CVPR 2024 论文列表

Conference on Computer Vision and Pattern Recognition

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主题: 三维视觉 · 389 篇论文 · 重置筛选

LangSplat: 3D Language Gaussian Splatting

Minghan Qin, Wanhua Li, Jiawei Zhou, Haoqian Wang, Hanspeter Pfister

展开摘要

Humans live in a 3D world and commonly use natural language to interact with a 3D scene. Modeling a 3D language field to support open-ended language queries in 3D has gained increasing attention recently. This paper introduces LangSplat which constructs a 3D language field that enables precise and efficient open-vocabulary querying within 3D spaces. Unlike existing methods that ground CLIP language embeddings in a NeRF model LangSplat advances the field by utilizing a collection of 3D Gaussians each encoding language features distilled from CLIP to represent the language field. By employing a tile-based splatting technique for rendering language features we circumvent the costly rendering process inherent in NeRF. Instead of directly learning CLIP embeddings LangSplat first trains a scene-wise language autoencoder and then learns language features on the scene-specific latent space thereby alleviating substantial memory demands imposed by explicit modeling. Existing methods struggle with imprecise and vague 3D language fields which fail to discern clear boundaries between objects. We delve into this issue and propose to learn hierarchical semantics using SAM thereby eliminating the need for extensively querying the language field across various scales and the regularization of DINO features. Extensive experimental results show that LangSplat significantly outperforms the previous state-of-the-art method LERF by a large margin. Notably LangSplat is extremely efficient achieving a 199 x speedup compared to LERF at the resolution of 1440 x 1080. We strongly recommend readers to check out our video results at https://langsplat.github.io/.

Highlight
LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-time Rendering

Jaehoon Choi, Rajvi Shah, Qinbo Li, Yipeng Wang, Ayush Saraf, Changil Kim, Jia-Bin Huang, Dinesh Manocha, Suhib Alsisan, Johannes Kopf

展开摘要

Advancements in neural signed distance fields (SDFs) have enabled modeling 3D surface geometry from a set of 2D images of real-world scenes. Baking neural SDFs can extract explicit mesh with appearance baked into texture maps as neural features. The baked meshes still have a large memory footprint and require a powerful GPU for real-time rendering. Neural optimization of such large meshes with differentiable rendering pose significant challenges. We propose a method to produce optimized meshes for large unbounded scenes with low triangle budget and high fidelity of geometry and appearance. We achieve this by combining advancements in baking neural SDFs with classical mesh simplification techniques and proposing a joint appearance-geometry refinement step. The visual quality is comparable to or better than state-of-the-art neural meshing and baking methods with high geometric accuracy despite significant reduction in triangle count making the produced meshes efficient for storage transmission and rendering on mobile hardware. We validate the effectiveness of the proposed method on large unbounded scenes from mip-NeRF 360 Tanks & Temples and Deep Blending datasets achieving at-par rendering quality with 73x reduced triangles and 11x reduction in memory footprint.

Poster
LTA-PCS: Learnable Task-Agnostic Point Cloud Sampling

Jiaheng Liu, Jianhao Li, Kaisiyuan Wang, Hongcheng Guo, Jian Yang, Junran Peng, Ke Xu, Xianglong Liu, Jinyang Guo

展开摘要

Recently many approaches directly operate on point clouds for different tasks. These approaches become more computation and storage demanding when point cloud size is large. To reduce the required computation and storage one possible solution is to sample the point cloud. In this paper we propose the first Learnable Task-Agnostic Point Cloud Sampling (LTA-PCS) framework. Existing task-agnostic point cloud sampling strategy (e.g. FPS) does not consider semantic information of point clouds causing degraded performance on downstream tasks. While learning-based point cloud sampling methods consider semantic information they are task-specific and require task-oriented ground-truth annotations. So they cannot generalize well on different downstream tasks. Our LTA-PCS achieves task-agnostic point cloud sampling without requiring task-oriented labels in which both the geometric and semantic information of points is considered in sampling. Extensive experiments on multiple downstream tasks demonstrate the effectiveness of our LTA-PCS.

Poster
LL3DA: Visual Interactive Instruction Tuning for Omni-3D Understanding Reasoning and Planning

Sijin Chen, Xin Chen, Chi Zhang, Mingsheng Li, Gang Yu, Hao Fei, Hongyuan Zhu, Jiayuan Fan, Tao Chen

展开摘要

Recent progress in Large Multimodal Models (LMM) has opened up great possibilities for various applications in the field of human-machine interactions. However developing LMMs that can comprehend reason and plan in complex and diverse 3D environments remains a challenging topic especially considering the demand for understanding permutation-invariant point cloud representations of the 3D scene. Existing works seek help from multi-view images by projecting 2D features to 3D space which inevitably leads to huge computational overhead and performance degradation. In this paper we present LL3DA a Large Language 3D Assistant that takes point cloud as the direct input and responds to both text instructions and visual interactions. The additional visual interaction enables LMMs to better comprehend human interactions with the 3D environment and further remove the ambiguities within plain texts. Experiments show that LL3DA achieves remarkable results and surpasses various 3D vision-language models on both 3D Dense Captioning and 3D Question Answering.

Poster
L4D-Track: Language-to-4D Modeling Towards 6-DoF Tracking and Shape Reconstruction in 3D Point Cloud Stream

Jingtao Sun, Yaonan Wang, Mingtao Feng, Yulan Guo, Ajmal Mian, Mike Zheng Shou

展开摘要

3D visual language multi-modal modeling plays an important role in actual human-computer interaction. However the inaccessibility of large-scale 3D-language pairs restricts their applicability in real-world scenarios. In this paper we aim to handle a real-time multi-task for 6-DoF pose tracking of unknown objects leveraging 3D-language pre-training scheme from a series of 3D point cloud video streams while simultaneously performing 3D shape reconstruction in current observation. To this end we present a generic Language-to-4D modeling paradigm termed L4D-Track that tackles zero-shot 6-DoF \underline Track ing and shape reconstruction by learning pairwise implicit 3D representation and multi-level multi-modal alignment. Our method constitutes two core parts. 1) Pairwise Implicit 3D Space Representation that establishes spatial-temporal to language coherence descriptions across continuous 3D point cloud video. 2) Language-to-4D Association and Contrastive Alignment enables multi-modality semantic connections between 3D point cloud video and language. Our method trained exclusively on public NOCS-REAL275 dataset achieves promising results on both two publicly benchmarks. This not only shows powerful generalization performance but also proves its remarkable capability in zero-shot inference.

Poster
L0-Sampler: An L0 Model Guided Volume Sampling for NeRF

Liangchen Li, Juyong Zhang

展开摘要

Since its proposal Neural Radiance Fields (NeRF) has achieved great success in related tasks mainly adopting the hierarchical volume sampling (HVS) strategy for volume rendering. However the HVS of NeRF approximates distributions using piecewise constant functions which provides a relatively rough estimation. Based on the observation that a well-trained weight function w(t) and the L_0 distance between points and the surface have very high similarity we propose L_0-Sampler by incorporating the L_0 model into w(t) to guide the sampling process. Specifically we propose using piecewise exponential functions rather than piecewise constant functions for interpolation which can not only approximate quasi-L_0 weight distributions along rays quite well but can be easily implemented with a few lines of code change without additional computational burden. Stable performance improvements can be achieved by applying L_0-Sampler to NeRF and related tasks like 3D reconstruction. Code is available at https://ustc3dv.github.io/L0-Sampler/.

Poster
L-MAGIC: Language Model Assisted Generation of Images with Coherence

zhipeng cai, Matthias Mueller, Reiner Birkl, Diana Wofk, Shao-Yen Tseng, Junda Cheng, Gabriela Ben-Melech Stan, Vasudev Lai, Michael Paulitsch

展开摘要

In the current era of generative AI breakthroughs generating panoramic scenes from a single input image remains a key challenge. Most existing methods use diffusion-based iterative or simultaneous multi-view inpainting. However the lack of global scene layout priors leads to subpar outputs with duplicated objects (e.g. multiple beds in a bedroom) or requires time-consuming human text inputs for each view. We propose L-MAGIC a novel method leveraging large language models for guidance while diffusing multiple coherent views of 360 degree panoramic scenes. L-MAGIC harnesses pre-trained diffusion and language models without fine-tuning ensuring zero-shot performance. The output quality is further enhanced by super-resolution and multi-view fusion techniques. Extensive experiments demonstrate that the resulting panoramic scenes feature better scene layouts and perspective view rendering quality compared to related works with >70% preference in human evaluations. Combined with conditional diffusion models L-MAGIC can accept various input modalities including but not limited to text depth maps sketches and colored scripts. Applying depth estimation further enables 3D point cloud generation and dynamic scene exploration with fluid camera motion.

Poster
KPConvX: Modernizing Kernel Point Convolution with Kernel Attention

Hugues Thomas, Yao-Hung Hubert Tsai, Timothy D. Barfoot, Jian Zhang

展开摘要

In the field of deep point cloud understanding KPConv is a unique architecture that uses kernel points to locate convolutional weights in space instead of relying on Multi-Layer Perceptron (MLP) encodings. While it initially achieved success it has since been surpassed by recent MLP networks that employ updated designs and training strategies. Building upon the kernel point principle we present two novel designs: KPConvD (depthwise KPConv) a lighter design that enables the use of deeper architectures and KPConvX an innovative design that scales the depthwise convolutional weights of KPConvD with kernel attention values. Using KPConvX with a modern architecture and training strategy we are able to outperform current state-of-the-art approaches on the ScanObjectNN Scannetv2 and S3DIS datasets. We validate our design choices through ablation studies and release our code and models.

Poster
Joint Reconstruction of 3D Human and Object via Contact-Based Refinement Transformer

Hyeongjin Nam, Daniel Sungho Jung, Gyeongsik Moon, Kyoung Mu Lee

展开摘要

Human-object contact serves as a strong cue to understand how humans physically interact with objects. Nevertheless it is not widely explored to utilize human-object contact information for the joint reconstruction of 3D human and object from a single image. In this work we present a novel joint 3D human-object reconstruction method (CONTHO) that effectively exploits contact information between humans and objects. There are two core designs in our system: 1) 3D-guided contact estimation and 2) contact-based 3D human and object refinement. First for accurate human-object contact estimation CONTHO initially reconstructs 3D humans and objects and utilizes them as explicit 3D guidance for contact estimation. Second to refine the initial reconstructions of 3D human and object we propose a novel contact-based refinement Transformer that effectively aggregates human features and object features based on the estimated human-object contact. The proposed contact-based refinement prevents the learning of erroneous correlation between human and object which enables accurate 3D reconstruction. As a result our CONTHO achieves state-of-the-art performance in both human-object contact estimation and joint reconstruction of 3D human and object. The codes are available in https://github.com/dqj5182/CONTHO_RELEASE.

Poster
Is Vanilla MLP in Neural Radiance Field Enough for Few-shot View Synthesis?

Hanxin Zhu, Tianyu He, Xin Li, Bingchen Li, Zhibo Chen

展开摘要

Neural Radiance Field (NeRF) has achieved superior performance for novel view synthesis by modeling the scene with a Multi-Layer Perception (MLP) and a volume rendering procedure however when fewer known views are given (i.e. few-shot view synthesis) the model is prone to overfit the given views. To handle this issue previous efforts have been made towards leveraging learned priors or introducing additional regularizations. In contrast in this paper we for the first time provide an orthogonal method from the perspective of network structure. Given the observation that trivially reducing the number of model parameters alleviates the overfitting issue but at the cost of missing details we propose the multi-input MLP (mi-MLP) that incorporates the inputs (i.e. location and viewing direction) of the vanilla MLP into each layer to prevent the overfitting issue without harming detailed synthesis. To further reduce the artifacts we propose to model colors and volume density separately and present two regularization terms. Extensive experiments on multiple datasets demonstrate that: 1) although the proposed mi-MLP is easy to implement it is surprisingly effective as it boosts the PSNR of the baseline from 14.73 to 24.23. 2) the overall framework achieves state-of-the-art results on a wide range of benchmarks. We will release the code upon publication.

Poster
Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields

Haoyuan Wang, Wenbo Hu, Lei Zhu, Rynson W.H. Lau

展开摘要

Inverse rendering aims at recovering both geometry and materials of objects. It provides a more compatible reconstruction for conventional rendering engines compared with the neural radiance fields (NeRFs). On the other hand existing NeRF-based inverse rendering methods cannot handle glossy objects with local light interactions well as they typically oversimplify the illumination as a 2D environmental map which assumes infinite lights only. Observing the superiority of NeRFs in recovering radiance fields we propose a novel 5D Neural Plenoptic Function (NeP) based on NeRFs and ray tracing such that more accurate lighting-object interactions can be formulated via the rendering equation. We also design a material-aware cone sampling strategy to efficiently integrate lights inside the BRDF lobes with the help of pre-filtered radiance fields. Our method has two stages: the geometry of the target object and the pre-filtered environmental radiance fields are reconstructed in the first stage and materials of the target object are estimated in the second stage with the proposed NeP and material-aware cone sampling strategy. Extensive experiments on the proposed real-world and synthetic datasets demonstrate that our method can reconstruct high-fidelity geometry/materials of challenging glossy objects with complex lighting interactions from nearby objects. Project webpage: https://whyy.site/paper/nep

Poster
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing

Shaofei Wang, Bozidar Antic, Andreas Geiger, Siyu Tang

展开摘要

We present IntrinsicAvatar a novel approach to recovering the intrinsic properties of clothed human avatars including geometry albedo material and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However these methods bake intrinsic properties such as albedo material and environment lighting into a single entangled neural representation. On the other hand only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process and combine ray tracing with body articulation. Our approach can recover high-quality geometry albedo material and lighting properties of clothed humans from a single monocular video without requiring supervised pre-training using ground truth materials. Furthermore since we explicitly model the volumetric scattering process and ray tracing our model naturally generalizes to novel poses enabling animation of the reconstructed avatar in novel lighting conditions.

Poster
Interactive3D: Create What You Want by Interactive 3D Generation

Shaocong Dong, Lihe Ding, Zhanpeng Huang, Zibin Wang, Tianfan Xue, Dan Xu

展开摘要

3D object generation has undergone significant advancements yielding high-quality results. However fall short in achieving precise user control often yielding results that do not align with user expectations thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process restricting the scope for direct and versatile 3D modifications. In this work we introduce Interactive3D an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components (ii) Deformable and Rigid Dragging (iii) Geometric Transformations and (iv) Semantic Editing. Subsequently the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that proposed Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

Poster
Instance-Aware Group Quantization for Vision Transformers

Jaehyeon Moon, Dohyung Kim, Junyong Cheon, Bumsub Ham

展开摘要

Post-training quantization (PTQ) is an efficient model compression technique that quantizes a pretrained full-precision model using only a small calibration set of unlabeled samples without retraining. PTQ methods for convolutional neural networks (CNNs) provide quantization results comparable to full-precision counterparts. Directly applying them to vision transformers (ViTs) however incurs severe performance degradation mainly due to the differences in architectures between CNNs and ViTs. In particular the distribution of activations for each channel vary drastically according to input instances making PTQ methods for CNNs inappropriate for ViTs. To address this we introduce instance-aware group quantization for ViTs (IGQ-ViT). To this end we propose to split the channels of activation maps into multiple groups dynamically for each input instance such that activations within each group share similar statistical properties. We also extend our scheme to quantize softmax attentions across tokens. In addition the number of groups for each layer is adjusted to minimize the discrepancies between predictions from quantized and full-precision models under a bit-operation (BOP) constraint. We show extensive experimental results on image classification object detection and instance segmentation with various transformer architectures demonstrating the effectiveness of our approach.

Poster
Inlier Confidence Calibration for Point Cloud Registration

Yongzhe Yuan, Yue Wu, Xiaolong Fan, Maoguo Gong, Qiguang Miao, wenping ma

展开摘要

Inliers estimation constitutes a pivotal step in partially overlapping point cloud registration. Existing methods broadly obey coordinate-based scheme where inlier confidence is scored through simply capturing coordinate differences in the context. However this scheme results in massive inlier misinterpretation readily consequently affecting the registration performance. In this paper we explore to extend a new definition called inlier confidence calibration (ICC) to alleviate the above issues. Firstly we provide finely initial correspondences for ICC in order to generate high quality reference point cloud copy corresponding to the source point cloud. In particular we develop a soft assignment matrix optimization theorem that offers faster speed and greater precision compared to Sinkhorn. Benefiting from the high quality reference copy we argue the neighborhood patch formed by inlier and its neighborhood should have consistency between source point cloud and its reference copy. Based on this insight we construct transformation-invariant geometric constraints and capture geometric structure consistency to calibrate inlier confidence for estimated correspondences between source point cloud and its reference copy. Finally transformation is further calculated by the weighted SVD algorithm with the calibrated inlier confidence. Our model is trained in an unsupervised manner and extensive experiments on synthetic and real-world datasets illustrate the effectiveness of the proposed method.

Poster
InNeRF360: Text-Guided 3D-Consistent Object Inpainting on 360-degree Neural Radiance Fields

Dongqing Wang, Tong Zhang, Alaa Abboud, Sabine Süsstrunk

展开摘要

We propose InNeRF360 an automatic system that accurately removes text-specified objects from 360-degree Neural Radiance Fields (NeRF). The challenge is to effectively remove objects while inpainting perceptually consistent content for the missing regions which is particularly demanding for existing NeRF models due to their implicit volumetric representation. Moreover unbounded scenes are more prone to floater artifacts in the inpainted region than frontal-facing scenes as the change of object appearance and background across views is more sensitive to inaccurate segmentations and inconsistent inpainting. With a trained NeRF and a text description our method efficiently removes specified objects and inpaints visually consistent content without artifacts. We apply depth-space warping to enforce consistency across multiview text-encoded segmentations and then refine the inpainted NeRF model using perceptual priors and 3D diffusion-based geometric priors to ensure visual plausibility. Through extensive experiments in segmentation and inpainting on 360-degree and frontal-facing NeRFs we show that InNeRF360 is effective and enhances NeRF's editability. Project page: https://ivrl.github.io/InNeRF360.

Poster
Improving Spectral Snapshot Reconstruction with Spectral-Spatial Rectification

Jiancheng Zhang, Haijin Zeng, Yongyong Chen, Dengxiu Yu, Yin-Ping Zhao

展开摘要

How to effectively utilize the spectral and spatial characteristics of Hyperspectral Image (HSI) is always a key problem in spectral snapshot reconstruction. Recently the spectra-wise transformer has shown great potential in capturing inter-spectra similarities of HSI but the classic design of the transformer i.e. multi-head division in the spectral (channel) dimension hinders the modeling of global spectral information and results in mean effect. In addition previous methods adopt the normal spatial priors without taking imaging processes into account and fail to address the unique spatial degradation in snapshot spectral reconstruction. In this paper we analyze the influence of multi-head division and propose a novel Spectral-Spatial Rectification (SSR) method to enhance the utilization of spectral information and improve spatial degradation. Specifically SSR includes two core parts: Window-based Spectra-wise Self-Attention (WSSA) and spAtial Rectification Block (ARB). WSSA is proposed to capture global spectral information and account for local differences whereas ARB aims to mitigate the spatial degradation using a spatial alignment strategy. The experimental results on simulation and real scenes demonstrate the effectiveness of the proposed modules and we also provide models at multiple scales to demonstrate the superiority of our approach.

Poster
Improving Physics-Augmented Continuum Neural Radiance Field-Based Geometry-Agnostic System Identification with Lagrangian Particle Optimization

Takuhiro Kaneko

展开摘要

Geometry-agnostic system identification is a technique for identifying the geometry and physical properties of an object from video sequences without any geometric assumptions. Recently physics-augmented continuum neural radiance fields (PAC-NeRF) has demonstrated promising results for this technique by utilizing a hybrid Eulerian-Lagrangian representation in which the geometry is represented by the Eulerian grid representations of NeRF the physics is described by a material point method (MPM) and they are connected via Lagrangian particles. However a notable limitation of PAC-NeRF is that its performance is sensitive to the learning of the geometry from the first frames owing to its two-step optimization. First the grid representations are optimized with the first frames of video sequences and then the physical properties are optimized through video sequences utilizing the fixed first-frame grid representations. This limitation can be critical when learning of the geometric structure is difficult for example in a few-shot (sparse view) setting. To overcome this limitation we propose Lagrangian particle optimization (LPO) in which the positions and features of particles are optimized through video sequences in Lagrangian space. This method allows for the optimization of the geometric structure across the entire video sequence within the physical constraints imposed by the MPM. The experimental results demonstrate that the LPO is useful for geometric correction and physical identification in sparse-view settings.

Poster
IS-Fusion: Instance-Scene Collaborative Fusion for Multimodal 3D Object Detection

Junbo Yin, Jianbing Shen, Runnan Chen, Wei Li, Ruigang Yang, Pascal Frossard, Wenguan Wang

展开摘要

Bird's eye view (BEV) representation has emerged as a dominant solution for describing 3D space in autonomous driving scenarios. However objects in the BEV representation typically exhibit small sizes and the associated point cloud context is inherently sparse which leads to great challenges for reliable 3D perception. In this paper we propose IS-Fusion an innovative multimodal fusion framework that jointly captures the Instance- and Scene-level contextual information. IS-Fusion essentially differs from existing approaches that only focus on the BEV scene-level fusion by explicitly incorporating instance-level multimodal information thus facilitating the instance-centric tasks like 3D object detection. It comprises a Hierarchical Scene Fusion (HSF) module and an Instance-Guided Fusion (IGF) module. HSF applies Point-to-Grid and Grid-to-Region transformers to capture the multimodal scene context at different granularities. IGF mines instance candidates explores their relationships and aggregates the local multimodal context for each instance. These instances then serve as guidance to enhance the scene feature and yield an instance-aware BEV representation. On the challenging nuScenes benchmark IS-Fusion outperforms all the published multimodal works to date.

Highlight
IReNe: Instant Recoloring of Neural Radiance Fields

Alessio Mazzucchelli, Adrian Garcia-Garcia, Elena Garces, Fernando Rivas-Manzaneque, Francesc Moreno-Noguer, Adrian Penate-Sanchez

展开摘要

Advances in NERFs have allowed for 3D scene reconstructions and novel view synthesis. Yet efficiently editing these representations while retaining photorealism is an emerging challenge. Recent methods face three primary limitations: they're slow for interactive use lack precision at object boundaries and struggle to ensure multi-view consistency. We introduce IReNe to address these limitations enabling swift near real-time color editing in NeRF. Leveraging a pre-trained NeRF model and a single training image with user-applied color edits IReNe swiftly adjusts network parameters in seconds. This adjustment allows the model to generate new scene views accurately representing the color changes from the training image while also controlling object boundaries and view-specific effects. Object boundary control is achieved by integrating a trainable segmentation module into the model. The process gains efficiency by retraining only the weights of the last network layer. We observed that neurons in this layer can be classified into those responsible for view-dependent appearance and those contributing to diffuse appearance. We introduce an automated classification approach to identify these neuron types and exclusively fine-tune the weights of the diffuse neurons. This further accelerates training and ensures consistent color edits across different views. A thorough validation on a new dataset with edited object colors shows significant quantitative and qualitative advancements over competitors accelerating speeds by 5x and 500x.

Poster