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Dec 17

HoloTime: Taming Video Diffusion Models for Panoramic 4D Scene Generation

The rapid advancement of diffusion models holds the promise of revolutionizing the application of VR and AR technologies, which typically require scene-level 4D assets for user experience. Nonetheless, existing diffusion models predominantly concentrate on modeling static 3D scenes or object-level dynamics, constraining their capacity to provide truly immersive experiences. To address this issue, we propose HoloTime, a framework that integrates video diffusion models to generate panoramic videos from a single prompt or reference image, along with a 360-degree 4D scene reconstruction method that seamlessly transforms the generated panoramic video into 4D assets, enabling a fully immersive 4D experience for users. Specifically, to tame video diffusion models for generating high-fidelity panoramic videos, we introduce the 360World dataset, the first comprehensive collection of panoramic videos suitable for downstream 4D scene reconstruction tasks. With this curated dataset, we propose Panoramic Animator, a two-stage image-to-video diffusion model that can convert panoramic images into high-quality panoramic videos. Following this, we present Panoramic Space-Time Reconstruction, which leverages a space-time depth estimation method to transform the generated panoramic videos into 4D point clouds, enabling the optimization of a holistic 4D Gaussian Splatting representation to reconstruct spatially and temporally consistent 4D scenes. To validate the efficacy of our method, we conducted a comparative analysis with existing approaches, revealing its superiority in both panoramic video generation and 4D scene reconstruction. This demonstrates our method's capability to create more engaging and realistic immersive environments, thereby enhancing user experiences in VR and AR applications.

  • 6 authors
·
Apr 30 1

V2X-R: Cooperative LiDAR-4D Radar Fusion for 3D Object Detection with Denoising Diffusion

Current Vehicle-to-Everything (V2X) systems have significantly enhanced 3D object detection using LiDAR and camera data. However, these methods suffer from performance degradation in adverse weather conditions. The weather-robust 4D radar provides Doppler and additional geometric information, raising the possibility of addressing this challenge. To this end, we present V2X-R, the first simulated V2X dataset incorporating LiDAR, camera, and 4D radar. V2X-R contains 12,079 scenarios with 37,727 frames of LiDAR and 4D radar point clouds, 150,908 images, and 170,859 annotated 3D vehicle bounding boxes. Subsequently, we propose a novel cooperative LiDAR-4D radar fusion pipeline for 3D object detection and implement it with various fusion strategies. To achieve weather-robust detection, we additionally propose a Multi-modal Denoising Diffusion (MDD) module in our fusion pipeline. MDD utilizes weather-robust 4D radar feature as a condition to prompt the diffusion model to denoise noisy LiDAR features. Experiments show that our LiDAR-4D radar fusion pipeline demonstrates superior performance in the V2X-R dataset. Over and above this, our MDD module further improved the performance of basic fusion model by up to 5.73%/6.70% in foggy/snowy conditions with barely disrupting normal performance. The dataset and code will be publicly available at: https://github.com/ylwhxht/V2X-R.

  • 8 authors
·
Nov 13, 2024

Talk2PC: Enhancing 3D Visual Grounding through LiDAR and Radar Point Clouds Fusion for Autonomous Driving

Embodied outdoor scene understanding forms the foundation for autonomous agents to perceive, analyze, and react to dynamic driving environments. However, existing 3D understanding is predominantly based on 2D Vision-Language Models (VLMs), which collect and process limited scene-aware contexts. In contrast, compared to the 2D planar visual information, point cloud sensors such as LiDAR provide rich depth and fine-grained 3D representations of objects. Even better the emerging 4D millimeter-wave radar detects the motion trend, velocity, and reflection intensity of each object. The integration of these two modalities provides more flexible querying conditions for natural language, thereby supporting more accurate 3D visual grounding. To this end, we propose a novel method called TPCNet, the first outdoor 3D visual grounding model upon the paradigm of prompt-guided point cloud sensor combination, including both LiDAR and radar sensors. To optimally combine the features of these two sensors required by the prompt, we design a multi-fusion paradigm called Two-Stage Heterogeneous Modal Adaptive Fusion. Specifically, this paradigm initially employs Bidirectional Agent Cross-Attention (BACA), which feeds both-sensor features, characterized by global receptive fields, to the text features for querying. Moreover, we design a Dynamic Gated Graph Fusion (DGGF) module to locate the regions of interest identified by the queries. To further enhance accuracy, we devise an C3D-RECHead, based on the nearest object edge to the ego-vehicle. Experimental results demonstrate that our TPCNet, along with its individual modules, achieves the state-of-the-art performance on both the Talk2Radar and Talk2Car datasets. We release the code at https://github.com/GuanRunwei/TPCNet.

  • 11 authors
·
Mar 11

TiP4GEN: Text to Immersive Panorama 4D Scene Generation

With the rapid advancement and widespread adoption of VR/AR technologies, there is a growing demand for the creation of high-quality, immersive dynamic scenes. However, existing generation works predominantly concentrate on the creation of static scenes or narrow perspective-view dynamic scenes, falling short of delivering a truly 360-degree immersive experience from any viewpoint. In this paper, we introduce TiP4GEN, an advanced text-to-dynamic panorama scene generation framework that enables fine-grained content control and synthesizes motion-rich, geometry-consistent panoramic 4D scenes. TiP4GEN integrates panorama video generation and dynamic scene reconstruction to create 360-degree immersive virtual environments. For video generation, we introduce a Dual-branch Generation Model consisting of a panorama branch and a perspective branch, responsible for global and local view generation, respectively. A bidirectional cross-attention mechanism facilitates comprehensive information exchange between the branches. For scene reconstruction, we propose a Geometry-aligned Reconstruction Model based on 3D Gaussian Splatting. By aligning spatial-temporal point clouds using metric depth maps and initializing scene cameras with estimated poses, our method ensures geometric consistency and temporal coherence for the reconstructed scenes. Extensive experiments demonstrate the effectiveness of our proposed designs and the superiority of TiP4GEN in generating visually compelling and motion-coherent dynamic panoramic scenes. Our project page is at https://ke-xing.github.io/TiP4GEN/.

  • 7 authors
·
Aug 17

RT-Pose: A 4D Radar Tensor-based 3D Human Pose Estimation and Localization Benchmark

Traditional methods for human localization and pose estimation (HPE), which mainly rely on RGB images as an input modality, confront substantial limitations in real-world applications due to privacy concerns. In contrast, radar-based HPE methods emerge as a promising alternative, characterized by distinctive attributes such as through-wall recognition and privacy-preserving, rendering the method more conducive to practical deployments. This paper presents a Radar Tensor-based human pose (RT-Pose) dataset and an open-source benchmarking framework. The RT-Pose dataset comprises 4D radar tensors, LiDAR point clouds, and RGB images, and is collected for a total of 72k frames across 240 sequences with six different complexity-level actions. The 4D radar tensor provides raw spatio-temporal information, differentiating it from other radar point cloud-based datasets. We develop an annotation process using RGB images and LiDAR point clouds to accurately label 3D human skeletons. In addition, we propose HRRadarPose, the first single-stage architecture that extracts the high-resolution representation of 4D radar tensors in 3D space to aid human keypoint estimation. HRRadarPose outperforms previous radar-based HPE work on the RT-Pose benchmark. The overall HRRadarPose performance on the RT-Pose dataset, as reflected in a mean per joint position error (MPJPE) of 9.91cm, indicates the persistent challenges in achieving accurate HPE in complex real-world scenarios. RT-Pose is available at https://huggingface.co/datasets/uwipl/RT-Pose.

  • 8 authors
·
Jul 18, 2024

Flow4D: Leveraging 4D Voxel Network for LiDAR Scene Flow Estimation

Understanding the motion states of the surrounding environment is critical for safe autonomous driving. These motion states can be accurately derived from scene flow, which captures the three-dimensional motion field of points. Existing LiDAR scene flow methods extract spatial features from each point cloud and then fuse them channel-wise, resulting in the implicit extraction of spatio-temporal features. Furthermore, they utilize 2D Bird's Eye View and process only two frames, missing crucial spatial information along the Z-axis and the broader temporal context, leading to suboptimal performance. To address these limitations, we propose Flow4D, which temporally fuses multiple point clouds after the 3D intra-voxel feature encoder, enabling more explicit extraction of spatio-temporal features through a 4D voxel network. However, while using 4D convolution improves performance, it significantly increases the computational load. For further efficiency, we introduce the Spatio-Temporal Decomposition Block (STDB), which combines 3D and 1D convolutions instead of using heavy 4D convolution. In addition, Flow4D further improves performance by using five frames to take advantage of richer temporal information. As a result, the proposed method achieves a 45.9% higher performance compared to the state-of-the-art while running in real-time, and won 1st place in the 2024 Argoverse 2 Scene Flow Challenge. The code is available at https://github.com/dgist-cvlab/Flow4D.

  • 5 authors
·
Jul 10, 2024

Light-X: Generative 4D Video Rendering with Camera and Illumination Control

Recent advances in illumination control extend image-based methods to video, yet still facing a trade-off between lighting fidelity and temporal consistency. Moving beyond relighting, a key step toward generative modeling of real-world scenes is the joint control of camera trajectory and illumination, since visual dynamics are inherently shaped by both geometry and lighting. To this end, we present Light-X, a video generation framework that enables controllable rendering from monocular videos with both viewpoint and illumination control. 1) We propose a disentangled design that decouples geometry and lighting signals: geometry and motion are captured via dynamic point clouds projected along user-defined camera trajectories, while illumination cues are provided by a relit frame consistently projected into the same geometry. These explicit, fine-grained cues enable effective disentanglement and guide high-quality illumination. 2) To address the lack of paired multi-view and multi-illumination videos, we introduce Light-Syn, a degradation-based pipeline with inverse-mapping that synthesizes training pairs from in-the-wild monocular footage. This strategy yields a dataset covering static, dynamic, and AI-generated scenes, ensuring robust training. Extensive experiments show that Light-X outperforms baseline methods in joint camera-illumination control and surpasses prior video relighting methods under both text- and background-conditioned settings.

DrivePI: Spatial-aware 4D MLLM for Unified Autonomous Driving Understanding, Perception, Prediction and Planning

Although multi-modal large language models (MLLMs) have shown strong capabilities across diverse domains, their application in generating fine-grained 3D perception and prediction outputs in autonomous driving remains underexplored. In this paper, we propose DrivePI, a novel spatial-aware 4D MLLM that serves as a unified Vision-Language-Action (VLA) framework that is also compatible with vision-action (VA) models. Our method jointly performs spatial understanding, 3D perception (i.e., 3D occupancy), prediction (i.e., occupancy flow), and planning (i.e., action outputs) in parallel through end-to-end optimization. To obtain both precise geometric information and rich visual appearance, our approach integrates point clouds, multi-view images, and language instructions within a unified MLLM architecture. We further develop a data engine to generate text-occupancy and text-flow QA pairs for 4D spatial understanding. Remarkably, with only a 0.5B Qwen2.5 model as MLLM backbone, DrivePI as a single unified model matches or exceeds both existing VLA models and specialized VA models. Specifically, compared to VLA models, DrivePI outperforms OpenDriveVLA-7B by 2.5% mean accuracy on nuScenes-QA and reduces collision rate by 70% over ORION (from 0.37% to 0.11%) on nuScenes. Against specialized VA models, DrivePI surpasses FB-OCC by 10.3 RayIoU for 3D occupancy on OpenOcc, reduces the mAVE from 0.591 to 0.509 for occupancy flow on OpenOcc, and achieves 32% lower L2 error than VAD (from 0.72m to 0.49m) for planning on nuScenes. Code will be available at https://github.com/happinesslz/DrivePI

  • 9 authors
·
Dec 14 2

Motion2VecSets: 4D Latent Vector Set Diffusion for Non-rigid Shape Reconstruction and Tracking

We introduce Motion2VecSets, a 4D diffusion model for dynamic surface reconstruction from point cloud sequences. While existing state-of-the-art methods have demonstrated success in reconstructing non-rigid objects using neural field representations, conventional feed-forward networks encounter challenges with ambiguous observations from noisy, partial, or sparse point clouds. To address these challenges, we introduce a diffusion model that explicitly learns the shape and motion distribution of non-rigid objects through an iterative denoising process of compressed latent representations. The diffusion-based priors enable more plausible and probabilistic reconstructions when handling ambiguous inputs. We parameterize 4D dynamics with latent sets instead of using global latent codes. This novel 4D representation allows us to learn local shape and deformation patterns, leading to more accurate non-linear motion capture and significantly improving generalizability to unseen motions and identities. For more temporally-coherent object tracking, we synchronously denoise deformation latent sets and exchange information across multiple frames. To avoid computational overhead, we designed an interleaved space and time attention block to alternately aggregate deformation latents along spatial and temporal domains. Extensive comparisons against state-of-the-art methods demonstrate the superiority of our Motion2VecSets in 4D reconstruction from various imperfect observations. More detailed information can be found at https://vveicao.github.io/projects/Motion2VecSets/.

  • 5 authors
·
Jan 12, 2024

InsMOS: Instance-Aware Moving Object Segmentation in LiDAR Data

Identifying moving objects is a crucial capability for autonomous navigation, consistent map generation, and future trajectory prediction of objects. In this paper, we propose a novel network that addresses the challenge of segmenting moving objects in 3D LiDAR scans. Our approach not only predicts point-wise moving labels but also detects instance information of main traffic participants. Such a design helps determine which instances are actually moving and which ones are temporarily static in the current scene. Our method exploits a sequence of point clouds as input and quantifies them into 4D voxels. We use 4D sparse convolutions to extract motion features from the 4D voxels and inject them into the current scan. Then, we extract spatio-temporal features from the current scan for instance detection and feature fusion. Finally, we design an upsample fusion module to output point-wise labels by fusing the spatio-temporal features and predicted instance information. We evaluated our approach on the LiDAR-MOS benchmark based on SemanticKITTI and achieved better moving object segmentation performance compared to state-of-the-art methods, demonstrating the effectiveness of our approach in integrating instance information for moving object segmentation. Furthermore, our method shows superior performance on the Apollo dataset with a pre-trained model on SemanticKITTI, indicating that our method generalizes well in different scenes.The code and pre-trained models of our method will be released at https://github.com/nubot-nudt/InsMOS.

  • 6 authors
·
Mar 7, 2023

4-Doodle: Text to 3D Sketches that Move!

We present a novel task: text-to-3D sketch animation, which aims to bring freeform sketches to life in dynamic 3D space. Unlike prior works focused on photorealistic content generation, we target sparse, stylized, and view-consistent 3D vector sketches, a lightweight and interpretable medium well-suited for visual communication and prototyping. However, this task is very challenging: (i) no paired dataset exists for text and 3D (or 4D) sketches; (ii) sketches require structural abstraction that is difficult to model with conventional 3D representations like NeRFs or point clouds; and (iii) animating such sketches demands temporal coherence and multi-view consistency, which current pipelines do not address. Therefore, we propose 4-Doodle, the first training-free framework for generating dynamic 3D sketches from text. It leverages pretrained image and video diffusion models through a dual-space distillation scheme: one space captures multi-view-consistent geometry using differentiable Bézier curves, while the other encodes motion dynamics via temporally-aware priors. Unlike prior work (e.g., DreamFusion), which optimizes from a single view per step, our multi-view optimization ensures structural alignment and avoids view ambiguity, critical for sparse sketches. Furthermore, we introduce a structure-aware motion module that separates shape-preserving trajectories from deformation-aware changes, enabling expressive motion such as flipping, rotation, and articulated movement. Extensive experiments show that our method produces temporally realistic and structurally stable 3D sketch animations, outperforming existing baselines in both fidelity and controllability. We hope this work serves as a step toward more intuitive and accessible 4D content creation.

  • 6 authors
·
Oct 29

STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians

Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.

  • 9 authors
·
Mar 22, 2024

SegNet4D: Efficient Instance-Aware 4D Semantic Segmentation for LiDAR Point Cloud

4D LiDAR semantic segmentation, also referred to as multi-scan semantic segmentation, plays a crucial role in enhancing the environmental understanding capabilities of autonomous vehicles or robots. It classifies the semantic category of each LiDAR measurement point and detects whether it is dynamic, a critical ability for tasks like obstacle avoidance and autonomous navigation. Existing approaches often rely on computationally heavy 4D convolutions or recursive networks, which result in poor real-time performance, making them unsuitable for online robotics and autonomous driving applications. In this paper, we introduce SegNet4D, a novel real-time 4D semantic segmentation network offering both efficiency and strong semantic understanding. SegNet4D addresses 4D segmentation as two tasks: single-scan semantic segmentation and moving object segmentation, each tackled by a separate network head. Both results are combined in a motion-semantic fusion module to achieve comprehensive 4D segmentation. Additionally, instance information is extracted from the current scan and exploited for instance-wise segmentation consistency. Our approach surpasses state-of-the-art in both multi-scan semantic segmentation and moving object segmentation while offering greater efficiency, enabling real-time operation. Besides, its effectiveness and efficiency have also been validated on a real-world unmanned ground platform. Our code will be released at https://github.com/nubot-nudt/SegNet4D.

  • 8 authors
·
Jun 23, 2024

L2RDaS: Synthesizing 4D Radar Tensors for Model Generalization via Dataset Expansion

4-dimensional (4D) radar is increasingly adopted in autonomous driving for perception tasks, owing to its robustness under adverse weather conditions. To better utilize the spatial information inherent in 4D radar data, recent deep learning methods have transitioned from using sparse point cloud to 4D radar tensors. However, the scarcity of publicly available 4D radar tensor datasets limits model generalization across diverse driving scenarios. Previous methods addressed this by synthesizing radar data, but the outputs did not fully exploit the spatial information characteristic of 4D radar. To overcome these limitations, we propose LiDAR-to-4D radar data synthesis (L2RDaS), a framework that synthesizes spatially informative 4D radar tensors from LiDAR data available in existing autonomous driving datasets. L2RDaS integrates a modified U-Net architecture to effectively capture spatial information and an object information supplement (OBIS) module to enhance reflection fidelity. This framework enables the synthesis of radar tensors across diverse driving scenarios without additional sensor deployment or data collection. L2RDaS improves model generalization by expanding real datasets with synthetic radar tensors, achieving an average increase of 4.25\% in {{AP}_{BEV}} and 2.87\% in {{AP}_{3D}} across three detection models. Additionally, L2RDaS supports ground-truth augmentation (GT-Aug) by embedding annotated objects into LiDAR data and synthesizing them into radar tensors, resulting in further average increases of 3.75\% in {{AP}_{BEV}} and 4.03\% in {{AP}_{3D}}. The implementation will be available at https://github.com/kaist-avelab/K-Radar.

  • 3 authors
·
Mar 5

Cam4DOcc: Benchmark for Camera-Only 4D Occupancy Forecasting in Autonomous Driving Applications

Understanding how the surrounding environment changes is crucial for performing downstream tasks safely and reliably in autonomous driving applications. Recent occupancy estimation techniques using only camera images as input can provide dense occupancy representations of large-scale scenes based on the current observation. However, they are mostly limited to representing the current 3D space and do not consider the future state of surrounding objects along the time axis. To extend camera-only occupancy estimation into spatiotemporal prediction, we propose Cam4DOcc, a new benchmark for camera-only 4D occupancy forecasting, evaluating the surrounding scene changes in a near future. We build our benchmark based on multiple publicly available datasets, including nuScenes, nuScenes-Occupancy, and Lyft-Level5, which provides sequential occupancy states of general movable and static objects, as well as their 3D backward centripetal flow. To establish this benchmark for future research with comprehensive comparisons, we introduce four baseline types from diverse camera-based perception and prediction implementations, including a static-world occupancy model, voxelization of point cloud prediction, 2D-3D instance-based prediction, and our proposed novel end-to-end 4D occupancy forecasting network. Furthermore, the standardized evaluation protocol for preset multiple tasks is also provided to compare the performance of all the proposed baselines on present and future occupancy estimation with respect to objects of interest in autonomous driving scenarios. The dataset and our implementation of all four baselines in the proposed Cam4DOcc benchmark will be released here: https://github.com/haomo-ai/Cam4DOcc.

  • 9 authors
·
Nov 29, 2023

High and Low Resolution Tradeoffs in Roadside Multimodal Sensing

Balancing cost and performance is crucial when choosing high- versus low-resolution point-cloud roadside sensors. For example, LiDAR delivers dense point cloud, while 4D millimeter-wave radar, though spatially sparser, embeds velocity cues that help distinguish objects and come at a lower price. Unfortunately, the sensor placement strategies will influence point cloud density and distribution across the coverage area. Compounding the first challenge is the fact that different sensor mixtures often demand distinct neural network architectures to maximize their complementary strengths. Without an evaluation framework that establishes a benchmark for comparison, it is imprudent to make claims regarding whether marginal gains result from higher resolution and new sensing modalities or from the algorithms. We present an ex-ante evaluation that addresses the two challenges. First, we realized a simulation tool that builds on integer programming to automatically compare different sensor placement strategies against coverage and cost jointly. Additionally, inspired by human multi-sensory integration, we propose a modular framework to assess whether reductions in spatial resolution can be compensated by informational richness in detecting traffic participants. Extensive experimental testing on the proposed framework shows that fusing velocity-encoded radar with low-resolution LiDAR yields marked gains (14 percent AP for pedestrians and an overall mAP improvement of 1.5 percent across six categories) at lower cost than high-resolution LiDAR alone. Notably, these marked gains hold regardless of the specific deep neural modules employed in our frame. The result challenges the prevailing assumption that high resolution are always superior to low-resolution alternatives.

  • 4 authors
·
Oct 2, 2024

Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

  • 7 authors
·
Dec 12, 2024

One4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control

We present One4D, a unified framework for 4D generation and reconstruction that produces dynamic 4D content as synchronized RGB frames and pointmaps. By consistently handling varying sparsities of conditioning frames through a Unified Masked Conditioning (UMC) mechanism, One4D can seamlessly transition between 4D generation from a single image, 4D reconstruction from a full video, and mixed generation and reconstruction from sparse frames. Our framework adapts a powerful video generation model for joint RGB and pointmap generation, with carefully designed network architectures. The commonly used diffusion finetuning strategies for depthmap or pointmap reconstruction often fail on joint RGB and pointmap generation, quickly degrading the base video model. To address this challenge, we introduce Decoupled LoRA Control (DLC), which employs two modality-specific LoRA adapters to form decoupled computation branches for RGB frames and pointmaps, connected by lightweight, zero-initialized control links that gradually learn mutual pixel-level consistency. Trained on a mixture of synthetic and real 4D datasets under modest computational budgets, One4D produces high-quality RGB frames and accurate pointmaps across both generation and reconstruction tasks. This work represents a step toward general, high-quality geometry-based 4D world modeling using video diffusion models. Project page: https://mizhenxing.github.io/One4D

  • 3 authors
·
Nov 24 2

C4D: 4D Made from 3D through Dual Correspondences

Recovering 4D from monocular video, which jointly estimates dynamic geometry and camera poses, is an inevitably challenging problem. While recent pointmap-based 3D reconstruction methods (e.g., DUSt3R) have made great progress in reconstructing static scenes, directly applying them to dynamic scenes leads to inaccurate results. This discrepancy arises because moving objects violate multi-view geometric constraints, disrupting the reconstruction. To address this, we introduce C4D, a framework that leverages temporal Correspondences to extend existing 3D reconstruction formulation to 4D. Specifically, apart from predicting pointmaps, C4D captures two types of correspondences: short-term optical flow and long-term point tracking. We train a dynamic-aware point tracker that provides additional mobility information, facilitating the estimation of motion masks to separate moving elements from the static background, thus offering more reliable guidance for dynamic scenes. Furthermore, we introduce a set of dynamic scene optimization objectives to recover per-frame 3D geometry and camera parameters. Simultaneously, the correspondences lift 2D trajectories into smooth 3D trajectories, enabling fully integrated 4D reconstruction. Experiments show that our framework achieves complete 4D recovery and demonstrates strong performance across multiple downstream tasks, including depth estimation, camera pose estimation, and point tracking. Project Page: https://littlepure2333.github.io/C4D

  • 4 authors
·
Oct 16

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/

  • 5 authors
·
Dec 28, 2023 1

Advances in 4D Generation: A Survey

Generative artificial intelligence (AI) has made significant progress across various domains in recent years. Building on the rapid advancements in 2D, video, and 3D content generation fields, 4D generation has emerged as a novel and rapidly evolving research area, attracting growing attention. 4D generation focuses on creating dynamic 3D assets with spatiotemporal consistency based on user input, offering greater creative freedom and richer immersive experiences. This paper presents a comprehensive survey of the 4D generation field, systematically summarizing its core technologies, developmental trajectory, key challenges, and practical applications, while also exploring potential future research directions. The survey begins by introducing various fundamental 4D representation models, followed by a review of 4D generation frameworks built upon these representations and the key technologies that incorporate motion and geometry priors into 4D assets. We summarize five major challenges of 4D generation: consistency, controllability, diversity, efficiency, and fidelity, accompanied by an outline of existing solutions to address these issues. We systematically analyze applications of 4D generation, spanning dynamic object generation, scene generation, digital human synthesis, 4D editing, and autonomous driving. Finally, we provide an in-depth discussion of the obstacles currently hindering the development of the 4D generation. This survey offers a clear and comprehensive overview of 4D generation, aiming to stimulate further exploration and innovation in this rapidly evolving field. Our code is publicly available at: https://github.com/MiaoQiaowei/Awesome-4D.

  • 8 authors
·
Mar 18

Neural 4D Evolution under Large Topological Changes from 2D Images

In the literature, it has been shown that the evolution of the known explicit 3D surface to the target one can be learned from 2D images using the instantaneous flow field, where the known and target 3D surfaces may largely differ in topology. We are interested in capturing 4D shapes whose topology changes largely over time. We encounter that the straightforward extension of the existing 3D-based method to the desired 4D case performs poorly. In this work, we address the challenges in extending 3D neural evolution to 4D under large topological changes by proposing two novel modifications. More precisely, we introduce (i) a new architecture to discretize and encode the deformation and learn the SDF and (ii) a technique to impose the temporal consistency. (iii) Also, we propose a rendering scheme for color prediction based on Gaussian splatting. Furthermore, to facilitate learning directly from 2D images, we propose a learning framework that can disentangle the geometry and appearance from RGB images. This method of disentanglement, while also useful for the 4D evolution problem that we are concentrating on, is also novel and valid for static scenes. Our extensive experiments on various data provide awesome results and, most importantly, open a new approach toward reconstructing challenging scenes with significant topological changes and deformations. Our source code and the dataset are publicly available at https://github.com/insait-institute/N4DE.

  • 5 authors
·
Nov 22, 2024

Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting

Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.

  • 5 authors
·
Oct 16, 2023

LidarScout: Direct Out-of-Core Rendering of Massive Point Clouds

Large-scale terrain scans are the basis for many important tasks, such as topographic mapping, forestry, agriculture, and infrastructure planning. The resulting point cloud data sets are so massive in size that even basic tasks like viewing take hours to days of pre-processing in order to create level-of-detail structures that allow inspecting the data set in their entirety in real time. In this paper, we propose a method that is capable of instantly visualizing massive country-sized scans with hundreds of billions of points. Upon opening the data set, we first load a sparse subsample of points and initialize an overview of the entire point cloud, immediately followed by a surface reconstruction process to generate higher-quality, hole-free heightmaps. As users start navigating towards a region of interest, we continue to prioritize the heightmap construction process to the user's viewpoint. Once a user zooms in closely, we load the full-resolution point cloud data for that region and update the corresponding height map textures with the full-resolution data. As users navigate elsewhere, full-resolution point data that is no longer needed is unloaded, but the updated heightmap textures are retained as a form of medium level of detail. Overall, our method constitutes a form of direct out-of-core rendering for massive point cloud data sets (terabytes, compressed) that requires no preprocessing and no additional disk space. Source code, executable, pre-trained model, and dataset are available at: https://github.com/cg-tuwien/lidarscout

  • 4 authors
·
Sep 24

WideRange4D: Enabling High-Quality 4D Reconstruction with Wide-Range Movements and Scenes

With the rapid development of 3D reconstruction technology, research in 4D reconstruction is also advancing, existing 4D reconstruction methods can generate high-quality 4D scenes. However, due to the challenges in acquiring multi-view video data, the current 4D reconstruction benchmarks mainly display actions performed in place, such as dancing, within limited scenarios. In practical scenarios, many scenes involve wide-range spatial movements, highlighting the limitations of existing 4D reconstruction datasets. Additionally, existing 4D reconstruction methods rely on deformation fields to estimate the dynamics of 3D objects, but deformation fields struggle with wide-range spatial movements, which limits the ability to achieve high-quality 4D scene reconstruction with wide-range spatial movements. In this paper, we focus on 4D scene reconstruction with significant object spatial movements and propose a novel 4D reconstruction benchmark, WideRange4D. This benchmark includes rich 4D scene data with large spatial variations, allowing for a more comprehensive evaluation of the generation capabilities of 4D generation methods. Furthermore, we introduce a new 4D reconstruction method, Progress4D, which generates stable and high-quality 4D results across various complex 4D scene reconstruction tasks. We conduct both quantitative and qualitative comparison experiments on WideRange4D, showing that our Progress4D outperforms existing state-of-the-art 4D reconstruction methods. Project: https://github.com/Gen-Verse/WideRange4D

  • 8 authors
·
Mar 17 2

MagicPose4D: Crafting Articulated Models with Appearance and Motion Control

With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike traditional methods, MagicPose4D accepts monocular videos as motion prompts, enabling precise and customizable motion generation. MagicPose4D comprises two key modules: i) Dual-Phase 4D Reconstruction Module} which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase refines the model using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. ii) Cross-category Motion Transfer Module} leverages the predictions from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.

  • 5 authors
·
May 22, 2024

Clustering based Point Cloud Representation Learning for 3D Analysis

Point cloud analysis (such as 3D segmentation and detection) is a challenging task, because of not only the irregular geometries of many millions of unordered points, but also the great variations caused by depth, viewpoint, occlusion, etc. Current studies put much focus on the adaption of neural networks to the complex geometries of point clouds, but are blind to a fundamental question: how to learn an appropriate point embedding space that is aware of both discriminative semantics and challenging variations? As a response, we propose a clustering based supervised learning scheme for point cloud analysis. Unlike current de-facto, scene-wise training paradigm, our algorithm conducts within-class clustering on the point embedding space for automatically discovering subclass patterns which are latent yet representative across scenes. The mined patterns are, in turn, used to repaint the embedding space, so as to respect the underlying distribution of the entire training dataset and improve the robustness to the variations. Our algorithm is principled and readily pluggable to modern point cloud segmentation networks during training, without extra overhead during testing. With various 3D network architectures (i.e., voxel-based, point-based, Transformer-based, automatically searched), our algorithm shows notable improvements on famous point cloud segmentation datasets (i.e.,2.0-2.6% on single-scan and 2.0-2.2% multi-scan of SemanticKITTI, 1.8-1.9% on S3DIS, in terms of mIoU). Our algorithm also demonstrates utility in 3D detection, showing 2.0-3.4% mAP gains on KITTI.

  • 5 authors
·
Jul 26, 2023

4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians

We propose the first 4D tracking and mapping method that jointly performs camera localization and non-rigid surface reconstruction via differentiable rendering. Our approach captures 4D scenes from an online stream of color images with depth measurements or predictions by jointly optimizing scene geometry, appearance, dynamics, and camera ego-motion. Although natural environments exhibit complex non-rigid motions, 4D-SLAM remains relatively underexplored due to its inherent challenges; even with 2.5D signals, the problem is ill-posed because of the high dimensionality of the optimization space. To overcome these challenges, we first introduce a SLAM method based on Gaussian surface primitives that leverages depth signals more effectively than 3D Gaussians, thereby achieving accurate surface reconstruction. To further model non-rigid deformations, we employ a warp-field represented by a multi-layer perceptron (MLP) and introduce a novel camera pose estimation technique along with surface regularization terms that facilitate spatio-temporal reconstruction. In addition to these algorithmic challenges, a significant hurdle in 4D SLAM research is the lack of reliable ground truth and evaluation protocols, primarily due to the difficulty of 4D capture using commodity sensors. To address this, we present a novel open synthetic dataset of everyday objects with diverse motions, leveraging large-scale object models and animation modeling. In summary, we open up the modern 4D-SLAM research by introducing a novel method and evaluation protocols grounded in modern vision and rendering techniques.

  • 3 authors
·
May 28

Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models

The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.

  • 8 authors
·
May 26, 2024 1

SWiT-4D: Sliding-Window Transformer for Lossless and Parameter-Free Temporal 4D Generation

Despite significant progress in 4D content generation, the conversion of monocular videos into high-quality animated 3D assets with explicit 4D meshes remains considerably challenging. The scarcity of large-scale, naturally captured 4D mesh datasets further limits the ability to train generalizable video-to-4D models from scratch in a purely data-driven manner. Meanwhile, advances in image-to-3D generation, supported by extensive datasets, offer powerful prior models that can be leveraged. To better utilize these priors while minimizing reliance on 4D supervision, we introduce SWiT-4D, a Sliding-Window Transformer for lossless, parameter-free temporal 4D mesh generation. SWiT-4D integrates seamlessly with any Diffusion Transformer (DiT)-based image-to-3D generator, adding spatial-temporal modeling across video frames while preserving the original single-image forward process, enabling 4D mesh reconstruction from videos of arbitrary length. To recover global translation, we further introduce an optimization-based trajectory module tailored for static-camera monocular videos. SWiT-4D demonstrates strong data efficiency: with only a single short (<10s) video for fine-tuning, it achieves high-fidelity geometry and stable temporal consistency, indicating practical deployability under extremely limited 4D supervision. Comprehensive experiments on both in-domain zoo-test sets and challenging out-of-domain benchmarks (C4D, Objaverse, and in-the-wild videos) show that SWiT-4D consistently outperforms existing baselines in temporal smoothness. Project page: https://animotionlab.github.io/SWIT4D/

  • 12 authors
·
Dec 11

Inferring Compositional 4D Scenes without Ever Seeing One

Scenes in the real world are often composed of several static and dynamic objects. Capturing their 4-dimensional structures, composition and spatio-temporal configuration in-the-wild, though extremely interesting, is equally hard. Therefore, existing works often focus on one object at a time, while relying on some category-specific parametric shape model for dynamic objects. This can lead to inconsistent scene configurations, in addition to being limited to the modeled object categories. We propose COM4D (Compositional 4D), a method that consistently and jointly predicts the structure and spatio-temporal configuration of 4D/3D objects using only static multi-object or dynamic single object supervision. We achieve this by a carefully designed training of spatial and temporal attentions on 2D video input. The training is disentangled into learning from object compositions on the one hand, and single object dynamics throughout the video on the other, thus completely avoiding reliance on 4D compositional training data. At inference time, our proposed attention mixing mechanism combines these independently learned attentions, without requiring any 4D composition examples. By alternating between spatial and temporal reasoning, COM4D reconstructs complete and persistent 4D scenes with multiple interacting objects directly from monocular videos. Furthermore, COM4D provides state-of-the-art results in existing separate problems of 4D object and composed 3D reconstruction despite being purely data-driven.

GFlow: Recovering 4D World from Monocular Video

Reconstructing 4D scenes from video inputs is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view video inputs, known camera parameters, or static scenes, all of which are typically absent under in-the-wild scenarios. In this paper, we relax all these constraints and tackle a highly ambitious but practical task, which we termed as AnyV4D: we assume only one monocular video is available without any camera parameters as input, and we aim to recover the dynamic 4D world alongside the camera poses. To this end, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video (3D) to a 4D explicit representation, entailing a flow of Gaussian splatting through space and time. GFlow first clusters the scene into still and moving parts, then applies a sequential optimization process that optimizes camera poses and the dynamics of 3D Gaussian points based on 2D priors and scene clustering, ensuring fidelity among neighboring points and smooth movement across frames. Since dynamic scenes always introduce new content, we also propose a new pixel-wise densification strategy for Gaussian points to integrate new visual content. Moreover, GFlow transcends the boundaries of mere 4D reconstruction; it also enables tracking of any points across frames without the need for prior training and segments moving objects from the scene in an unsupervised way. Additionally, the camera poses of each frame can be derived from GFlow, allowing for rendering novel views of a video scene through changing camera pose. By employing the explicit representation, we may readily conduct scene-level or object-level editing as desired, underscoring its versatility and power. Visit our project website at: https://littlepure2333.github.io/GFlow

  • 5 authors
·
May 28, 2024 3

Joint Representation Learning for Text and 3D Point Cloud

Recent advancements in vision-language pre-training (e.g. CLIP) have shown that vision models can benefit from language supervision. While many models using language modality have achieved great success on 2D vision tasks, the joint representation learning of 3D point cloud with text remains under-explored due to the difficulty of 3D-Text data pair acquisition and the irregularity of 3D data structure. In this paper, we propose a novel Text4Point framework to construct language-guided 3D point cloud models. The key idea is utilizing 2D images as a bridge to connect the point cloud and the language modalities. The proposed Text4Point follows the pre-training and fine-tuning paradigm. During the pre-training stage, we establish the correspondence of images and point clouds based on the readily available RGB-D data and use contrastive learning to align the image and point cloud representations. Together with the well-aligned image and text features achieved by CLIP, the point cloud features are implicitly aligned with the text embeddings. Further, we propose a Text Querying Module to integrate language information into 3D representation learning by querying text embeddings with point cloud features. For fine-tuning, the model learns task-specific 3D representations under informative language guidance from the label set without 2D images. Extensive experiments demonstrate that our model shows consistent improvement on various downstream tasks, such as point cloud semantic segmentation, instance segmentation, and object detection. The code will be available here: https://github.com/LeapLabTHU/Text4Point

  • 7 authors
·
Jan 18, 2023

EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting

With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.

  • 4 authors
·
Sep 19, 2024

Zero4D: Training-Free 4D Video Generation From Single Video Using Off-the-Shelf Video Diffusion Model

Recently, multi-view or 4D video generation has emerged as a significant research topic. Nonetheless, recent approaches to 4D generation still struggle with fundamental limitations, as they primarily rely on harnessing multiple video diffusion models with additional training or compute-intensive training of a full 4D diffusion model with limited real-world 4D data and large computational costs. To address these challenges, here we propose the first training-free 4D video generation method that leverages the off-the-shelf video diffusion models to generate multi-view videos from a single input video. Our approach consists of two key steps: (1) By designating the edge frames in the spatio-temporal sampling grid as key frames, we first synthesize them using a video diffusion model, leveraging a depth-based warping technique for guidance. This approach ensures structural consistency across the generated frames, preserving spatial and temporal coherence. (2) We then interpolate the remaining frames using a video diffusion model, constructing a fully populated and temporally coherent sampling grid while preserving spatial and temporal consistency. Through this approach, we extend a single video into a multi-view video along novel camera trajectories while maintaining spatio-temporal consistency. Our method is training-free and fully utilizes an off-the-shelf video diffusion model, offering a practical and effective solution for multi-view video generation.

  • 3 authors
·
Mar 28 2

OmniWorld: A Multi-Domain and Multi-Modal Dataset for 4D World Modeling

The field of 4D world modeling - aiming to jointly capture spatial geometry and temporal dynamics - has witnessed remarkable progress in recent years, driven by advances in large-scale generative models and multimodal learning. However, the development of truly general 4D world models remains fundamentally constrained by the availability of high-quality data. Existing datasets and benchmarks often lack the dynamic complexity, multi-domain diversity, and spatial-temporal annotations required to support key tasks such as 4D geometric reconstruction, future prediction, and camera-control video generation. To address this gap, we introduce OmniWorld, a large-scale, multi-domain, multi-modal dataset specifically designed for 4D world modeling. OmniWorld consists of a newly collected OmniWorld-Game dataset and several curated public datasets spanning diverse domains. Compared with existing synthetic datasets, OmniWorld-Game provides richer modality coverage, larger scale, and more realistic dynamic interactions. Based on this dataset, we establish a challenging benchmark that exposes the limitations of current state-of-the-art (SOTA) approaches in modeling complex 4D environments. Moreover, fine-tuning existing SOTA methods on OmniWorld leads to significant performance gains across 4D reconstruction and video generation tasks, strongly validating OmniWorld as a powerful resource for training and evaluation. We envision OmniWorld as a catalyst for accelerating the development of general-purpose 4D world models, ultimately advancing machines' holistic understanding of the physical world.

Through the Perspective of LiDAR: A Feature-Enriched and Uncertainty-Aware Annotation Pipeline for Terrestrial Point Cloud Segmentation

Accurate semantic segmentation of terrestrial laser scanning (TLS) point clouds is limited by costly manual annotation. We propose a semi-automated, uncertainty-aware pipeline that integrates spherical projection, feature enrichment, ensemble learning, and targeted annotation to reduce labeling effort, while sustaining high accuracy. Our approach projects 3D points to a 2D spherical grid, enriches pixels with multi-source features, and trains an ensemble of segmentation networks to produce pseudo-labels and uncertainty maps, the latter guiding annotation of ambiguous regions. The 2D outputs are back-projected to 3D, yielding densely annotated point clouds supported by a three-tier visualization suite (2D feature maps, 3D colorized point clouds, and compact virtual spheres) for rapid triage and reviewer guidance. Using this pipeline, we build Mangrove3D, a semantic segmentation TLS dataset for mangrove forests. We further evaluate data efficiency and feature importance to address two key questions: (1) how much annotated data are needed and (2) which features matter most. Results show that performance saturates after ~12 annotated scans, geometric features contribute the most, and compact nine-channel stacks capture nearly all discriminative power, with the mean Intersection over Union (mIoU) plateauing at around 0.76. Finally, we confirm the generalization of our feature-enrichment strategy through cross-dataset tests on ForestSemantic and Semantic3D. Our contributions include: (i) a robust, uncertainty-aware TLS annotation pipeline with visualization tools; (ii) the Mangrove3D dataset; and (iii) empirical guidance on data efficiency and feature importance, thus enabling scalable, high-quality segmentation of TLS point clouds for ecological monitoring and beyond. The dataset and processing scripts are publicly available at https://fz-rit.github.io/through-the-lidars-eye/.

  • 7 authors
·
Oct 7 2

RAPiD-Seg: Range-Aware Pointwise Distance Distribution Networks for 3D LiDAR Segmentation

3D point clouds play a pivotal role in outdoor scene perception, especially in the context of autonomous driving. Recent advancements in 3D LiDAR segmentation often focus intensely on the spatial positioning and distribution of points for accurate segmentation. However, these methods, while robust in variable conditions, encounter challenges due to sole reliance on coordinates and point intensity, leading to poor isometric invariance and suboptimal segmentation. To tackle this challenge, our work introduces Range-Aware Pointwise Distance Distribution (RAPiD) features and the associated RAPiD-Seg architecture. Our RAPiD features exhibit rigid transformation invariance and effectively adapt to variations in point density, with a design focus on capturing the localized geometry of neighboring structures. They utilize inherent LiDAR isotropic radiation and semantic categorization for enhanced local representation and computational efficiency, while incorporating a 4D distance metric that integrates geometric and surface material reflectivity for improved semantic segmentation. To effectively embed high-dimensional RAPiD features, we propose a double-nested autoencoder structure with a novel class-aware embedding objective to encode high-dimensional features into manageable voxel-wise embeddings. Additionally, we propose RAPiD-Seg which incorporates a channel-wise attention fusion and two effective RAPiD-Seg variants, further optimizing the embedding for enhanced performance and generalization. Our method outperforms contemporary LiDAR segmentation work in terms of mIoU on SemanticKITTI (76.1) and nuScenes (83.6) datasets.

  • 3 authors
·
Jul 14, 2024

Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

  • 7 authors
·
Oct 12, 2023

PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting

As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.

  • 3 authors
·
May 30, 2024

Enhancing Sampling Protocol for Point Cloud Classification Against Corruptions

Established sampling protocols for 3D point cloud learning, such as Farthest Point Sampling (FPS) and Fixed Sample Size (FSS), have long been relied upon. However, real-world data often suffer from corruptions, such as sensor noise, which violates the benign data assumption in current protocols. As a result, these protocols are highly vulnerable to noise, posing significant safety risks in critical applications like autonomous driving. To address these issues, we propose an enhanced point cloud sampling protocol, PointSP, designed to improve robustness against point cloud corruptions. PointSP incorporates key point reweighting to mitigate outlier sensitivity and ensure the selection of representative points. It also introduces a local-global balanced downsampling strategy, which allows for scalable and adaptive sampling while maintaining geometric consistency. Additionally, a lightweight tangent plane interpolation method is used to preserve local geometry while enhancing the density of the point cloud. Unlike learning-based approaches that require additional model training, PointSP is architecture-agnostic, requiring no extra learning or modification to the network. This enables seamless integration into existing pipelines. Extensive experiments on synthetic and real-world corrupted datasets show that PointSP significantly improves the robustness and accuracy of point cloud classification, outperforming state-of-the-art methods across multiple benchmarks.

  • 5 authors
·
Aug 21, 2024

Optimized Minimal 4D Gaussian Splatting

4D Gaussian Splatting has emerged as a new paradigm for dynamic scene representation, enabling real-time rendering of scenes with complex motions. However, it faces a major challenge of storage overhead, as millions of Gaussians are required for high-fidelity reconstruction. While several studies have attempted to alleviate this memory burden, they still face limitations in compression ratio or visual quality. In this work, we present OMG4 (Optimized Minimal 4D Gaussian Splatting), a framework that constructs a compact set of salient Gaussians capable of faithfully representing 4D Gaussian models. Our method progressively prunes Gaussians in three stages: (1) Gaussian Sampling to identify primitives critical to reconstruction fidelity, (2) Gaussian Pruning to remove redundancies, and (3) Gaussian Merging to fuse primitives with similar characteristics. In addition, we integrate implicit appearance compression and generalize Sub-Vector Quantization (SVQ) to 4D representations, further reducing storage while preserving quality. Extensive experiments on standard benchmark datasets demonstrate that OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality. These results position OMG4 as a significant step forward in compact 4D scene representation, opening new possibilities for a wide range of applications. Our source code is available at https://minshirley.github.io/OMG4/.

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/

  • 3 authors
·
Dec 5, 2024

Surface Representation for Point Clouds

Most prior work represents the shapes of point clouds by coordinates. However, it is insufficient to describe the local geometry directly. In this paper, we present RepSurf (representative surfaces), a novel representation of point clouds to explicitly depict the very local structure. We explore two variants of RepSurf, Triangular RepSurf and Umbrella RepSurf inspired by triangle meshes and umbrella curvature in computer graphics. We compute the representations of RepSurf by predefined geometric priors after surface reconstruction. RepSurf can be a plug-and-play module for most point cloud models thanks to its free collaboration with irregular points. Based on a simple baseline of PointNet++ (SSG version), Umbrella RepSurf surpasses the previous state-of-the-art by a large margin for classification, segmentation and detection on various benchmarks in terms of performance and efficiency. With an increase of around 0.008M number of parameters, 0.04G FLOPs, and 1.12ms inference time, our method achieves 94.7\% (+0.5\%) on ModelNet40, and 84.6\% (+1.8\%) on ScanObjectNN for classification, while 74.3\% (+0.8\%) mIoU on S3DIS 6-fold, and 70.0\% (+1.6\%) mIoU on ScanNet for segmentation. For detection, previous state-of-the-art detector with our RepSurf obtains 71.2\% (+2.1\%) mAP_{25}, 54.8\% (+2.0\%) mAP_{50} on ScanNetV2, and 64.9\% (+1.9\%) mAP_{25}, 47.7\% (+2.5\%) mAP_{50} on SUN RGB-D. Our lightweight Triangular RepSurf performs its excellence on these benchmarks as well. The code is publicly available at https://github.com/hancyran/RepSurf.

  • 3 authors
·
May 11, 2022

AnyCam: Learning to Recover Camera Poses and Intrinsics from Casual Videos

Estimating camera motion and intrinsics from casual videos is a core challenge in computer vision. Traditional bundle-adjustment based methods, such as SfM and SLAM, struggle to perform reliably on arbitrary data. Although specialized SfM approaches have been developed for handling dynamic scenes, they either require intrinsics or computationally expensive test-time optimization and often fall short in performance. Recently, methods like Dust3r have reformulated the SfM problem in a more data-driven way. While such techniques show promising results, they are still 1) not robust towards dynamic objects and 2) require labeled data for supervised training. As an alternative, we propose AnyCam, a fast transformer model that directly estimates camera poses and intrinsics from a dynamic video sequence in feed-forward fashion. Our intuition is that such a network can learn strong priors over realistic camera poses. To scale up our training, we rely on an uncertainty-based loss formulation and pre-trained depth and flow networks instead of motion or trajectory supervision. This allows us to use diverse, unlabelled video datasets obtained mostly from YouTube. Additionally, we ensure that the predicted trajectory does not accumulate drift over time through a lightweight trajectory refinement step. We test AnyCam on established datasets, where it delivers accurate camera poses and intrinsics both qualitatively and quantitatively. Furthermore, even with trajectory refinement, AnyCam is significantly faster than existing works for SfM in dynamic settings. Finally, by combining camera information, uncertainty, and depth, our model can produce high-quality 4D pointclouds.

  • 5 authors
·
Mar 29

CityDreamer4D: Compositional Generative Model of Unbounded 4D Cities

3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like buildings and vehicles, and heightened human sensitivity to distortions in urban environments. To tackle these issues, we propose CityDreamer4D, a compositional generative model specifically tailored for generating unbounded 4D cities. Our main insights are 1) 4D city generation should separate dynamic objects (e.g., vehicles) from static scenes (e.g., buildings and roads), and 2) all objects in the 4D scene should be composed of different types of neural fields for buildings, vehicles, and background stuff. Specifically, we propose Traffic Scenario Generator and Unbounded Layout Generator to produce dynamic traffic scenarios and static city layouts using a highly compact BEV representation. Objects in 4D cities are generated by combining stuff-oriented and instance-oriented neural fields for background stuff, buildings, and vehicles. To suit the distinct characteristics of background stuff and instances, the neural fields employ customized generative hash grids and periodic positional embeddings as scene parameterizations. Furthermore, we offer a comprehensive suite of datasets for city generation, including OSM, GoogleEarth, and CityTopia. The OSM dataset provides a variety of real-world city layouts, while the Google Earth and CityTopia datasets deliver large-scale, high-quality city imagery complete with 3D instance annotations. Leveraging its compositional design, CityDreamer4D supports a range of downstream applications, such as instance editing, city stylization, and urban simulation, while delivering state-of-the-art performance in generating realistic 4D cities.

  • 4 authors
·
Jan 15 2

CoCo4D: Comprehensive and Complex 4D Scene Generation

Existing 4D synthesis methods primarily focus on object-level generation or dynamic scene synthesis with limited novel views, restricting their ability to generate multi-view consistent and immersive dynamic 4D scenes. To address these constraints, we propose a framework (dubbed as CoCo4D) for generating detailed dynamic 4D scenes from text prompts, with the option to include images. Our method leverages the crucial observation that articulated motion typically characterizes foreground objects, whereas background alterations are less pronounced. Consequently, CoCo4D divides 4D scene synthesis into two responsibilities: modeling the dynamic foreground and creating the evolving background, both directed by a reference motion sequence. Given a text prompt and an optional reference image, CoCo4D first generates an initial motion sequence utilizing video diffusion models. This motion sequence then guides the synthesis of both the dynamic foreground object and the background using a novel progressive outpainting scheme. To ensure seamless integration of the moving foreground object within the dynamic background, CoCo4D optimizes a parametric trajectory for the foreground, resulting in realistic and coherent blending. Extensive experiments show that CoCo4D achieves comparable or superior performance in 4D scene generation compared to existing methods, demonstrating its effectiveness and efficiency. More results are presented on our website https://colezwhy.github.io/coco4d/.

  • 4 authors
·
Jun 24

STPLS3D: A Large-Scale Synthetic and Real Aerial Photogrammetry 3D Point Cloud Dataset

Although various 3D datasets with different functions and scales have been proposed recently, it remains challenging for individuals to complete the whole pipeline of large-scale data collection, sanitization, and annotation. Moreover, the created datasets usually suffer from extremely imbalanced class distribution or partial low-quality data samples. Motivated by this, we explore the procedurally synthetic 3D data generation paradigm to equip individuals with the full capability of creating large-scale annotated photogrammetry point clouds. Specifically, we introduce a synthetic aerial photogrammetry point clouds generation pipeline that takes full advantage of open geospatial data sources and off-the-shelf commercial packages. Unlike generating synthetic data in virtual games, where the simulated data usually have limited gaming environments created by artists, the proposed pipeline simulates the reconstruction process of the real environment by following the same UAV flight pattern on different synthetic terrain shapes and building densities, which ensure similar quality, noise pattern, and diversity with real data. In addition, the precise semantic and instance annotations can be generated fully automatically, avoiding the expensive and time-consuming manual annotation. Based on the proposed pipeline, we present a richly-annotated synthetic 3D aerial photogrammetry point cloud dataset, termed STPLS3D, with more than 16 km^2 of landscapes and up to 18 fine-grained semantic categories. For verification purposes, we also provide a parallel dataset collected from four areas in the real environment. Extensive experiments conducted on our datasets demonstrate the effectiveness and quality of the proposed synthetic dataset.

  • 9 authors
·
Mar 16, 2022

Point-MoE: Towards Cross-Domain Generalization in 3D Semantic Segmentation via Mixture-of-Experts

While scaling laws have transformed natural language processing and computer vision, 3D point cloud understanding has yet to reach that stage. This can be attributed to both the comparatively smaller scale of 3D datasets, as well as the disparate sources of the data itself. Point clouds are captured by diverse sensors (e.g., depth cameras, LiDAR) across varied domains (e.g., indoor, outdoor), each introducing unique scanning patterns, sampling densities, and semantic biases. Such domain heterogeneity poses a major barrier towards training unified models at scale, especially under the realistic constraint that domain labels are typically inaccessible at inference time. In this work, we propose Point-MoE, a Mixture-of-Experts architecture designed to enable large-scale, cross-domain generalization in 3D perception. We show that standard point cloud backbones degrade significantly in performance when trained on mixed-domain data, whereas Point-MoE with a simple top-k routing strategy can automatically specialize experts, even without access to domain labels. Our experiments demonstrate that Point-MoE not only outperforms strong multi-domain baselines but also generalizes better to unseen domains. This work highlights a scalable path forward for 3D understanding: letting the model discover structure in diverse 3D data, rather than imposing it via manual curation or domain supervision.

  • 4 authors
·
May 29 2

GeoMAE: Masked Geometric Target Prediction for Self-supervised Point Cloud Pre-Training

This paper tries to address a fundamental question in point cloud self-supervised learning: what is a good signal we should leverage to learn features from point clouds without annotations? To answer that, we introduce a point cloud representation learning framework, based on geometric feature reconstruction. In contrast to recent papers that directly adopt masked autoencoder (MAE) and only predict original coordinates or occupancy from masked point clouds, our method revisits differences between images and point clouds and identifies three self-supervised learning objectives peculiar to point clouds, namely centroid prediction, normal estimation, and curvature prediction. Combined with occupancy prediction, these four objectives yield an nontrivial self-supervised learning task and mutually facilitate models to better reason fine-grained geometry of point clouds. Our pipeline is conceptually simple and it consists of two major steps: first, it randomly masks out groups of points, followed by a Transformer-based point cloud encoder; second, a lightweight Transformer decoder predicts centroid, normal, and curvature for points in each voxel. We transfer the pre-trained Transformer encoder to a downstream peception model. On the nuScene Datset, our model achieves 3.38 mAP improvment for object detection, 2.1 mIoU gain for segmentation, and 1.7 AMOTA gain for multi-object tracking. We also conduct experiments on the Waymo Open Dataset and achieve significant performance improvements over baselines as well.

  • 4 authors
·
May 15, 2023

4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes

We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.

  • 6 authors
·
Feb 5, 2024

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

  • 3 authors
·
Oct 9, 2024