evaluation on medical images demonstrates the generalizability of our method. We further develop an extremely tiny ViT backbone for SimpleClick and provide a detailed computational analysis, highlighting its suitability as a practical annotation tool.
DreamDrone
We introduce DreamDrone, an innovative method for generating unbounded flythrough scenes from textual prompts. Central to our method is a novel feature-correspondence-guidance diffusion process, which utilizes the strong correspondence of intermediate features in the diffusion model. Leveraging this guidance strategy, we further propose an advanced technique for editing the intermediate latent code, enabling the generation of subsequent novel views with geometric consistency. Extensive experiments reveal that DreamDrone significantly surpasses existing methods, delivering highly authentic scene generation with exceptional visual quality. This approach marks a significant step in zero-shot perpetual view generation from textual prompts, enabling the creation of diverse scenes, including natural landscapes like oases and caves, as well as complex urban settings such as Lego-style street views. Our code is publicly available.
OCTScenes: A Versatile Real-World Dataset of Tabletop Scenes for Object-Centric Learning
Humans possess the cognitive ability to comprehend scenes in a compositional manner. To empower AI systems with similar abilities, object-centric representation learning aims to acquire representations of individual objects from visual scenes without any supervision. Although recent advancements in object-centric representation learning have achieved remarkable progress on complex synthesis datasets, there is a huge challenge for application in complex real-world scenes. One of the essential reasons is the scarcity of real-world datasets specifically tailored to object-centric representation learning methods. To solve this problem, we propose a versatile real-world dataset of tabletop scenes for object-centric learning called OCTScenes, which is meticulously designed to serve as a benchmark for comparing, evaluating and analyzing object-centric representation learning methods. OCTScenes contains 5000 tabletop scenes with a total of 15 everyday objects. Each scene is captured in 60 frames covering a 360-degree perspective. Consequently, OCTScenes is a versatile benchmark dataset that can simultaneously satisfy the evaluation of object-centric representation learning methods across static scenes, dynamic scenes, and multi-view scenes tasks. Extensive experiments of object-centric representation learning methods for static, dynamic and multi-view scenes are conducted on OCTScenes. The results demonstrate the shortcomings of state-of-the-art methods for learning meaningful representations from real-world data, despite their impressive performance on complex synthesis datasets. Furthermore, OCTScenes can serves as a catalyst for advancing existing state-of-the-art methods, inspiring them to adapt to real-world scenes. Dataset and code are available at https://huggingface.co/datasets/Yinxuan/OCTScenes.
Visual Storytelling with Question-Answer Plans
Visual storytelling aims to generate compelling narratives from image sequences. Existing models often focus on enhancing the representation of the image sequence, e.g., with external knowledge sources or advanced graph structures. Despite recent progress, the stories are often repetitive, illogical, and lacking in detail. To mitigate these issues, we present a novel framework which integrates visual representations with pretrained language models and planning. Our model translates the image sequence into a visual prefix, a sequence of continuous embeddings which language models can interpret. It also leverages a sequence of question-answer pairs as a blueprint plan for selecting salient visual concepts and determining how they should be assembled into a narrative. Automatic and human evaluation on the VIST benchmark (Huang et al., 2016) demonstrates that blueprint-based models generate stories that are more coherent, interesting, and natural compared to competitive baselines and state-of-the-art systems.
Text2Place: Affordance-aware Text Guided Human Placement
For a given scene, humans can easily reason for the locations and pose to place objects. Designing a computational model to reason about these affordances poses a significant challenge, mirroring the intuitive reasoning abilities of humans. This work tackles the problem of realistic human insertion in a given background scene termed as Semantic Human Placement. This task is extremely challenging given the diverse backgrounds, scale, and pose of the generated person and, finally, the identity preservation of the person. We divide the problem into the following two stages i) learning semantic masks using text guidance for localizing regions in the image to place humans and ii) subject-conditioned inpainting to place a given subject adhering to the scene affordance within the semantic masks. For learning semantic masks, we leverage rich object-scene priors learned from the text-to-image generative models and optimize a novel parameterization of the semantic mask, eliminating the need for large-scale training. To the best of our knowledge, we are the first ones to provide an effective solution for realistic human placements in diverse real-world scenes. The proposed method can generate highly realistic scene compositions while preserving the background and subject identity. Further, we present results for several downstream tasks - scene hallucination from a single or multiple generated persons and text-based attribute editing. With extensive comparisons against strong baselines, we show the superiority of our method in realistic human placement.
Distilling Internet-Scale Vision-Language Models into Embodied Agents
Instruction-following agents must ground language into their observation and action spaces. Learning to ground language is challenging, typically requiring domain-specific engineering or large quantities of human interaction data. To address this challenge, we propose using pretrained vision-language models (VLMs) to supervise embodied agents. We combine ideas from model distillation and hindsight experience replay (HER), using a VLM to retroactively generate language describing the agent's behavior. Simple prompting allows us to control the supervision signal, teaching an agent to interact with novel objects based on their names (e.g., planes) or their features (e.g., colors) in a 3D rendered environment. Fewshot prompting lets us teach abstract category membership, including pre-existing categories (food vs toys) and ad-hoc ones (arbitrary preferences over objects). Our work outlines a new and effective way to use internet-scale VLMs, repurposing the generic language grounding acquired by such models to teach task-relevant groundings to embodied agents.
AssetField: Assets Mining and Reconfiguration in Ground Feature Plane Representation
Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observation, we propose AssetField, a novel neural scene representation that learns a set of object-aware ground feature planes to represent the scene, where an asset library storing template feature patches can be constructed in an unsupervised manner. Unlike existing methods which require object masks to query spatial points for object editing, our ground feature plane representation offers a natural visualization of the scene in the bird-eye view, allowing a variety of operations (e.g. translation, duplication, deformation) on objects to configure a new scene. With the template feature patches, group editing is enabled for scenes with many recurring items to avoid repetitive work on object individuals. We show that AssetField not only achieves competitive performance for novel-view synthesis but also generates realistic renderings for new scene configurations.
Lay-A-Scene: Personalized 3D Object Arrangement Using Text-to-Image Priors
Generating 3D visual scenes is at the forefront of visual generative AI, but current 3D generation techniques struggle with generating scenes with multiple high-resolution objects. Here we introduce Lay-A-Scene, which solves the task of Open-set 3D Object Arrangement, effectively arranging unseen objects. Given a set of 3D objects, the task is to find a plausible arrangement of these objects in a scene. We address this task by leveraging pre-trained text-to-image models. We personalize the model and explain how to generate images of a scene that contains multiple predefined objects without neglecting any of them. Then, we describe how to infer the 3D poses and arrangement of objects from a 2D generated image by finding a consistent projection of objects onto the 2D scene. We evaluate the quality of Lay-A-Scene using 3D objects from Objaverse and human raters and find that it often generates coherent and feasible 3D object arrangements.
3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics
We introduce 3D-FRONT (3D Furnished Rooms with layOuts and semaNTics), a new, large-scale, and comprehensive repository of synthetic indoor scenes highlighted by professionally designed layouts and a large number of rooms populated by high-quality textured 3D models with style compatibility. From layout semantics down to texture details of individual objects, our dataset is freely available to the academic community and beyond. Currently, 3D-FRONT contains 18,968 rooms diversely furnished by 3D objects, far surpassing all publicly available scene datasets. In addition, the 13,151 furniture objects all come with high-quality textures. While the floorplans and layout designs are directly sourced from professional creations, the interior designs in terms of furniture styles, color, and textures have been carefully curated based on a recommender system we develop to attain consistent styles as expert designs. Furthermore, we release Trescope, a light-weight rendering tool, to support benchmark rendering of 2D images and annotations from 3D-FRONT. We demonstrate two applications, interior scene synthesis and texture synthesis, that are especially tailored to the strengths of our new dataset. The project page is at: https://tianchi.aliyun.com/specials/promotion/alibaba-3d-scene-dataset.
Vocabulary-free Image Classification and Semantic Segmentation
Large vision-language models revolutionized image classification and semantic segmentation paradigms. However, they typically assume a pre-defined set of categories, or vocabulary, at test time for composing textual prompts. This assumption is impractical in scenarios with unknown or evolving semantic context. Here, we address this issue and introduce the Vocabulary-free Image Classification (VIC) task, which aims to assign a class from an unconstrained language-induced semantic space to an input image without needing a known vocabulary. VIC is challenging due to the vastness of the semantic space, which contains millions of concepts, including fine-grained categories. To address VIC, we propose Category Search from External Databases (CaSED), a training-free method that leverages a pre-trained vision-language model and an external database. CaSED first extracts the set of candidate categories from the most semantically similar captions in the database and then assigns the image to the best-matching candidate category according to the same vision-language model. Furthermore, we demonstrate that CaSED can be applied locally to generate a coarse segmentation mask that classifies image regions, introducing the task of Vocabulary-free Semantic Segmentation. CaSED and its variants outperform other more complex vision-language models, on classification and semantic segmentation benchmarks, while using much fewer parameters.
Inverse Painting: Reconstructing The Painting Process
Given an input painting, we reconstruct a time-lapse video of how it may have been painted. We formulate this as an autoregressive image generation problem, in which an initially blank "canvas" is iteratively updated. The model learns from real artists by training on many painting videos. Our approach incorporates text and region understanding to define a set of painting "instructions" and updates the canvas with a novel diffusion-based renderer. The method extrapolates beyond the limited, acrylic style paintings on which it has been trained, showing plausible results for a wide range of artistic styles and genres.
MIDI: Multi-Instance Diffusion for Single Image to 3D Scene Generation
This paper introduces MIDI, a novel paradigm for compositional 3D scene generation from a single image. Unlike existing methods that rely on reconstruction or retrieval techniques or recent approaches that employ multi-stage object-by-object generation, MIDI extends pre-trained image-to-3D object generation models to multi-instance diffusion models, enabling the simultaneous generation of multiple 3D instances with accurate spatial relationships and high generalizability. At its core, MIDI incorporates a novel multi-instance attention mechanism, that effectively captures inter-object interactions and spatial coherence directly within the generation process, without the need for complex multi-step processes. The method utilizes partial object images and global scene context as inputs, directly modeling object completion during 3D generation. During training, we effectively supervise the interactions between 3D instances using a limited amount of scene-level data, while incorporating single-object data for regularization, thereby maintaining the pre-trained generalization ability. MIDI demonstrates state-of-the-art performance in image-to-scene generation, validated through evaluations on synthetic data, real-world scene data, and stylized scene images generated by text-to-image diffusion models.
SUDS: Scalable Urban Dynamic Scenes
We extend neural radiance fields (NeRFs) to dynamic large-scale urban scenes. Prior work tends to reconstruct single video clips of short durations (up to 10 seconds). Two reasons are that such methods (a) tend to scale linearly with the number of moving objects and input videos because a separate model is built for each and (b) tend to require supervision via 3D bounding boxes and panoptic labels, obtained manually or via category-specific models. As a step towards truly open-world reconstructions of dynamic cities, we introduce two key innovations: (a) we factorize the scene into three separate hash table data structures to efficiently encode static, dynamic, and far-field radiance fields, and (b) we make use of unlabeled target signals consisting of RGB images, sparse LiDAR, off-the-shelf self-supervised 2D descriptors, and most importantly, 2D optical flow. Operationalizing such inputs via photometric, geometric, and feature-metric reconstruction losses enables SUDS to decompose dynamic scenes into the static background, individual objects, and their motions. When combined with our multi-branch table representation, such reconstructions can be scaled to tens of thousands of objects across 1.2 million frames from 1700 videos spanning geospatial footprints of hundreds of kilometers, (to our knowledge) the largest dynamic NeRF built to date. We present qualitative initial results on a variety of tasks enabled by our representations, including novel-view synthesis of dynamic urban scenes, unsupervised 3D instance segmentation, and unsupervised 3D cuboid detection. To compare to prior work, we also evaluate on KITTI and Virtual KITTI 2, surpassing state-of-the-art methods that rely on ground truth 3D bounding box annotations while being 10x quicker to train.
MACARONS: Mapping And Coverage Anticipation with RGB Online Self-Supervision
We introduce a method that simultaneously learns to explore new large environments and to reconstruct them in 3D from color images only. This is closely related to the Next Best View problem (NBV), where one has to identify where to move the camera next to improve the coverage of an unknown scene. However, most of the current NBV methods rely on depth sensors, need 3D supervision and/or do not scale to large scenes. Our method requires only a color camera and no 3D supervision. It simultaneously learns in a self-supervised fashion to predict a "volume occupancy field" from color images and, from this field, to predict the NBV. Thanks to this approach, our method performs well on new scenes as it is not biased towards any training 3D data. We demonstrate this on a recent dataset made of various 3D scenes and show it performs even better than recent methods requiring a depth sensor, which is not a realistic assumption for outdoor scenes captured with a flying drone.
ConceptGraphs: Open-Vocabulary 3D Scene Graphs for Perception and Planning
For robots to perform a wide variety of tasks, they require a 3D representation of the world that is semantically rich, yet compact and efficient for task-driven perception and planning. Recent approaches have attempted to leverage features from large vision-language models to encode semantics in 3D representations. However, these approaches tend to produce maps with per-point feature vectors, which do not scale well in larger environments, nor do they contain semantic spatial relationships between entities in the environment, which are useful for downstream planning. In this work, we propose ConceptGraphs, an open-vocabulary graph-structured representation for 3D scenes. ConceptGraphs is built by leveraging 2D foundation models and fusing their output to 3D by multi-view association. The resulting representations generalize to novel semantic classes, without the need to collect large 3D datasets or finetune models. We demonstrate the utility of this representation through a number of downstream planning tasks that are specified through abstract (language) prompts and require complex reasoning over spatial and semantic concepts. (Project page: https://concept-graphs.github.io/ Explainer video: https://youtu.be/mRhNkQwRYnc )
PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments
We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
Video2Commonsense: Generating Commonsense Descriptions to Enrich Video Captioning
Captioning is a crucial and challenging task for video understanding. In videos that involve active agents such as humans, the agent's actions can bring about myriad changes in the scene. Observable changes such as movements, manipulations, and transformations of the objects in the scene, are reflected in conventional video captioning. Unlike images, actions in videos are also inherently linked to social aspects such as intentions (why the action is taking place), effects (what changes due to the action), and attributes that describe the agent. Thus for video understanding, such as when captioning videos or when answering questions about videos, one must have an understanding of these commonsense aspects. We present the first work on generating commonsense captions directly from videos, to describe latent aspects such as intentions, effects, and attributes. We present a new dataset "Video-to-Commonsense (V2C)" that contains sim9k videos of human agents performing various actions, annotated with 3 types of commonsense descriptions. Additionally we explore the use of open-ended video-based commonsense question answering (V2C-QA) as a way to enrich our captions. Both the generation task and the QA task can be used to enrich video captions.
Towards Open-vocabulary Scene Graph Generation with Prompt-based Finetuning
Scene graph generation (SGG) is a fundamental task aimed at detecting visual relations between objects in an image. The prevailing SGG methods require all object classes to be given in the training set. Such a closed setting limits the practical application of SGG. In this paper, we introduce open-vocabulary scene graph generation, a novel, realistic and challenging setting in which a model is trained on a set of base object classes but is required to infer relations for unseen target object classes. To this end, we propose a two-step method that firstly pre-trains on large amounts of coarse-grained region-caption data and then leverages two prompt-based techniques to finetune the pre-trained model without updating its parameters. Moreover, our method can support inference over completely unseen object classes, which existing methods are incapable of handling. On extensive experiments on three benchmark datasets, Visual Genome, GQA, and Open-Image, our method significantly outperforms recent, strong SGG methods on the setting of Ov-SGG, as well as on the conventional closed SGG.
Visual In-Context Prompting
In-context prompting in large language models (LLMs) has become a prevalent approach to improve zero-shot capabilities, but this idea is less explored in the vision domain. Existing visual prompting methods focus on referring segmentation to segment the most relevant object, falling short of addressing many generic vision tasks like open-set segmentation and detection. In this paper, we introduce a universal visual in-context prompting framework for both tasks. In particular, we build on top of an encoder-decoder architecture, and develop a versatile prompt encoder to support a variety of prompts like strokes, boxes, and points. We further enhance it to take an arbitrary number of reference image segments as the context. Our extensive explorations show that the proposed visual in-context prompting elicits extraordinary referring and generic segmentation capabilities to refer and detect, yielding competitive performance to close-set in-domain datasets and showing promising results on many open-set segmentation datasets. By joint training on COCO and SA-1B, our model achieves 57.7 PQ on COCO and 23.2 PQ on ADE20K. Code will be available at https://github.com/UX-Decoder/DINOv.
Lightweight Image Inpainting by Stripe Window Transformer with Joint Attention to CNN
Image inpainting is an important task in computer vision. As admirable methods are presented, the inpainted image is getting closer to reality. However, the result is still not good enough in the reconstructed texture and structure based on human vision. Although recent advances in computer hardware have enabled the development of larger and more complex models, there is still a need for lightweight models that can be used by individuals and small-sized institutions. Therefore, we propose a lightweight model that combines a specialized transformer with a traditional convolutional neural network (CNN). Furthermore, we have noticed most researchers only consider three primary colors (RGB) in inpainted images, but we think this is not enough. So we propose a new loss function to intensify color details. Extensive experiments on commonly seen datasets (Places2 and CelebA) validate the efficacy of our proposed model compared with other state-of-the-art methods. Index Terms: HSV color space, image inpainting, joint attention, stripe window, transformer
Making Large Multimodal Models Understand Arbitrary Visual Prompts
While existing large vision-language multimodal models focus on whole image understanding, there is a prominent gap in achieving region-specific comprehension. Current approaches that use textual coordinates or spatial encodings often fail to provide a user-friendly interface for visual prompting. To address this challenge, we introduce a novel multimodal model capable of decoding arbitrary visual prompts. This allows users to intuitively mark images and interact with the model using natural cues like a "red bounding box" or "pointed arrow". Our simple design directly overlays visual markers onto the RGB image, eliminating the need for complex region encodings, yet achieves state-of-the-art performance on region-understanding tasks like Visual7W, PointQA, and Visual Commonsense Reasoning benchmark. Furthermore, we present ViP-Bench, a comprehensive benchmark to assess the capability of models in understanding visual prompts across multiple dimensions, enabling future research in this domain. Code, data, and model are publicly available.
Objects do not disappear: Video object detection by single-frame object location anticipation
Objects in videos are typically characterized by continuous smooth motion. We exploit continuous smooth motion in three ways. 1) Improved accuracy by using object motion as an additional source of supervision, which we obtain by anticipating object locations from a static keyframe. 2) Improved efficiency by only doing the expensive feature computations on a small subset of all frames. Because neighboring video frames are often redundant, we only compute features for a single static keyframe and predict object locations in subsequent frames. 3) Reduced annotation cost, where we only annotate the keyframe and use smooth pseudo-motion between keyframes. We demonstrate computational efficiency, annotation efficiency, and improved mean average precision compared to the state-of-the-art on four datasets: ImageNet VID, EPIC KITCHENS-55, YouTube-BoundingBoxes, and Waymo Open dataset. Our source code is available at https://github.com/L-KID/Videoobject-detection-by-location-anticipation.
VideoClick: Video Object Segmentation with a Single Click
Annotating videos with object segmentation masks typically involves a two stage procedure of drawing polygons per object instance for all the frames and then linking them through time. While simple, this is a very tedious, time consuming and expensive process, making the creation of accurate annotations at scale only possible for well-funded labs. What if we were able to segment an object in the full video with only a single click? This will enable video segmentation at scale with a very low budget opening the door to many applications. Towards this goal, in this paper we propose a bottom up approach where given a single click for each object in a video, we obtain the segmentation masks of these objects in the full video. In particular, we construct a correlation volume that assigns each pixel in a target frame to either one of the objects in the reference frame or the background. We then refine this correlation volume via a recurrent attention module and decode the final segmentation. To evaluate the performance, we label the popular and challenging Cityscapes dataset with video object segmentations. Results on this new CityscapesVideo dataset show that our approach outperforms all the baselines in this challenging setting.
Towards Training-free Open-world Segmentation via Image Prompt Foundation Models
The realm of computer vision has witnessed a paradigm shift with the advent of foundational models, mirroring the transformative influence of large language models in the domain of natural language processing. This paper delves into the exploration of open-world segmentation, presenting a novel approach called Image Prompt Segmentation (IPSeg) that harnesses the power of vision foundational models. IPSeg lies the principle of a training-free paradigm, which capitalizes on image prompt techniques. Specifically, IPSeg utilizes a single image containing a subjective visual concept as a flexible prompt to query vision foundation models like DINOv2 and Stable Diffusion. Our approach extracts robust features for the prompt image and input image, then matches the input representations to the prompt representations via a novel feature interaction module to generate point prompts highlighting target objects in the input image. The generated point prompts are further utilized to guide the Segment Anything Model to segment the target object in the input image. The proposed method stands out by eliminating the need for exhaustive training sessions, thereby offering a more efficient and scalable solution. Experiments on COCO, PASCAL VOC, and other datasets demonstrate IPSeg's efficacy for flexible open-world segmentation using intuitive image prompts. This work pioneers tapping foundation models for open-world understanding through visual concepts conveyed in images.
SlideImages: A Dataset for Educational Image Classification
In the past few years, convolutional neural networks (CNNs) have achieved impressive results in computer vision tasks, which however mainly focus on photos with natural scene content. Besides, non-sensor derived images such as illustrations, data visualizations, figures, etc. are typically used to convey complex information or to explore large datasets. However, this kind of images has received little attention in computer vision. CNNs and similar techniques use large volumes of training data. Currently, many document analysis systems are trained in part on scene images due to the lack of large datasets of educational image data. In this paper, we address this issue and present SlideImages, a dataset for the task of classifying educational illustrations. SlideImages contains training data collected from various sources, e.g., Wikimedia Commons and the AI2D dataset, and test data collected from educational slides. We have reserved all the actual educational images as a test dataset in order to ensure that the approaches using this dataset generalize well to new educational images, and potentially other domains. Furthermore, we present a baseline system using a standard deep neural architecture and discuss dealing with the challenge of limited training data.
Vocabulary-free Image Classification
Recent advances in large vision-language models have revolutionized the image classification paradigm. Despite showing impressive zero-shot capabilities, a pre-defined set of categories, a.k.a. the vocabulary, is assumed at test time for composing the textual prompts. However, such assumption can be impractical when the semantic context is unknown and evolving. We thus formalize a novel task, termed as Vocabulary-free Image Classification (VIC), where we aim to assign to an input image a class that resides in an unconstrained language-induced semantic space, without the prerequisite of a known vocabulary. VIC is a challenging task as the semantic space is extremely large, containing millions of concepts, with hard-to-discriminate fine-grained categories. In this work, we first empirically verify that representing this semantic space by means of an external vision-language database is the most effective way to obtain semantically relevant content for classifying the image. We then propose Category Search from External Databases (CaSED), a method that exploits a pre-trained vision-language model and an external vision-language database to address VIC in a training-free manner. CaSED first extracts a set of candidate categories from captions retrieved from the database based on their semantic similarity to the image, and then assigns to the image the best matching candidate category according to the same vision-language model. Experiments on benchmark datasets validate that CaSED outperforms other complex vision-language frameworks, while being efficient with much fewer parameters, paving the way for future research in this direction.
Neural Scene Chronology
In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.
Human-Art: A Versatile Human-Centric Dataset Bridging Natural and Artificial Scenes
Humans have long been recorded in a variety of forms since antiquity. For example, sculptures and paintings were the primary media for depicting human beings before the invention of cameras. However, most current human-centric computer vision tasks like human pose estimation and human image generation focus exclusively on natural images in the real world. Artificial humans, such as those in sculptures, paintings, and cartoons, are commonly neglected, making existing models fail in these scenarios. As an abstraction of life, art incorporates humans in both natural and artificial scenes. We take advantage of it and introduce the Human-Art dataset to bridge related tasks in natural and artificial scenarios. Specifically, Human-Art contains 50k high-quality images with over 123k person instances from 5 natural and 15 artificial scenarios, which are annotated with bounding boxes, keypoints, self-contact points, and text information for humans represented in both 2D and 3D. It is, therefore, comprehensive and versatile for various downstream tasks. We also provide a rich set of baseline results and detailed analyses for related tasks, including human detection, 2D and 3D human pose estimation, image generation, and motion transfer. As a challenging dataset, we hope Human-Art can provide insights for relevant research and open up new research questions.
Lowis3D: Language-Driven Open-World Instance-Level 3D Scene Understanding
Open-world instance-level scene understanding aims to locate and recognize unseen object categories that are not present in the annotated dataset. This task is challenging because the model needs to both localize novel 3D objects and infer their semantic categories. A key factor for the recent progress in 2D open-world perception is the availability of large-scale image-text pairs from the Internet, which cover a wide range of vocabulary concepts. However, this success is hard to replicate in 3D scenarios due to the scarcity of 3D-text pairs. To address this challenge, we propose to harness pre-trained vision-language (VL) foundation models that encode extensive knowledge from image-text pairs to generate captions for multi-view images of 3D scenes. This allows us to establish explicit associations between 3D shapes and semantic-rich captions. Moreover, to enhance the fine-grained visual-semantic representation learning from captions for object-level categorization, we design hierarchical point-caption association methods to learn semantic-aware embeddings that exploit the 3D geometry between 3D points and multi-view images. In addition, to tackle the localization challenge for novel classes in the open-world setting, we develop debiased instance localization, which involves training object grouping modules on unlabeled data using instance-level pseudo supervision. This significantly improves the generalization capabilities of instance grouping and thus the ability to accurately locate novel objects. We conduct extensive experiments on 3D semantic, instance, and panoptic segmentation tasks, covering indoor and outdoor scenes across three datasets. Our method outperforms baseline methods by a significant margin in semantic segmentation (e.g. 34.5%sim65.3%), instance segmentation (e.g. 21.8%sim54.0%) and panoptic segmentation (e.g. 14.7%sim43.3%). Code will be available.
Semantic Diversity-aware Prototype-based Learning for Unbiased Scene Graph Generation
The scene graph generation (SGG) task involves detecting objects within an image and predicting predicates that represent the relationships between the objects. However, in SGG benchmark datasets, each subject-object pair is annotated with a single predicate even though a single predicate may exhibit diverse semantics (i.e., semantic diversity), existing SGG models are trained to predict the one and only predicate for each pair. This in turn results in the SGG models to overlook the semantic diversity that may exist in a predicate, thus leading to biased predictions. In this paper, we propose a novel model-agnostic Semantic Diversity-aware Prototype-based Learning (DPL) framework that enables unbiased predictions based on the understanding of the semantic diversity of predicates. Specifically, DPL learns the regions in the semantic space covered by each predicate to distinguish among the various different semantics that a single predicate can represent. Extensive experiments demonstrate that our proposed model-agnostic DPL framework brings significant performance improvement on existing SGG models, and also effectively understands the semantic diversity of predicates.
Several questions of visual generation in 2024
This paper does not propose any new algorithms but instead outlines various problems in the field of visual generation based on the author's personal understanding. The core of these problems lies in how to decompose visual signals, with all other issues being closely related to this central problem and stemming from unsuitable approaches to signal decomposition. This paper aims to draw researchers' attention to the significance of Visual Signal Decomposition.
What Looks Good with my Sofa: Multimodal Search Engine for Interior Design
In this paper, we propose a multi-modal search engine for interior design that combines visual and textual queries. The goal of our engine is to retrieve interior objects, e.g. furniture or wall clocks, that share visual and aesthetic similarities with the query. Our search engine allows the user to take a photo of a room and retrieve with a high recall a list of items identical or visually similar to those present in the photo. Additionally, it allows to return other items that aesthetically and stylistically fit well together. To achieve this goal, our system blends the results obtained using textual and visual modalities. Thanks to this blending strategy, we increase the average style similarity score of the retrieved items by 11%. Our work is implemented as a Web-based application and it is planned to be opened to the public.
Through-The-Mask: Mask-based Motion Trajectories for Image-to-Video Generation
We consider the task of Image-to-Video (I2V) generation, which involves transforming static images into realistic video sequences based on a textual description. While recent advancements produce photorealistic outputs, they frequently struggle to create videos with accurate and consistent object motion, especially in multi-object scenarios. To address these limitations, we propose a two-stage compositional framework that decomposes I2V generation into: (i) An explicit intermediate representation generation stage, followed by (ii) A video generation stage that is conditioned on this representation. Our key innovation is the introduction of a mask-based motion trajectory as an intermediate representation, that captures both semantic object information and motion, enabling an expressive but compact representation of motion and semantics. To incorporate the learned representation in the second stage, we utilize object-level attention objectives. Specifically, we consider a spatial, per-object, masked-cross attention objective, integrating object-specific prompts into corresponding latent space regions and a masked spatio-temporal self-attention objective, ensuring frame-to-frame consistency for each object. We evaluate our method on challenging benchmarks with multi-object and high-motion scenarios and empirically demonstrate that the proposed method achieves state-of-the-art results in temporal coherence, motion realism, and text-prompt faithfulness. Additionally, we introduce \benchmark, a new challenging benchmark for single-object and multi-object I2V generation, and demonstrate our method's superiority on this benchmark. Project page is available at https://guyyariv.github.io/TTM/.
Segment Everything Everywhere All at Once
In this work, we present SEEM, a promptable and interactive model for segmenting everything everywhere all at once in an image, as shown in Fig.1. In SEEM, we propose a novel decoding mechanism that enables diverse prompting for all types of segmentation tasks, aiming at a universal segmentation interface that behaves like large language models (LLMs). More specifically, SEEM is designed with four desiderata: i) Versatility. We introduce a new visual prompt to unify different spatial queries including points, boxes, scribbles and masks, which can further generalize to a different referring image; ii) Compositionality. We learn a joint visual-semantic space between text and visual prompts, which facilitates the dynamic composition of two prompt types required for various segmentation tasks; iii) Interactivity. We further incorporate learnable memory prompts into the decoder to retain segmentation history through mask-guided cross-attention from decoder to image features; and iv) Semantic-awareness. We use a text encoder to encode text queries and mask labels into the same semantic space for open-vocabulary segmentation. We conduct a comprehensive empirical study to validate the effectiveness of SEEM across diverse segmentation tasks. Notably, our single SEEM model achieves competitive performance across interactive segmentation, generic segmentation, referring segmentation, and video object segmentation on 9 datasets with minimum 1/100 supervision. Furthermore, SEEM showcases a remarkable capacity for generalization to novel prompts or their combinations, rendering it a readily universal image segmentation interface.
Unified Perceptual Parsing for Scene Understanding
Humans recognize the visual world at multiple levels: we effortlessly categorize scenes and detect objects inside, while also identifying the textures and surfaces of the objects along with their different compositional parts. In this paper, we study a new task called Unified Perceptual Parsing, which requires the machine vision systems to recognize as many visual concepts as possible from a given image. A multi-task framework called UPerNet and a training strategy are developed to learn from heterogeneous image annotations. We benchmark our framework on Unified Perceptual Parsing and show that it is able to effectively segment a wide range of concepts from images. The trained networks are further applied to discover visual knowledge in natural scenes. Models are available at https://github.com/CSAILVision/unifiedparsing.
SpaText: Spatio-Textual Representation for Controllable Image Generation
Recent text-to-image diffusion models are able to generate convincing results of unprecedented quality. However, it is nearly impossible to control the shapes of different regions/objects or their layout in a fine-grained fashion. Previous attempts to provide such controls were hindered by their reliance on a fixed set of labels. To this end, we present SpaText - a new method for text-to-image generation using open-vocabulary scene control. In addition to a global text prompt that describes the entire scene, the user provides a segmentation map where each region of interest is annotated by a free-form natural language description. Due to lack of large-scale datasets that have a detailed textual description for each region in the image, we choose to leverage the current large-scale text-to-image datasets and base our approach on a novel CLIP-based spatio-textual representation, and show its effectiveness on two state-of-the-art diffusion models: pixel-based and latent-based. In addition, we show how to extend the classifier-free guidance method in diffusion models to the multi-conditional case and present an alternative accelerated inference algorithm. Finally, we offer several automatic evaluation metrics and use them, in addition to FID scores and a user study, to evaluate our method and show that it achieves state-of-the-art results on image generation with free-form textual scene control.
On the Complexity of Bayesian Generalization
We consider concept generalization at a large scale in the diverse and natural visual spectrum. Established computational modes (i.e., rule-based or similarity-based) are primarily studied isolated and focus on confined and abstract problem spaces. In this work, we study these two modes when the problem space scales up, and the complexity of concepts becomes diverse. Specifically, at the representational level, we seek to answer how the complexity varies when a visual concept is mapped to the representation space. Prior psychology literature has shown that two types of complexities (i.e., subjective complexity and visual complexity) (Griffiths and Tenenbaum, 2003) build an inverted-U relation (Donderi, 2006; Sun and Firestone, 2021). Leveraging Representativeness of Attribute (RoA), we computationally confirm the following observation: Models use attributes with high RoA to describe visual concepts, and the description length falls in an inverted-U relation with the increment in visual complexity. At the computational level, we aim to answer how the complexity of representation affects the shift between the rule- and similarity-based generalization. We hypothesize that category-conditioned visual modeling estimates the co-occurrence frequency between visual and categorical attributes, thus potentially serving as the prior for the natural visual world. Experimental results show that representations with relatively high subjective complexity outperform those with relatively low subjective complexity in the rule-based generalization, while the trend is the opposite in the similarity-based generalization.
An Image is Worth One Word: Personalizing Text-to-Image Generation using Textual Inversion
Text-to-image models offer unprecedented freedom to guide creation through natural language. Yet, it is unclear how such freedom can be exercised to generate images of specific unique concepts, modify their appearance, or compose them in new roles and novel scenes. In other words, we ask: how can we use language-guided models to turn our cat into a painting, or imagine a new product based on our favorite toy? Here we present a simple approach that allows such creative freedom. Using only 3-5 images of a user-provided concept, like an object or a style, we learn to represent it through new "words" in the embedding space of a frozen text-to-image model. These "words" can be composed into natural language sentences, guiding personalized creation in an intuitive way. Notably, we find evidence that a single word embedding is sufficient for capturing unique and varied concepts. We compare our approach to a wide range of baselines, and demonstrate that it can more faithfully portray the concepts across a range of applications and tasks. Our code, data and new words will be available at: https://textual-inversion.github.io
An End-to-End Trainable Neural Network for Image-based Sequence Recognition and Its Application to Scene Text Recognition
Image-based sequence recognition has been a long-standing research topic in computer vision. In this paper, we investigate the problem of scene text recognition, which is among the most important and challenging tasks in image-based sequence recognition. A novel neural network architecture, which integrates feature extraction, sequence modeling and transcription into a unified framework, is proposed. Compared with previous systems for scene text recognition, the proposed architecture possesses four distinctive properties: (1) It is end-to-end trainable, in contrast to most of the existing algorithms whose components are separately trained and tuned. (2) It naturally handles sequences in arbitrary lengths, involving no character segmentation or horizontal scale normalization. (3) It is not confined to any predefined lexicon and achieves remarkable performances in both lexicon-free and lexicon-based scene text recognition tasks. (4) It generates an effective yet much smaller model, which is more practical for real-world application scenarios. The experiments on standard benchmarks, including the IIIT-5K, Street View Text and ICDAR datasets, demonstrate the superiority of the proposed algorithm over the prior arts. Moreover, the proposed algorithm performs well in the task of image-based music score recognition, which evidently verifies the generality of it.
LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation
In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.
Visual Genome: Connecting Language and Vision Using Crowdsourced Dense Image Annotations
Despite progress in perceptual tasks such as image classification, computers still perform poorly on cognitive tasks such as image description and question answering. Cognition is core to tasks that involve not just recognizing, but reasoning about our visual world. However, models used to tackle the rich content in images for cognitive tasks are still being trained using the same datasets designed for perceptual tasks. To achieve success at cognitive tasks, models need to understand the interactions and relationships between objects in an image. When asked "What vehicle is the person riding?", computers will need to identify the objects in an image as well as the relationships riding(man, carriage) and pulling(horse, carriage) in order to answer correctly that "the person is riding a horse-drawn carriage". In this paper, we present the Visual Genome dataset to enable the modeling of such relationships. We collect dense annotations of objects, attributes, and relationships within each image to learn these models. Specifically, our dataset contains over 100K images where each image has an average of 21 objects, 18 attributes, and 18 pairwise relationships between objects. We canonicalize the objects, attributes, relationships, and noun phrases in region descriptions and questions answer pairs to WordNet synsets. Together, these annotations represent the densest and largest dataset of image descriptions, objects, attributes, relationships, and question answers.
YOLOE: Real-Time Seeing Anything
Object detection and segmentation are widely employed in computer vision applications, yet conventional models like YOLO series, while efficient and accurate, are limited by predefined categories, hindering adaptability in open scenarios. Recent open-set methods leverage text prompts, visual cues, or prompt-free paradigm to overcome this, but often compromise between performance and efficiency due to high computational demands or deployment complexity. In this work, we introduce YOLOE, which integrates detection and segmentation across diverse open prompt mechanisms within a single highly efficient model, achieving real-time seeing anything. For text prompts, we propose Re-parameterizable Region-Text Alignment (RepRTA) strategy. It refines pretrained textual embeddings via a re-parameterizable lightweight auxiliary network and enhances visual-textual alignment with zero inference and transferring overhead. For visual prompts, we present Semantic-Activated Visual Prompt Encoder (SAVPE). It employs decoupled semantic and activation branches to bring improved visual embedding and accuracy with minimal complexity. For prompt-free scenario, we introduce Lazy Region-Prompt Contrast (LRPC) strategy. It utilizes a built-in large vocabulary and specialized embedding to identify all objects, avoiding costly language model dependency. Extensive experiments show YOLOE's exceptional zero-shot performance and transferability with high inference efficiency and low training cost. Notably, on LVIS, with 3times less training cost and 1.4times inference speedup, YOLOE-v8-S surpasses YOLO-Worldv2-S by 3.5 AP. When transferring to COCO, YOLOE-v8-L achieves 0.6 AP^b and 0.4 AP^m gains over closed-set YOLOv8-L with nearly 4times less training time. Code and models are available at https://github.com/THU-MIG/yoloe.
Zero-guidance Segmentation Using Zero Segment Labels
CLIP has enabled new and exciting joint vision-language applications, one of which is open-vocabulary segmentation, which can locate any segment given an arbitrary text query. In our research, we ask whether it is possible to discover semantic segments without any user guidance in the form of text queries or predefined classes, and label them using natural language automatically? We propose a novel problem zero-guidance segmentation and the first baseline that leverages two pre-trained generalist models, DINO and CLIP, to solve this problem without any fine-tuning or segmentation dataset. The general idea is to first segment an image into small over-segments, encode them into CLIP's visual-language space, translate them into text labels, and merge semantically similar segments together. The key challenge, however, is how to encode a visual segment into a segment-specific embedding that balances global and local context information, both useful for recognition. Our main contribution is a novel attention-masking technique that balances the two contexts by analyzing the attention layers inside CLIP. We also introduce several metrics for the evaluation of this new task. With CLIP's innate knowledge, our method can precisely locate the Mona Lisa painting among a museum crowd. Project page: https://zero-guide-seg.github.io/.
Framer: Interactive Frame Interpolation
We propose Framer for interactive frame interpolation, which targets producing smoothly transitioning frames between two images as per user creativity. Concretely, besides taking the start and end frames as inputs, our approach supports customizing the transition process by tailoring the trajectory of some selected keypoints. Such a design enjoys two clear benefits. First, incorporating human interaction mitigates the issue arising from numerous possibilities of transforming one image to another, and in turn enables finer control of local motions. Second, as the most basic form of interaction, keypoints help establish the correspondence across frames, enhancing the model to handle challenging cases (e.g., objects on the start and end frames are of different shapes and styles). It is noteworthy that our system also offers an "autopilot" mode, where we introduce a module to estimate the keypoints and refine the trajectory automatically, to simplify the usage in practice. Extensive experimental results demonstrate the appealing performance of Framer on various applications, such as image morphing, time-lapse video generation, cartoon interpolation, etc. The code, the model, and the interface will be released to facilitate further research.
Captioning Images Taken by People Who Are Blind
While an important problem in the vision community is to design algorithms that can automatically caption images, few publicly-available datasets for algorithm development directly address the interests of real users. Observing that people who are blind have relied on (human-based) image captioning services to learn about images they take for nearly a decade, we introduce the first image captioning dataset to represent this real use case. This new dataset, which we call VizWiz-Captions, consists of over 39,000 images originating from people who are blind that are each paired with five captions. We analyze this dataset to (1) characterize the typical captions, (2) characterize the diversity of content found in the images, and (3) compare its content to that found in eight popular vision datasets. We also analyze modern image captioning algorithms to identify what makes this new dataset challenging for the vision community. We publicly-share the dataset with captioning challenge instructions at https://vizwiz.org
Affordance-Aware Object Insertion via Mask-Aware Dual Diffusion
As a common image editing operation, image composition involves integrating foreground objects into background scenes. In this paper, we expand the application of the concept of Affordance from human-centered image composition tasks to a more general object-scene composition framework, addressing the complex interplay between foreground objects and background scenes. Following the principle of Affordance, we define the affordance-aware object insertion task, which aims to seamlessly insert any object into any scene with various position prompts. To address the limited data issue and incorporate this task, we constructed the SAM-FB dataset, which contains over 3 million examples across more than 3,000 object categories. Furthermore, we propose the Mask-Aware Dual Diffusion (MADD) model, which utilizes a dual-stream architecture to simultaneously denoise the RGB image and the insertion mask. By explicitly modeling the insertion mask in the diffusion process, MADD effectively facilitates the notion of affordance. Extensive experimental results show that our method outperforms the state-of-the-art methods and exhibits strong generalization performance on in-the-wild images. Please refer to our code on https://github.com/KaKituken/affordance-aware-any.
S-INF: Towards Realistic Indoor Scene Synthesis via Scene Implicit Neural Field
Learning-based methods have become increasingly popular in 3D indoor scene synthesis (ISS), showing superior performance over traditional optimization-based approaches. These learning-based methods typically model distributions on simple yet explicit scene representations using generative models. However, due to the oversimplified explicit representations that overlook detailed information and the lack of guidance from multimodal relationships within the scene, most learning-based methods struggle to generate indoor scenes with realistic object arrangements and styles. In this paper, we introduce a new method, Scene Implicit Neural Field (S-INF), for indoor scene synthesis, aiming to learn meaningful representations of multimodal relationships, to enhance the realism of indoor scene synthesis. S-INF assumes that the scene layout is often related to the object-detailed information. It disentangles the multimodal relationships into scene layout relationships and detailed object relationships, fusing them later through implicit neural fields (INFs). By learning specialized scene layout relationships and projecting them into S-INF, we achieve a realistic generation of scene layout. Additionally, S-INF captures dense and detailed object relationships through differentiable rendering, ensuring stylistic consistency across objects. Through extensive experiments on the benchmark 3D-FRONT dataset, we demonstrate that our method consistently achieves state-of-the-art performance under different types of ISS.
InstructScene: Instruction-Driven 3D Indoor Scene Synthesis with Semantic Graph Prior
Comprehending natural language instructions is a charming property for 3D indoor scene synthesis systems. Existing methods directly model object joint distributions and express object relations implicitly within a scene, thereby hindering the controllability of generation. We introduce InstructScene, a novel generative framework that integrates a semantic graph prior and a layout decoder to improve controllability and fidelity for 3D scene synthesis. The proposed semantic graph prior jointly learns scene appearances and layout distributions, exhibiting versatility across various downstream tasks in a zero-shot manner. To facilitate the benchmarking for text-driven 3D scene synthesis, we curate a high-quality dataset of scene-instruction pairs with large language and multimodal models. Extensive experimental results reveal that the proposed method surpasses existing state-of-the-art approaches by a large margin. Thorough ablation studies confirm the efficacy of crucial design components. Project page: https://chenguolin.github.io/projects/InstructScene.
DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling
Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors. Despite significant progress, existing methods struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework, to tackle the aforementioned three challenges mainly via two strategies. First, DreamScene employs Formation Pattern Sampling (FPS), a multi-timestep sampling strategy guided by the formation patterns of 3D objects, to form fast, semantically rich, and high-quality representations. FPS uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. Second, DreamScene employs a progressive three-stage camera sampling strategy, specifically designed for both indoor and outdoor settings, to effectively ensure object-environment integration and scene-wide 3D consistency. Last, DreamScene enhances scene editing flexibility by integrating objects and environments, enabling targeted adjustments. Extensive experiments validate DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications. Code and demos will be released at https://dreamscene-project.github.io .
MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text
The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.
NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads
We focus on reconstructing high-fidelity radiance fields of human heads, capturing their animations over time, and synthesizing re-renderings from novel viewpoints at arbitrary time steps. To this end, we propose a new multi-view capture setup composed of 16 calibrated machine vision cameras that record time-synchronized images at 7.1 MP resolution and 73 frames per second. With our setup, we collect a new dataset of over 4700 high-resolution, high-framerate sequences of more than 220 human heads, from which we introduce a new human head reconstruction benchmark. The recorded sequences cover a wide range of facial dynamics, including head motions, natural expressions, emotions, and spoken language. In order to reconstruct high-fidelity human heads, we propose Dynamic Neural Radiance Fields using Hash Ensembles (NeRSemble). We represent scene dynamics by combining a deformation field and an ensemble of 3D multi-resolution hash encodings. The deformation field allows for precise modeling of simple scene movements, while the ensemble of hash encodings helps to represent complex dynamics. As a result, we obtain radiance field representations of human heads that capture motion over time and facilitate re-rendering of arbitrary novel viewpoints. In a series of experiments, we explore the design choices of our method and demonstrate that our approach outperforms state-of-the-art dynamic radiance field approaches by a significant margin.
Open-Ended Instructable Embodied Agents with Memory-Augmented Large Language Models
Pre-trained and frozen large language models (LLMs) can effectively map simple scene rearrangement instructions to programs over a robot's visuomotor functions through appropriate few-shot example prompting. To parse open-domain natural language and adapt to a user's idiosyncratic procedures, not known during prompt engineering time, fixed prompts fall short. In this paper, we introduce HELPER, an embodied agent equipped with an external memory of language-program pairs that parses free-form human-robot dialogue into action programs through retrieval-augmented LLM prompting: relevant memories are retrieved based on the current dialogue, instruction, correction, or VLM description, and used as in-context prompt examples for LLM querying. The memory is expanded during deployment to include pairs of user's language and action plans, to assist future inferences and personalize them to the user's language and routines. HELPER sets a new state-of-the-art in the TEACh benchmark in both Execution from Dialog History (EDH) and Trajectory from Dialogue (TfD), with a 1.7x improvement over the previous state-of-the-art for TfD. Our models, code, and video results can be found in our project's website: https://helper-agent-llm.github.io.
RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
We introduce RealmDreamer, a technique for generation of general forward-facing 3D scenes from text descriptions. Our technique optimizes a 3D Gaussian Splatting representation to match complex text prompts. We initialize these splats by utilizing the state-of-the-art text-to-image generators, lifting their samples into 3D, and computing the occlusion volume. We then optimize this representation across multiple views as a 3D inpainting task with image-conditional diffusion models. To learn correct geometric structure, we incorporate a depth diffusion model by conditioning on the samples from the inpainting model, giving rich geometric structure. Finally, we finetune the model using sharpened samples from image generators. Notably, our technique does not require video or multi-view data and can synthesize a variety of high-quality 3D scenes in different styles, consisting of multiple objects. Its generality additionally allows 3D synthesis from a single image.
MonoScene: Monocular 3D Semantic Scene Completion
MonoScene proposes a 3D Semantic Scene Completion (SSC) framework, where the dense geometry and semantics of a scene are inferred from a single monocular RGB image. Different from the SSC literature, relying on 2.5 or 3D input, we solve the complex problem of 2D to 3D scene reconstruction while jointly inferring its semantics. Our framework relies on successive 2D and 3D UNets bridged by a novel 2D-3D features projection inspiring from optics and introduces a 3D context relation prior to enforce spatio-semantic consistency. Along with architectural contributions, we introduce novel global scene and local frustums losses. Experiments show we outperform the literature on all metrics and datasets while hallucinating plausible scenery even beyond the camera field of view. Our code and trained models are available at https://github.com/cv-rits/MonoScene.
GUI Action Narrator: Where and When Did That Action Take Place?
The advent of Multimodal LLMs has significantly enhanced image OCR recognition capabilities, making GUI automation a viable reality for increasing efficiency in digital tasks. One fundamental aspect of developing a GUI automation system is understanding primitive GUI actions. This comprehension is crucial as it enables agents to learn from user demonstrations, an essential element of automation. To rigorously evaluate such capabilities, we developed a video captioning benchmark for GUI actions, comprising 4,189 diverse video captioning samples. This task presents unique challenges compared to natural scene video captioning: 1) GUI screenshots typically contain denser information than natural scenes, and 2) events within GUIs are subtler and occur more rapidly, requiring precise attention to the appropriate time span and spatial region for accurate understanding. To address these challenges, we introduce our GUI action dataset Act2Cap as well as a simple yet effective framework, GUI Narrator, for GUI video captioning that utilizes the cursor as a visual prompt to enhance the interpretation of high-resolution screenshots. Specifically, a cursor detector is trained on our dataset, and a multimodal LLM model with mechanisms for selecting keyframes and key regions generates the captions. Experimental results indicate that even for today's most advanced multimodal models, such as GPT-4o, the task remains highly challenging. Additionally, our evaluations show that our strategy effectively enhances model performance, whether integrated into the fine-tuning of open-source models or employed as a prompting strategy in closed-source models.