CVPR 2024 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

2,716papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    2,39288.1%
  • Other / unlabeled
    32411.9%

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Multi-Modal Hallucination Control by Visual Information Grounding

Alessandro Favero, Luca Zancato, Matthew Trager, Siddharth Choudhary, Pramuditha Perera, Alessandro Achille, Ashwin Swaminathan, Stefano Soatto

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Generative Vision-Language Models (VLMs) are prone to generate plausible-sounding textual answers which however are not always grounded in the input image. We investigate this phenomenon usually referred to as "hallucination" and show that it stems from an excessive reliance on the language prior. In particular we show that as more tokens are generated the reliance on the visual prompt decreases and this behavior strongly correlates with the emergence of hallucinations. To reduce hallucinations we introduce Multi-Modal Mutual-Information Decoding (M3ID) a new sampling method for prompt amplification. M3ID amplifies the influence of the reference image over the language prior hence favoring the generation of tokens with higher mutual information with the visual prompt. M3ID can be applied to any pre-trained autoregressive VLM at inference time without necessitating further training and with minimal computational overhead. If training is an option we show that M3ID can be paired with Direct Preference Optimization (DPO) to improve the model's reliance on the prompt image without requiring any labels. Our empirical findings show that our algorithms maintain the fluency and linguistic capabilities of pre-trained VLMs while reducing hallucinations by mitigating visually ungrounded answers. Specifically for the LLaVA 13B model M3ID and M3ID+DPO reduce the percentage of hallucinated objects in captioning tasks by 25% and 28% respectively and improve the accuracy on VQA benchmarks such as POPE by 21% and 24%.

Poster
Multi-Level Neural Scene Graphs for Dynamic Urban Environments

Tobias Fischer, Lorenzo Porzi, Samuel Rota Bulo, Marc Pollefeys, Peter Kontschieder

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We estimate the radiance field of large-scale dynamic areas from multiple vehicle captures under varying environmental conditions. Previous works in this domain are either restricted to static environments do not scale to more than a single short video or struggle to separately represent dynamic object instances. To this end we present a novel decomposable radiance field approach for dynamic urban environments. We propose a multi-level neural scene graph representation that scales to thousands of images from dozens of sequences with hundreds of fast-moving objects. To enable efficient training and rendering of our representation we develop a fast composite ray sampling and rendering scheme. To test our approach in urban driving scenarios we introduce a new novel view synthesis benchmark. We show that our approach outperforms prior art by a significant margin on both established and our proposed benchmark while being faster in training and rendering.

Poster
Mudslide: A Universal Nuclear Instance Segmentation Method

Jun Wang

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Nuclear instance segmentation has played a critical role in pathology image analysis. The main challenges arise from the difficulty in accurately segmenting densely overlapping instances and the high cost of precise mask-level annotations. Existing fully-supervised nuclear instance segmentation methods such as boundary-based methods struggle to capture differences between overlapping instances and thus fail in densely distributed blurry regions. They also face challenges transitioning to point supervision where annotations are simple and effective. Inspired by natural mudslides we propose a universal method called Mudslide that uses simple representations to characterize differences between different instances and can easily be extended from fully-supervised to point-supervised. oncretely we introduce a collapse field and leverage it to construct a force map and initial boundary enabling a distinctive representation for each instance. Each pixel is assigned a collapse force with distinct directions between adjacent instances. Starting from the initial boundary Mudslide executes a pixel-by-pixel collapse along various force directions. Pixels that collapse into the same region are considered as one instance concurrently accounting for both inter-instance distinctions and intra-instance coherence. Experiments on public datasets show superior performance in both fully-supervised and point-supervised tasks.

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MuRF: Multi-Baseline Radiance Fields

Haofei Xu, Anpei Chen, Yuedong Chen, Christos Sakaridis, Yulun Zhang, Marc Pollefeys, Andreas Geiger, Fisher Yu

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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.

Poster
MuGE: Multiple Granularity Edge Detection

Caixia Zhou, Yaping Huang, Mengyang Pu, Qingji Guan, Ruoxi Deng, Haibin Ling

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Edge segmentation is well-known to be subjective due to personalized annotation styles and preferred granularity. However most existing deterministic edge detection methods produce only a single edge map for one input image. We argue that generating multiple edge maps is more reasonable than generating a single one considering the subjectivity and ambiguity of the edges. Thus motivated in this paper we propose multiple granularity edge detection called MuGE which can produce a wide range of edge maps from approximate object contours to fine texture edges. Specifically we first propose to design an edge granularity network to estimate the edge granularity from an individual edge annotation. Subsequently to guide the generation of diversified edge maps we integrate such edge granularity into the multi-scale feature maps in the spatial domain. Meanwhile we decompose the feature maps into low-frequency and high-frequency parts where the encoded edge granularity is further fused into the high-frequency part to achieve more precise control over the details of the produced edge maps. Compared to previous methods MuGE is able to not only generate multiple edge maps at different controllable granularities but also achieve a competitive performance on the BSDS500 and Multicue benchmark datasets.

Poster
MovieChat: From Dense Token to Sparse Memory for Long Video Understanding

Enxin Song, Wenhao Chai, Guanhong Wang, Yucheng Zhang, Haoyang Zhou, Feiyang Wu, Haozhe Chi, Xun Guo, Tian Ye, Yanting Zhang, Yan Lu, Jenq-Neng Hwang, Gaoang Wang

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Recently integrating video foundation models and large language models to build a video understanding system can overcome the limitations of specific pre-defined vision tasks. Yet existing systems can only handle videos with very few frames. For long videos the computation complexity memory cost and long-term temporal connection impose additional challenges. Taking advantage of the Atkinson-Shiffrin memory model with tokens in Transformers being employed as the carriers of memory in combination with our specially designed memory mechanism we propose the MovieChat to overcome these challenges. MovieChat achieves state-of-the-art performance in long video understanding along with the released MovieChat-1K benchmark with 1K long video and 14K manual annotations for validation of the effectiveness of our method. The code models and data can be found in https://rese1f.github.io/MovieChat.

Poster
Move as You Say Interact as You Can: Language-guided Human Motion Generation with Scene Affordance

Zan Wang, Yixin Chen, Baoxiong Jia, Puhao Li, Jinlu Zhang, Jingze Zhang, Tengyu Liu, Yixin Zhu, Wei Liang, Siyuan Huang

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Despite significant advancements in text-to-motion synthesis generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language 3D scenes and human motion and (ii) the generative models' intensive data requirements contrasted with the scarcity of comprehensive high-quality language-scene-motion datasets. To tackle these issues we introduce a novel two-stage framework that employs scene affordance as an intermediate representation effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting explicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps our method overcomes the difficulty in generating human motion under multimodal condition signals especially when training with limited data lacking extensive language-scene-motion pairs. Our extensive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks including HumanML3D and HUMANISE. Additionally we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes.

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Move Anything with Layered Scene Diffusion

Jiawei Ren, Mengmeng Xu, Jui-Chieh Wu, Ziwei Liu, Tao Xiang, Antoine Toisoul

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Diffusion models generate images with an unprecedented level of quality but how can we freely rearrange image layouts? Recent works generate controllable scenes via learning spatially disentangled latent codes but these methods do not apply to diffusion models due to their fixed forward process. In this work we propose SceneDiffusion to optimize a layered scene representation during the diffusion sampling process. Our key insight is that spatial disentanglement can be obtained by jointly denoising scene renderings at different spatial layouts. Our generated scenes support a wide range of spatial editing operations including moving resizing cloning and layer-wise appearance editing operations including object restyling and replacing. Moreover a scene can be generated conditioned on a reference image thus enabling object moving for in-the-wild images. Notably this approach is training-free compatible with general text-to-image diffusion models and responsive in less than a second.

Poster
MotionEditor: Editing Video Motion via Content-Aware Diffusion

Shuyuan Tu, Qi Dai, Zhi-Qi Cheng, Han Hu, Xintong Han, Zuxuan Wu, Yu-Gang Jiang

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Existing diffusion-based video editing models have made gorgeous advances for editing attributes of a source video over time but struggle to manipulate the motion information while preserving the original protagonist's appearance and background. To address this we propose MotionEditor the first diffusion model for video motion editing. MotionEditor incorporates a novel content-aware motion adapter into ControlNet to capture temporal motion correspondence. While ControlNet enables direct generation based on skeleton poses it encounters challenges when modifying the source motion in the inverted noise due to contradictory signals between the noise (source) and the condition (reference). Our adapter complements ControlNet by involving source content to transfer adapted control signals seamlessly. Further we build up a two-branch architecture (a reconstruction branch and an editing branch) with a high-fidelity attention injection mechanism facilitating branch interaction. This mechanism enables the editing branch to query the key and value from the reconstruction branch in a decoupled manner making the editing branch retain the original background and protagonist appearance. We also propose a skeleton alignment algorithm to address the discrepancies in pose size and position. Experiments demonstrate the promising motion editing ability of MotionEditor both qualitatively and quantitatively. To the best of our knowledge MotionEditor is the first to use diffusion models specifically for video motion editing considering the origin dynamic background and camera movement.

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

Wei Cao, Chang Luo, Biao Zhang, Matthias Nießner, Jiapeng Tang

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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.

Poster
Motion-adaptive Separable Collaborative Filters for Blind Motion Deblurring

Chengxu Liu, Xuan Wang, Xiangyu Xu, Ruhao Tian, Shuai Li, Xueming Qian, Ming-Hsuan Yang

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Eliminating image blur produced by various kinds of motion has been a challenging problem. Dominant approaches rely heavily on model capacity to remove blurring by reconstructing residual from blurry observation in feature space. These practices not only prevent the capture of spatially variable motion in the real world but also ignore the tailored handling of various motions in image space. In this paper we propose a novel real-world deblurring filtering model called the Motion-adaptive Separable Collaborative (MISC) Filter. In particular we use a motion estimation network to capture motion information from neighborhoods thereby adaptively estimating spatially-variant motion flow mask kernels weights and offsets to obtain the MISC Filter. The MISC Filter first aligns the motion-induced blurring patterns to the motion middle along the predicted flow direction and then collaboratively filters the aligned image through the predicted kernels weights and offsets to generate the output. This design can handle more generalized and complex motion in a spatially differentiated manner. Furthermore we analyze the relationships between the motion estimation network and the residual reconstruction network. Extensive experiments on four widely used benchmarks demonstrate that our method provides an effective solution for real-world motion blur removal and achieves state-of-the-art performance. Code is available at https://github.com/ChengxuLiu/MISCFilter.

Poster
Motion Diversification Networks

Hee Jae Kim, Eshed Ohn-Bar

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We introduce Motion Diversification Networks a novel framework for learning to generate realistic and diverse 3D human motion. Despite recent advances in deep generative motion modeling existing models often fail to produce samples that capture the full range of plausible and natural 3D human motion within a given context. The lack of diversity becomes even more apparent in applications where subtle and multi-modal 3D human forecasting is crucial for safety such as robotics and autonomous driving. Towards more realistic and functional 3D motion models we highlight limitations in existing generative modeling techniques particularly in overly simplistic latent code sampling strategies. We then introduce a transformer-based diversification mechanism that learns to effectively guide sampling in the latent space. Our proposed attention-based module queries multiple stochastic samples to flexibly predict a diverse set of latent codes which can be subsequently decoded into motion samples. The proposed framework achieves state-of-the-art diversity and accuracy prediction performance across a range of benchmarks and settings particularly when used to forecast intricate in-the-wild 3D human motion within complex urban environments. Our models datasets and code are available at https://mdncvpr.github.io/.

Poster
Motion Blur Decomposition with Cross-shutter Guidance

Xiang Ji, Haiyang Jiang, Yinqiang Zheng

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Motion blur is a frequently observed image artifact especially under insufficient illumination where exposure time has to be prolonged so as to collect more photons for a bright enough image. Rather than simply removing such blurring effects recent researches have aimed at decomposing a blurry image into multiple sharp images with spatial and temporal coherence. Since motion blur decomposition itself is highly ambiguous priors from neighbouring frames or human annotation are usually needed for motion disambiguation. In this paper inspired by the complementary exposure characteristics of a global shutter (GS) camera and a rolling shutter (RS) camera we propose to utilize the ordered scanline-wise delay in a rolling shutter image to robustify motion decomposition of a single blurry image. To evaluate this novel dual imaging setting we construct a triaxial system to collect realistic data as well as a deep network architecture that explicitly addresses temporal and contextual information through reciprocal branches for cross-shutter motion blur decomposition. Experiment results have verified the effectiveness of our proposed algorithm as well as the validity of our dual imaging setting.

Poster
Mosaic-SDF for 3D Generative Models

Lior Yariv, Omri Puny, Oran Gafni, Yaron Lipman

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Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the ShapeNetCore-V2 (3D Warehouse) dataset and text-to-3D generation using a dataset of about 600k caption-shape pairs.

Poster
Morphological Prototyping for Unsupervised Slide Representation Learning in Computational Pathology

Andrew H. Song, Richard J. Chen, Tong Ding, Drew F.K. Williamson, Guillaume Jaume, Faisal Mahmood

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Representation learning of pathology whole-slide images (WSIs) has been has primarily relied on weak supervision with Multiple Instance Learning (MIL). However the slide representations resulting from this approach are highly tailored to specific clinical tasks which limits their expressivity and generalization particularly in scenarios with limited data. Instead we hypothesize that morphological redundancy in tissue can be leveraged to build a task-agnostic slide representation in an unsupervised fashion. To this end we introduce PANTHER a prototype-based approach rooted in the Gaussian mixture model that summarizes the set of WSI patches into a much smaller set of morphological prototypes. Specifically each patch is assumed to have been generated from a mixture distribution where each mixture component represents a morphological exemplar. Utilizing the estimated mixture parameters we then construct a compact slide representation that can be readily used for a wide range of downstream tasks. By performing an extensive evaluation of PANTHER on subtyping and survival tasks using 13 datasets we show that 1) PANTHER outperforms or is on par with supervised MIL baselines and 2) the analysis of morphological prototypes brings new qualitative and quantitative insights into model interpretability. The code is available at https://github.com/mahmoodlab/Panther.

Poster
MorpheuS: Neural Dynamic 360deg Surface Reconstruction from Monocular RGB-D Video

Hengyi Wang, Jingwen Wang, Lourdes Agapito

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Neural rendering has demonstrated remarkable success in dynamic scene reconstruction. Thanks to the expressiveness of neural representations prior works can accurately capture the motion and achieve high-fidelity reconstruction of the target object. Despite this real-world video scenarios often feature large unobserved regions where neural representations struggle to achieve realistic completion. To tackle this challenge we introduce MorpheuS a framework for dynamic 360deg surface reconstruction from a casually captured RGB-D video. Our approach models the target scene as a canonical field that encodes its geometry and appearance in conjunction with a deformation field that warps points from the current frame to the canonical space. We leverage a view-dependent diffusion prior and distill knowledge from it to achieve realistic completion of unobserved regions. Experimental results on various real-world and synthetic datasets show that our method can achieve high-fidelity 360deg surface reconstruction of a deformable object from a monocular RGB-D video.

Poster
Morphable Diffusion: 3D-Consistent Diffusion for Single-image Avatar Creation

Xiyi Chen, Marko Mihajlovic, Shaofei Wang, Sergey Prokudin, Siyu Tang

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Recent advances in generative diffusion models have enabled the previously unfeasible capability of generating 3D assets from a single input image or a text prompt. In this work we aim to enhance the quality and functionality of these models for the task of creating controllable photorealistic human avatars. We achieve this by integrating a 3D morphable model into the state-of-the-art multi-view-consistent diffusion approach. We demonstrate that accurate conditioning of a generative pipeline on the articulated 3D model enhances the baseline model performance on the task of novel view synthesis from a single image. More importantly this integration facilitates a seamless and accurate incorporation of facial expression and body pose control into the generation process. To the best of our knowledge our proposed framework is the first diffusion model to enable the creation of fully 3D-consistent animatable and photorealistic human avatars from a single image of an unseen subject; extensive quantitative and qualitative evaluations demonstrate the advantages of our approach over existing state-of-the-art avatar creation models on both novel view and novel expression synthesis tasks. The code for our project is publicly available.

Poster
Monocular Identity-Conditioned Facial Reflectance Reconstruction

Xingyu Ren, Jiankang Deng, Yuhao Cheng, Jia Guo, Chao Ma, Yichao Yan, Wenhan Zhu, Xiaokang Yang

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Recent 3D face reconstruction methods have made remarkable advancements yet there remain huge challenges in monocular high-quality facial reflectance reconstruction. Existing methods rely on a large amount of light-stage captured data to learn facial reflectance models. However the lack of subject diversity poses challenges in achieving good generalization and widespread applicability. In this paper we learn the reflectance prior in image space rather than UV space and present a framework named ID2Reflectance. Our framework can directly estimate the reflectance maps of a single image while using limited reflectance data for training. Our key insight is that reflectance data shares facial structures with RGB faces which enables obtaining expressive facial prior from inexpensive RGB data thus reducing the dependency on reflectance data. We first learn a high-quality prior for facial reflectance. Specifically we pretrain multi-domain facial feature codebooks and design a codebook fusion method to align the reflectance and RGB domains. Then we propose an identity-conditioned swapping module that injects facial identity from the target image into the pre-trained auto-encoder to modify the identity of the source reflectance image. Finally we stitch multi-view swapped reflectance images to obtain renderable assets. Extensive experiments demonstrate that our method exhibits excellent generalization capability and achieves state-of-the-art facial reflectance reconstruction results for in-the-wild faces.

Poster
MonoNPHM: Dynamic Head Reconstruction from Monocular Videos

Simon Giebenhain, Tobias Kirschstein, Markos Georgopoulos, Martin Rünz, Lourdes Agapito, Matthias Nießner

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We present Monocular Neural Parametric Head Models (MonoNPHM) for dynamic 3D head reconstructions from monocular RGB videos. To this end we propose a latent appearance space that parameterizes a texture field on top of a neural parametric model. We constrain predicted color values to be correlated with the underlying geometry such that gradients from RGB effectively influence latent geometry codes during inverse rendering. To increase the representational capacity of our expression space we augment our backward deformation field with hyper-dimensions thus improving color and geometry representation in topologically challenging expressions. Using MonoNPHM as a learned prior we approach the task of 3D head reconstruction using signed distance field based volumetric rendering. By numerically inverting our backward deformation field we incorporated a landmark loss using facial anchor points that are closely tied to our canonical geometry representation. We incorporate a facial landmark loss by numerically inverting our backward deformation field tied with our canonical geometry to observed 2D facial landmarks in posed space. To evaluate the task of dynamic face reconstruction from monocular RGB videos we record 20 challenging Kinect sequences under casual conditions. MonoNPHM outperforms all baselines with a significant margin and makes an important step towards easily accessible neural parametric face models through RGB tracking.

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