NeurIPS 2024 Papers

Conference on Neural Information Processing Systems

Decision breakdown

4,562papers

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

  • Oral
    721.6%
  • Spotlight
    3828.4%
  • Poster
    4,06489.1%
  • Other / unlabeled
    441.0%

Browse all papers

BLURD: Benchmarking and Learning using a Unified Rendering and Diffusion Model

Boris Repasky, Ehsan Abbasnejad, Anthony Dick

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Recent advancements in pre-trained vision models have made them pivotal in computer vision, emphasizing the need for their thorough evaluation and benchmarking. This evaluation needs to consider various factors of variation, their potential biases, shortcuts, and inaccuracies that ultimately lead to disparate performance in models. Such evaluations are conventionally done using either synthetic data from 2D or 3D rendering software or real-world images in controlled settings. Synthetic methods offer full control and flexibility, while real-world methods are limited by high costs and less adaptability. Moreover, 3D rendering can't yet fully replicate real photography, creating a realism gap. In this paper, we introduce BLURD--Benchmarking and Learning using a Unified Rendering and Diffusion Model--a novel method combining 3D rendering and Stable Diffusion to bridge this gap in representation learning. With BLURD we create a new family of datasets that allow for the creation of both 3D rendered and photo-realistic images with identical factors. BLURD, therefore, provides deeper insights into the representations learned by various CLIP backbones. The source code for creating the BLURD datasets is available at https://github.com/squaringTheCircle/BLURD

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

HANWEN LIANG, Yuyang Yin, Dejia Xu, hanxue liang, Zhangyang Wang, Konstantinos N. Plataniotis, Yao Zhao, Yunchao Wei

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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 images 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, \textbf{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. 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.

Poster
MimicTalk: Mimicking a personalized and expressive 3D talking face in minutes

Zhenhui Ye, Tianyun Zhong, Yi Ren, Ziyue Jiang, Jiawei Huang, Rongjie Huang, Jinglin Liu, Jinzheng He, Chen Zhang, Zehan Wang, Xize Cheng, Xiang Yin, Zhou Zhao

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Talking face generation (TFG) aims to animate a target identity's face to create realistic talking videos. Personalized TFG is a variant that emphasizes the perceptual identity similarity of the synthesized result (from the perspective of appearance and talking style). While previous works typically solve this problem by learning an individual neural radiance field (NeRF) for each identity to implicitly store its static and dynamic information, we find it inefficient and non-generalized due to the per-identity-per-training framework and the limited training data. To this end, we propose MimicTalk, the first attempt that exploits the rich knowledge from a NeRF-based person-agnostic generic model for improving the efficiency and robustness of personalized TFG. To be specific, (1) we first come up with a person-agnostic 3D TFG model as the base model and propose to adapt it into a specific identity; (2) we propose a static-dynamic-hybrid adaptation pipeline to help the model learn the personalized static appearance and facial dynamic features; (3) To generate the facial motion of the personalized talking style, we propose an in-context stylized audio-to-motion model that mimics the implicit talking style provided in the reference video without information loss by an explicit style representation. The adaptation process to an unseen identity can be performed in 15 minutes, which is 47 times faster than previous person-dependent methods. Experiments show that our MimicTalk surpasses previous baselines regarding video quality, efficiency, and expressiveness. Video samples are available at https://mimictalk.github.io .

Poster
In-N-Out: Lifting 2D Diffusion Prior for 3D Object Removal via Tuning-Free Latents Alignment

Dongting Hu, Huan Fu, Jiaxian Guo, Liuhua Peng, Tingjin Chu, Feng Liu, Tongliang Liu, Mingming Gong

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Neural representations for 3D scenes have made substantial advancements recently, yet object removal remains a challenging yet practical issue, due to the absence of multi-view supervision over occluded areas. Diffusion Models (DMs), trained on extensive 2D images, show diverse and high-fidelity generative capabilities in the 2D domain. However, due to not being specifically trained on 3D data, their application to multi-view data often exacerbates inconsistency, hence impacting the overall quality of the 3D output. To address these issues, we introduce "In-N-Out", a novel approach that begins by inpainting a prior, i.e., the occluded area from a single view using DMs, followed by outstretching it to create multi-view inpaintings via latents alignments. Our analysis identifies that the variability in DMs' outputs mainly arises from initially sampled latents and intermediate latents predicted in the denoising process. We explicitly align of initial latents using a Neural Radiance Field (NeRF) to establish a consistent foundational structure in the inpainted area, complemented by an implicit alignment of intermediate latents through cross-view attention during the denoising phases, enhancing appearance consistency across views. To further enhance rendering results, we apply a patch-based hybrid loss to optimize NeRF. We demonstrate that our techniques effectively mitigate the challenges posed by inconsistencies in DMs and substantially improve the fidelity and coherence of inpainted 3D representations.

Poster
TALoS: Enhancing Semantic Scene Completion via Test-time Adaptation on the Line of Sight

Hyun-Kurl Jang, Jihun Kim, Hyeokjun Kweon, Kuk-Jin Yoon

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Semantic Scene Completion (SSC) aims to perform geometric completion and semantic segmentation simultaneously. Despite the promising results achieved by existing studies, the inherently ill-posed nature of the task presents significant challenges in diverse driving scenarios. This paper introduces TALoS, a novel test-time adaptation approach for SSC that excavates the information available in driving environments. Specifically, we focus on that observations made at a certain moment can serve as Ground Truth (GT) for scene completion at another moment. Given the characteristics of the LiDAR sensor, an observation of an object at a certain location confirms both 1) the occupation of that location and 2) the absence of obstacles along the line of sight from the LiDAR to that point. TALoS utilizes these observations to obtain self-supervision about occupancy and emptiness, guiding the model to adapt to the scene in test time. In a similar manner, we aggregate reliable SSC predictions among multiple moments and leverage them as semantic pseudo-GT for adaptation. Further, to leverage future observations that are not accessible at the current time, we present a dual optimization scheme using the model in which the update is delayed until the future observation is available. Evaluations on the SemanticKITTI validation and test sets demonstrate that TALoS significantly improves the performance of the pre-trained SSC model.

Poster
Generalizable and Animatable Gaussian Head Avatar

Xuangeng Chu, Tatsuya Harada

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In this paper, we propose Generalizable and Animatable Gaussian head Avatar (GAGA) for one-shot animatable head avatar reconstruction. Existing methods rely on neural radiance fields, leading to heavy rendering consumption and low reenactment speeds. To address these limitations, we generate the parameters of 3D Gaussians from a single image in a single forward pass. The key innovation of our work is the proposed dual-lifting method, which produces high-fidelity 3D Gaussians that capture identity and facial details. Additionally, we leverage global image features and the 3D morphable model to construct 3D Gaussians for controlling expressions. After training, our model can reconstruct unseen identities without specific optimizations and perform reenactment rendering at real-time speeds. Experiments show that our method exhibits superior performance compared to previous methods in terms of reconstruction quality and expression accuracy. We believe our method can establish new benchmarks for future research and advance applications of digital avatars.

Poster
Voxel Mamba: Group-Free State Space Models for Point Cloud based 3D Object Detection

Guowen Zhang, Lue Fan, Chenhang HE, Zhen Lei, Zhaoxiang Zhang, Lei Zhang

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Serialization-based methods, which serialize the 3D voxels and group them into multiple sequences before inputting to Transformers, have demonstrated their effectiveness in 3D object detection. However, serializing 3D voxels into 1D sequences will inevitably sacrifice the voxel spatial proximity. Such an issue is hard to be addressed by enlarging the group size with existing serialization-based methods due to the quadratic complexity of Transformers with feature sizes. Inspired by the recent advances of state space models (SSMs), we present a Voxel SSM, termed as Voxel Mamba, which employs a group-free strategy to serialize the whole space of voxels into a single sequence. The linear complexity of SSMs encourages our group-free design, alleviating the loss of spatial proximity of voxels. To further enhance the spatial proximity, we propose a Dual-scale SSM Block to establish a hierarchical structure, enabling a larger receptive field in the 1D serialization curve, as well as more complete local regions in 3D space. Moreover, we implicitly apply window partition under the group-free framework by positional encoding, which further enhances spatial proximity by encoding voxel positional information. Our experiments on Waymo Open Dataset and nuScenes dataset show that Voxel Mamba not only achieves higher accuracy than state-of-the-art methods, but also demonstrates significant advantages in computational efficiency. The source code is available at https://github.com/gwenzhang/Voxel-Mamba.

Spotlight
Fully Explicit Dynamic Gaussian Splatting

Junoh Lee, Changyeon Won, Hyunjun Jung, Inhwan Bae, Hae-Gon Jeon

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3D Gaussian Splatting has shown fast and high-quality rendering results in static scenes by leveraging dense 3D prior and explicit representations. Unfortunately, the benefits of the prior and representation do not involve novel view synthesis for dynamic motions. Ironically, this is because the main barrier is the reliance on them, which requires increasing training and rendering times to account for dynamic motions. In this paper, we design Explicit 4D Gaussian Splatting (Ex4DGS). Our key idea is to firstly separate static and dynamic Gaussians during training, and to explicitly sample positions and rotations of the dynamic Gaussians at sparse timestamps. The sampled positions and rotations are then interpolated to represent both spatially and temporally continuous motions of objects in dynamic scenes as well as reducing computational cost. Additionally, we introduce a progressive training scheme and a point-backtracking technique that improves Ex4DGS's convergence. We initially train Ex4DGS using short timestamps and progressively extend timestamps, which makes it work well with a few point clouds. The point-backtracking is used to quantify the cumulative error of each Gaussian over time, enabling the detection and removal of erroneous Gaussians in dynamic scenes. Comprehensive experiments on various scenes demonstrate the state-of-the-art rendering quality from our method, achieving fast rendering of 62 fps on a single 2080Ti GPU.

Poster
Point-PRC: A Prompt Learning Based Regulation Framework for Generalizable Point Cloud Analysis

Hongyu Sun, Qiuhong Ke, Yongcai Wang, WANG CHEN, Kang Yang, Deying Li, Jianfei Cai

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This paper investigates the 3D domain generalization (3DDG) ability of large 3D models based on prevalent prompt learning. Recent works demonstrate the performances of 3D point cloud recognition can be boosted remarkably by parameter-efficient prompt tuning. However, we observe that the improvement on downstream tasks comes at the expense of a severe drop in 3D domain generalization. To resolve this challenge, we present a comprehensive regulation framework that allows the learnable prompts to actively interact with the well-learned general knowledge in large 3D models to maintain good generalization. Specifically, the proposed framework imposes multiple explicit constraints on the prompt learning trajectory by maximizing the mutual agreement between task-specific predictions and task-agnostic knowledge. We design the regulation framework as a plug-and-play module to embed into existing representative large 3D models. Surprisingly, our method not only realizes consistently increasing generalization ability but also enhances task-specific 3D recognition performances across various 3DDG benchmarks by a clear margin. Considering the lack of study and evaluation on 3DDG, we also create three new benchmarks, namely base-to-new, cross-dataset and few-shot generalization benchmarks, to enrich the field and inspire future research. Code and benchmarks are available at \url{https://github.com/auniquesun/Point-PRC}.

Poster
PrefPaint: Aligning Image Inpainting Diffusion Model with Human Preference

Kendong Liu, Zhiyu Zhu, Chuanhao Li, Hui Liu, Huanqiang Zeng, Junhui Hou

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In this paper, we make the first attempt to align diffusion models for image inpainting with human aesthetic standards via a reinforcement learning framework, significantly improving the quality and visual appeal of inpainted images. Specifically, instead of directly measuring the divergence with paired images, we train a reward model with the dataset we construct, consisting of nearly 51,000 images annotated with human preferences. Then, we adopt a reinforcement learning process to fine-tune the distribution of a pre-trained diffusion model for image inpainting in the direction of higher reward. Moreover, we theoretically deduce the upper bound on the error of the reward model, which illustrates the potential confidence of reward estimation throughout the reinforcement alignment process, thereby facilitating accurate regularization. Extensive experiments on inpainting comparison and downstream tasks, such as image extension and 3D reconstruction, demonstrate the effectiveness of our approach, showing significant improvements in the alignment of inpainted images with human preference compared with state-of-the-art methods. This research not only advances the field of image inpainting but also provides a framework for incorporating human preference into the iterative refinement of generative models based on modeling reward accuracy, with broad implications for the design of visually driven AI applications. Our code and dataset are publicly available at \url{https://prefpaint.github.io}.

Poster
R$^2$-Gaussian: Rectifying Radiative Gaussian Splatting for Tomographic Reconstruction

Ruyi Zha, Tao Jun Lin, Yuanhao Cai, Jiwen Cao, Yanhao Zhang, Hongdong Li

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3D Gaussian splatting (3DGS) has shown promising results in image rendering and surface reconstruction. However, its potential in volumetric reconstruction tasks, such as X-ray computed tomography, remains under-explored. This paper introduces R$^2$-Gaussian, the first 3DGS-based framework for sparse-view tomographic reconstruction. By carefully deriving X-ray rasterization functions, we discover a previously unknown \emph{integration bias} in the standard 3DGS formulation, which hampers accurate volume retrieval. To address this issue, we propose a novel rectification technique via refactoring the projection from 3D to 2D Gaussians. Our new method presents three key innovations: (1) introducing tailored Gaussian kernels, (2) extending rasterization to X-ray imaging, and (3) developing a CUDA-based differentiable voxelizer. Experiments on synthetic and real-world datasets demonstrate that our method outperforms state-of-the-art approaches in accuracy and efficiency. Crucially, it delivers high-quality results in 4 minutes, which is 12$\times$ faster than NeRF-based methods and on par with traditional algorithms.

Poster
Grid4D: 4D Decomposed Hash Encoding for High-Fidelity Dynamic Gaussian Splatting

Jiawei Xu, Zexin Fan, Jian Yang, Jin Xie

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Recently, Gaussian splatting has received more and more attention in the field of static scene rendering. Due to the low computational overhead and inherent flexibility of explicit representations, plane-based explicit methods are popular ways to predict deformations for Gaussian-based dynamic scene rendering models. However, plane-based methods rely on the inappropriate low-rank assumption and excessively decompose the space-time 4D encoding, resulting in overmuch feature overlap and unsatisfactory rendering quality. To tackle these problems, we propose Grid4D, a dynamic scene rendering model based on Gaussian splatting and employing a novel explicit encoding method for the 4D input through the hash encoding. Different from plane-based explicit representations, we decompose the 4D encoding into one spatial and three temporal 3D hash encodings without the low-rank assumption. Additionally, we design a novel attention module that generates the attention scores in a directional range to aggregate the spatial and temporal features. The directional attention enables Grid4D to more accurately fit the diverse deformations across distinct scene components based on the spatial encoded features. Moreover, to mitigate the inherent lack of smoothness in explicit representation methods, we introduce a smooth regularization term that keeps our model from the chaos of deformation prediction. Our experiments demonstrate that Grid4D significantly outperforms the state-of-the-art models in visual quality and rendering speed.

Poster
LinNet: Linear Network for Efficient Point Cloud Representation Learning

Hao Deng, Kunlei Jing, Shengmei Chen, Cheng Liu, Jiawei Ru, Bo Jiang, Lin Wang

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Point-based methods have made significant progress, but improving their scalability in large-scale 3D scenes is still a challenging problem. In this paper, we delve into the point-based method and develop a simpler, faster, stronger variant model, dubbed as LinNet. In particular, we first propose the disassembled set abstraction (DSA) module, which is more effective than the previous version of set abstraction. It achieves more efficient local aggregation by leveraging spatial anisotropy and channel anisotropy separately. Additionally, by mapping 3D point clouds onto 1D space-filling curves, we enable parallelization of downsampling and neighborhood queries on GPUs with linear complexity. LinNet, as a purely point-based method, outperforms most previous methods in both indoor and outdoor scenes without any extra attention, and sparse convolution but merely relying on a simple MLP. It achieves the mIoU of 73.7\%, 81.4\%, and 69.1\% on the S3DIS Area5, NuScenes, and SemanticKITTI validation benchmarks, respectively, while speeding up almost 10x times over PointNeXt. Our work further reveals both the efficacy and efficiency potential of the vanilla point-based models in large-scale representation learning. Our code will be available upon publication.

Poster
EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views

Yuhang Yang, Wei Zhai, Chengfeng Wang, Chengjun Yu, Yang Cao, Zheng-Jun Zha

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Understanding egocentric human-object interaction (HOI) is a fundamental aspect of human-centric perception, facilitating applications like AR/VR and embodied AI. For the egocentric HOI, in addition to perceiving semantics e.g., ''what'' interaction is occurring, capturing ''where'' the interaction specifically manifests in 3D space is also crucial, which links the perception and operation. Existing methods primarily leverage observations of HOI to capture interaction regions from an exocentric view. However, incomplete observations of interacting parties in the egocentric view introduce ambiguity between visual observations and interaction contents, impairing their efficacy. From the egocentric view, humans integrate the visual cortex, cerebellum, and brain to internalize their intentions and interaction concepts of objects, allowing for the pre-formulation of interactions and making behaviors even when interaction regions are out of sight. In light of this, we propose harmonizing the visual appearance, head motion, and 3D object to excavate the object interaction concept and subject intention, jointly inferring 3D human contact and object affordance from egocentric videos. To achieve this, we present EgoChoir, which links object structures with interaction contexts inherent in appearance and head motion to reveal object affordance, further utilizing it to model human contact. Additionally, a gradient modulation is employed to adopt appropriate clues for capturing interaction regions across various egocentric scenarios. Moreover, 3D contact and affordance are annotated for egocentric videos collected from Ego-Exo4D and GIMO to support the task. Extensive experiments on them demonstrate the effectiveness and superiority of EgoChoir.

Poster
Flatten Anything: Unsupervised Neural Surface Parameterization

Qijian Zhang, Junhui Hou, Wenping Wang, Ying He

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Surface parameterization plays an essential role in numerous computer graphics and geometry processing applications. Traditional parameterization approaches are designed for high-quality meshes laboriously created by specialized 3D modelers, thus unable to meet the processing demand for the current explosion of ordinary 3D data. Moreover, their working mechanisms are typically restricted to certain simple topologies, thus relying on cumbersome manual efforts (e.g., surface cutting, part segmentation) for pre-processing. In this paper, we introduce the Flatten Anything Model (FAM), an unsupervised neural architecture to achieve global free-boundary surface parameterization via learning point-wise mappings between 3D points on the target geometric surface and adaptively-deformed UV coordinates within the 2D parameter domain. To mimic the actual physical procedures, we ingeniously construct geometrically-interpretable sub-networks with specific functionalities of surface cutting, UV deforming, unwrapping, and wrapping, which are assembled into a bi-directional cycle mapping framework. Compared with previous methods, our FAM directly operates on discrete surface points without utilizing connectivity information, thus significantly reducing the strict requirements for mesh quality and even applicable to unstructured point cloud data. More importantly, our FAM is fully-automated without the need for pre-cutting and can deal with highly-complex topologies, since its learning process adaptively finds reasonable cutting seams and UV boundaries. Extensive experiments demonstrate the universality, superiority, and inspiring potential of our proposed neural surface parameterization paradigm. Our code is available at https://github.com/keeganhk/FlattenAnything.

Poster
GeoLRM: Geometry-Aware Large Reconstruction Model for High-Quality 3D Gaussian Generation

Chubin Zhang, Hongliang Song, Yi Wei, Chen Yu, Jiwen Lu, Yansong Tang

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In this work, we introduce the Geometry-Aware Large Reconstruction Model (GeoLRM), an approach which can predict high-quality assets with 512k Gaussians and 21 input images in only 11 GB GPU memory. Previous works neglect the inherent sparsity of 3D structure and do not utilize explicit geometric relationships between 3D and 2D images. This limits these methods to a low-resolution representation and makes it difficult to scale up to the dense views for better quality. GeoLRM tackles these issues by incorporating a novel 3D-aware transformer structure that directly processes 3D points and uses deformable cross-attention mechanisms to effectively integrate image features into 3D representations. We implement this solution through a two-stage pipeline: initially, a lightweight proposal network generates a sparse set of 3D anchor points from the posed image inputs; subsequently, a specialized reconstruction transformer refines the geometry and retrieves textural details. Extensive experimental results demonstrate that GeoLRM significantly outperforms existing models, especially for dense view inputs. We also demonstrate the practical applicability of our model with 3D generation tasks, showcasing its versatility and potential for broader adoption in real-world applications. The project page: https://linshan-bin.github.io/GeoLRM/.

Poster
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis

Rui Peng, Wangze Xu, Luyang Tang, Liwei Liao, Jianbo Jiao, Ronggang Wang

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Despite the substantial progress of novel view synthesis, existing methods, either based on the Neural Radiance Fields (NeRF) or more recently 3D Gaussian Splatting (3DGS), suffer significant degradation when the input becomes sparse. Numerous efforts have been introduced to alleviate this problem, but they still struggle to synthesize satisfactory results efficiently, especially in the large scene. In this paper, we propose SCGaussian, a Structure Consistent Gaussian Splatting method using matching priors to learn 3D consistent scene structure. Considering the high interdependence of Gaussian attributes, we optimize the scene structure in two folds: rendering geometry and, more importantly, the position of Gaussian primitives, which is hard to be directly constrained in the vanilla 3DGS due to the non-structure property. To achieve this, we present a hybrid Gaussian representation. Besides the ordinary non-structure Gaussian primitives, our model also consists of ray-based Gaussian primitives that are bound to matching rays and whose optimization of their positions is restricted along the ray. Thus, we can utilize the matching correspondence to directly enforce the position of these Gaussian primitives to converge to the surface points where rays intersect. Extensive experiments on forward-facing, surrounding, and complex large scenes show the effectiveness of our approach with state-of-the-art performance and high efficiency. Code is available at https://github.com/prstrive/SCGaussian.

Poster
LLMs Can Evolve Continually on Modality for $\mathbb{X}$-Modal Reasoning

Jiazuo Yu, Haomiao Xiong, Lu Zhang, Haiwen Diao, Yunzhi Zhuge, Lanqing HONG, Dong Wang, Huchuan Lu, You He, Long Chen

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Multimodal Large Language Models (MLLMs) have gained significant attention due to their impressive capabilities in multimodal understanding. However, existing methods rely heavily on extensive modal-specific pretraining and joint-modal tuning, leading to significant computational burdens when expanding to new modalities. In this paper, we propose \textbf{PathWeave}, a flexible and scalable framework with modal-\textbf{path} s\textbf{w}itching and \textbf{e}xp\textbf{a}nsion abilities that enables MLLMs to continually \textbf{ev}olve on modalities for $\mathbb{X}$-modal reasoning. We leverage the concept of Continual Learning and develop an incremental training strategy atop pre-trained MLLMs, enabling their expansion to new modalities using uni-modal data, without executing joint-modal pretraining. In detail, a novel Adapter-in-Adapter (AnA) framework is introduced, in which uni-modal and cross-modal adapters are seamlessly integrated to facilitate efficient modality alignment and collaboration. Additionally, an MoE-based gating module is applied between two types of adapters to further enhance the multimodal interaction. To investigate the proposed method, we establish a challenging benchmark called \textbf{C}ontinual \textbf{L}earning of \textbf{M}odality (MCL), which consists of high-quality QA data from five distinct modalities: image, video, \textcolor{black}{audio, depth} and point cloud. Extensive experiments demonstrate the effectiveness of the proposed AnA framework on learning plasticity and memory stability during continual learning. Furthermore, PathWeave performs comparably to state-of-the-art MLLMs while concurrently reducing parameter training burdens by 98.73\%. Our code locates at \url{https://github.com/JiazuoYu/PathWeave}.

Poster
A Unified Framework for 3D Scene Understanding

Wei Xu, Chunsheng Shi, Sifan Tu, Xin Zhou, Dingkang Liang, Xiang Bai

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We propose UniSeg3D, a unified 3D scene understanding framework that achieves panoptic, semantic, instance, interactive, referring, and open-vocabulary segmentation tasks within a single model. Most previous 3D segmentation approaches are typically tailored to a specific task, limiting their understanding of 3D scenes to a task-specific perspective. In contrast, the proposed method unifies six tasks into unified representations processed by the same Transformer. It facilitates inter-task knowledge sharing, thereby promoting comprehensive 3D scene understanding. To take advantage of multi-task unification, we enhance performance by establishing explicit inter-task associations. Specifically, we design knowledge distillation and contrastive learning to transfer task-specific knowledge across different tasks. Experiments on three benchmarks, including ScanNet20, ScanRefer, and ScanNet200, demonstrate that the UniSeg3D consistently outperforms current SOTA methods, even those specialized for individual tasks. We hope UniSeg3D can serve as a solid unified baseline and inspire future work. Code and models are available at \url{https://dk-liang.github.io/UniSeg3D/}.

Poster
SplitNeRF: Split Sum Approximation Neural Field for Joint Geometry, Illumination, and Material Estimation

Jesus Zarzar, Bernard Ghanem

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We present a novel approach for digitizing real-world objects by estimating their geometry, material properties, and environmental lighting from a set of posed images with fixed lighting. Our method incorporates into Neural Radiance Field (NeRF) pipelines the split sum approximation used with image-based lighting for real-time physically based rendering. We propose modeling the scene's lighting with a single scene-specific MLP representing pre-integrated image-based lighting at arbitrary resolutions. We accurately model pre-integrated lighting by exploiting a novel regularizer based on efficient Monte Carlo sampling. Additionally, we propose a new method of supervising self-occlusion predictions by exploiting a similar regularizer based on Monte Carlo sampling. Experimental results demonstrate the efficiency and effectiveness of our approach in estimating scene geometry, material properties, and lighting. Our method attains state-of-the-art relighting quality after only ${\sim}1$ hour of training in a single NVIDIA A100 GPU.

Poster