Collaborative perception allows real-time inter-agent information exchange and thus offers invaluable opportunities to enhance the perception capabilities of individual agents. However, limited communication bandwidth in practical scenarios restricts the inter-agent data transmission volume, consequently resulting in performance declines in collaborative perception systems. This implies a trade-off between perception performance and communication cost. To address this issue, we propose Which2comm, a novel multi-agent 3D object detection framework leveraging object-level sparse features. By integrating semantic information of objects into 3D object detection boxes, we introduce semantic detection boxes (SemDBs). Innovatively transmitting these information-rich object-level sparse features among agents not only significantly reduces the demanding communication volume, but also improves 3D object detection performance. Specifically, a fully sparse network is constructed to extract SemDBs from individual agents; a temporal fusion approach with a relative temporal encoding mechanism is utilized to obtain the comprehensive spatiotemporal features. Extensive experiments on the V2XSet and OPV2V datasets demonstrate that Which2comm consistently outperforms other state-of-the-art methods on both perception performance and communication cost, exhibiting better robustness to real-world latency. These results present that for multi-agent collaborative 3D object detection, transmitting only object-level sparse features is sufficient to achieve high-precision and robust performance.
Generating text descriptions of objects in 3D indoor scenes is an important building block of embodied understanding. Existing methods do this by describing objects at a single level of detail, which often does not capture fine-grained details such as varying textures, materials, and shapes of the parts of objects. We propose the task of expressive 3D captioning: given an input 3D scene, describe objects at multiple levels of detail: a high-level object description, and a low-level description of the properties of its parts. To produce such captions, we present ExCap3D, an expressive 3D captioning model which takes as input a 3D scan, and for each detected object in the scan, generates a fine-grained collective description of the parts of the object, along with an object-level description conditioned on the part-level description. We design ExCap3D to encourage semantic consistency between the generated text descriptions, as well as textual similarity in the latent space, to further increase the quality of the generated captions. To enable this task, we generated the ExCap3D Dataset by leveraging a visual-language model (VLM) for multi-view captioning. The ExCap3D Dataset contains captions on the ScanNet++ dataset with varying levels of detail, comprising 190k text descriptions of 34k 3D objects in 947 indoor scenes. Our experiments show that the object- and part-level of detail captions generated by ExCap3D are of higher quality than those produced by state-of-the-art methods, with a Cider score improvement of 17% and 124% for object- and part-level details respectively. Our code, dataset and models will be made publicly available.
Despite their remarkable potential, Large Vision-Language Models (LVLMs) still face challenges with object hallucination, a problem where their generated outputs mistakenly incorporate objects that do not actually exist. Although most works focus on addressing this issue within the language-model backbone, our work shifts the focus to the image input source, investigating how specific image tokens contribute to hallucinations. Our analysis reveals a striking finding: a small subset of image tokens with high attention scores are the primary drivers of object hallucination. By removing these hallucinatory image tokens (only 1.5% of all image tokens), the issue can be effectively mitigated. This finding holds consistently across different models and datasets. Building on this insight, we introduce EAZY, a novel, training-free method that automatically identifies and Eliminates hAllucinations by Zeroing out hallucinatorY image tokens. We utilize EAZY for unsupervised object hallucination detection, achieving 15% improvement compared to previous methods. Additionally, EAZY demonstrates remarkable effectiveness in mitigating hallucinations while preserving model utility and seamlessly adapting to various LVLM architectures.
Large Visual Language Models (LVLMs) integrate visual and linguistic modalities, exhibiting exceptional performance across various multimodal tasks. Nevertheless, LVLMs remain vulnerable to the issue of object hallucinations. Previous efforts to mitigate this issue focus on supervised fine-tuning (SFT) or incorporating external knowledge, both of which entail significant costs related to training and the acquisition of external data. To address these challenges, we propose a novel model-agnostic approach termed Internal Fact-based Contrastive Decoding (IFCD), designed to mitigate and suppress hallucinations during the inference process of LVLMs by exploiting the LVLMs' own hallucinations. IFCD is grounded in experimental observations that alterations to the LVLMs' internal representations tend to amplify hallucinations caused by language bias. By contrasting disturbed distribution, IFCD calibrates the LVLMs' output and effectively removes the hallucinatory logits from the final predictions. Experimental results validate that IFCD significantly alleviates both object-level and attribute-level hallucinations while achieving an average 9% accuracy improvement on POPE and 8% accuracy improvement on MME object hallucinations subset compared with direct decoding, respectively.
Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To cope with these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we have designed an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout-adjusting strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.
Large Vision-Language Models (VLMs), such as GPT-4, have achieved remarkable success across various fields. However, there are few studies on 3D indoor scene generation with VLMs. This paper considers this task as a planning problem subject to spatial and layout common sense constraints. To solve the problem with a VLM, we propose a new global-local tree search algorithm. Globally, the method places each object sequentially and explores multiple placements during each placement process, where the problem space is represented as a tree. To reduce the depth of the tree, we decompose the scene structure hierarchically, i.e. room level, region level, floor object level, and supported object level. The algorithm independently generates the floor objects in different regions and supported objects placed on different floor objects. Locally, we also decompose the sub-task, the placement of each object, into multiple steps. The algorithm searches the tree of problem space. To leverage the VLM model to produce positions of objects, we discretize the top-down view space as a dense grid and fill each cell with diverse emojis to make to cells distinct. We prompt the VLM with the emoji grid and the VLM produces a reasonable location for the object by describing the position with the name of emojis. The quantitative and qualitative experimental results illustrate our approach generates more plausible 3D scenes than state-of-the-art approaches. Our source code is available at https://github.com/dw-dengwei/TreeSearchGen .
With the exponential growth of data, traditional object detection methods are increasingly struggling to handle vast vocabulary object detection tasks effectively. We analyze two key limitations of classification-based detectors: positive gradient dilution, where rare positive categories receive insufficient learning signals, and hard negative gradient dilution, where discriminative gradients are overwhelmed by numerous easy negatives. To address these challenges, we propose CQ-DINO, a category query-based object detection framework that reformulates classification as a contrastive task between object queries and learnable category queries. Our method introduces image-guided query selection, which reduces the negative space by adaptively retrieving top-K relevant categories per image via cross-attention, thereby rebalancing gradient distributions and facilitating implicit hard example mining. Furthermore, CQ-DINO flexibly integrates explicit hierarchical category relationships in structured datasets (e.g., V3Det) or learns implicit category correlations via self-attention in generic datasets (e.g., COCO). Experiments demonstrate that CQ-DINO achieves superior performance on the challenging V3Det benchmark (surpassing previous methods by 2.1% AP) while maintaining competitiveness in COCO. Our work provides a scalable solution for real-world detection systems requiring wide category coverage. The code is publicly at https://github.com/RedAIGC/CQ-DINO.
Human-Object Interaction (HOI) is vital for advancing simulation, animation, and robotics, enabling the generation of long-term, physically plausible motions in 3D environments. However, existing methods often fall short of achieving physics realism and supporting diverse types of interactions. To address these challenges, this paper introduces a unified Human-Object Interaction framework that provides unified control over interactions with static scenes and dynamic objects using language commands. The interactions between human and object parts can always be described as the continuous stable Relative Movement Dynamics (RMD) between human and object parts. By leveraging the world knowledge and scene perception capabilities of Vision-Language Models (VLMs), we translate language commands into RMD diagrams, which are used to guide goal-conditioned reinforcement learning for sequential interaction with objects. Our framework supports long-horizon interactions among dynamic, articulated, and static objects. To support the training and evaluation of our framework, we present a new dataset named Interplay, which includes multi-round task plans generated by VLMs, covering both static and dynamic HOI tasks. Extensive experiments demonstrate that our proposed framework can effectively handle a wide range of HOI tasks, showcasing its ability to maintain long-term, multi-round transitions. For more details, please refer to our project webpage: https://rmd-hoi.github.io/.
3D indoor scene generation is an important problem for the design of digital and real-world environments. To automate this process, a scene generation model should be able to not only generate plausible scene layouts, but also take into consideration visual features and style preferences. Existing methods for this task exhibit very limited control over these attributes, only allowing text inputs in the form of simple object-level descriptions or pairwise spatial relationships. Our proposed method Decorum enables users to control the scene generation process with natural language by adopting language-based representations at each stage. This enables us to harness recent advancements in Large Language Models (LLMs) to model language-to-language mappings. In addition, we show that using a text-based representation allows us to select furniture for our scenes using a novel object retrieval method based on multimodal LLMs. Evaluations on the benchmark 3D-FRONT dataset show that our methods achieve improvements over existing work in text-conditioned scene synthesis and object retrieval.
Human-object interaction (HOI) detection often faces high levels of ambiguity and indeterminacy, as the same interaction can appear vastly different across different human-object pairs. Additionally, the indeterminacy can be further exacerbated by issues such as occlusions and cluttered backgrounds. To handle such a challenging task, in this work, we begin with a key observation: the output of HOI detection for each human-object pair can be recast as an image. Thus, inspired by the strong image generation capabilities of image diffusion models, we propose a new framework, HOI-IDiff. In HOI-IDiff, we tackle HOI detection from a novel perspective, using an Image-like Diffusion process to generate HOI detection outputs as images. Furthermore, recognizing that our recast images differ in certain properties from natural images, we enhance our framework with a customized HOI diffusion process and a slice patchification model architecture, which are specifically tailored to generate our recast ``HOI images''. Extensive experiments demonstrate the efficacy of our framework.
Omnimatte aims to decompose a given video into semantically meaningful layers, including the background and individual objects along with their associated effects, such as shadows and reflections. Existing methods often require extensive training or costly self-supervised optimization. In this paper, we present OmnimatteZero, a training-free approach that leverages off-the-shelf pre-trained video diffusion models for omnimatte. It can remove objects from videos, extract individual object layers along with their effects, and composite those objects onto new videos. We accomplish this by adapting zero-shot image inpainting techniques for video object removal, a task they fail to handle effectively out-of-the-box. We then show that self-attention maps capture information about the object and its footprints and use them to inpaint the object's effects, leaving a clean background. Additionally, through simple latent arithmetic, object layers can be isolated and recombined seamlessly with new video layers to produce new videos. Evaluations show that OmnimatteZero not only achieves superior performance in terms of background reconstruction but also sets a new record for the fastest Omnimatte approach, achieving real-time performance with minimal frame runtime.
Multimodal Large Language Models (MLLMs) have demonstrated impressive 2D image/video understanding capabilities. However, there are no publicly standardized benchmarks to assess the abilities of MLLMs in understanding the 4D objects (3D objects with temporal evolution over time). In this paper, we introduce 4D-Bench, the first benchmark to evaluate the capabilities of MLLMs in 4D object understanding, featuring tasks in 4D object Question Answering (4D object QA) and 4D object captioning. 4D-Bench provides 4D objects with diverse categories, high-quality annotations, and tasks necessitating multi-view spatial-temporal understanding, different from existing 2D image/video-based benchmarks. With 4D-Bench, we evaluate a wide range of open-source and closed-source MLLMs. The results from the 4D object captioning experiment indicate that MLLMs generally exhibit weaker temporal understanding compared to their appearance understanding, notably, while open-source models approach closed-source performance in appearance understanding, they show larger performance gaps in temporal understanding. 4D object QA yields surprising findings: even with simple single-object videos, MLLMs perform poorly, with state-of-the-art GPT-4o achieving only 63\% accuracy compared to the human baseline of 91\%. These findings highlight a substantial gap in 4D object understanding and the need for further advancements in MLLMs.
Interactive segmentation aims to segment the specified target on the image with positive and negative clicks from users. Interactive ambiguity is a crucial issue in this field, which refers to the possibility of multiple compliant outcomes with the same clicks, such as selecting a part of an object versus the entire object, a single object versus a combination of multiple objects, and so on. The existing methods cannot provide intuitive guidance to the model, which leads to unstable output results and makes it difficult to meet the large-scale and efficient annotation requirements for specific targets in some scenarios. To bridge this gap, we introduce RefCut, a reference-based interactive segmentation framework designed to address part ambiguity and object ambiguity in segmenting specific targets. Users only need to provide a reference image and corresponding reference masks, and the model will be optimized based on them, which greatly reduces the interactive burden on users when annotating a large number of such targets. In addition, to enrich these two kinds of ambiguous data, we propose a new Target Disassembly Dataset which contains two subsets of part disassembly and object disassembly for evaluation. In the combination evaluation of multiple datasets, our RefCut achieved state-of-the-art performance. Extensive experiments and visualized results demonstrate that RefCut advances the field of intuitive and controllable interactive segmentation. Our code will be publicly available and the demo video is in https://www.lin-zheng.com/refcut.
Vision-language models like CLIP have shown impressive capabilities in aligning images and text, but they often struggle with lengthy and detailed text descriptions because of their training focus on short and concise captions. We present GOAL (Global-local Object Alignment Learning), a novel fine-tuning method that enhances CLIP's ability to handle lengthy text by leveraging both global and local semantic alignments between image and lengthy text. Our approach consists of two key components: Local Image-Sentence Matching (LISM), which identifies corresponding pairs between image segments and descriptive sentences, and Token Similarity-based Learning (TSL), which efficiently propagates local element attention through these matched pairs. Evaluating GOAL on three new benchmarks for image-lengthy text retrieval, we demonstrate significant improvements over baseline CLIP fine-tuning, establishing a simple yet effective approach for adapting CLIP to detailed textual descriptions. Through extensive experiments, we show that our method's focus on local semantic alignment alongside global context leads to more nuanced and representative embeddings, particularly beneficial for tasks requiring fine-grained understanding of lengthy text descriptions.
We propose Co-op, a novel method for accurately and robustly estimating the 6DoF pose of objects unseen during training from a single RGB image. Our method requires only the CAD model of the target object and can precisely estimate its pose without any additional fine-tuning. While existing model-based methods suffer from inefficiency due to using a large number of templates, our method enables fast and accurate estimation with a small number of templates. This improvement is achieved by finding semi-dense correspondences between the input image and the pre-rendered templates. Our method achieves strong generalization performance by leveraging a hybrid representation that combines patch-level classification and offset regression. Additionally, our pose refinement model estimates probabilistic flow between the input image and the rendered image, refining the initial estimate to an accurate pose using a differentiable PnP layer. We demonstrate that our method not only estimates object poses rapidly but also outperforms existing methods by a large margin on the seven core datasets of the BOP Challenge, achieving state-of-the-art accuracy.
Restoration and enhancement are essential for improving the quality of videos captured under atmospheric turbulence conditions, aiding visualization, object detection, classification, and tracking in surveillance systems. In this paper, we introduce a novel Mamba-based method, the 3D Mamba-Based Atmospheric Turbulence Removal (MAMAT), which employs a dual-module strategy to mitigate these distortions. The first module utilizes deformable 3D convolutions for non-rigid registration to minimize spatial shifts, while the second module enhances contrast and detail. Leveraging the advanced capabilities of the 3D Mamba architecture, experimental results demonstrate that MAMAT outperforms state-of-the-art learning-based methods, achieving up to a 3\% improvement in visual quality and a 15\% boost in object detection. It not only enhances visualization but also significantly improves object detection accuracy, bridging the gap between visual restoration and the effectiveness of surveillance applications.
In many object allocation problems, some of the objects may effectively be indistinguishable from each other, such as with dorm rooms or school seats. In such cases, it is reasonable to assume that agents are indifferent between identical copies of the same object. We call this setting ``objective indifferences.'' Top trading cycles (TTC) with fixed tie-breaking has been suggested and used in practice to deal with indifferences in object allocation problems. Under general indifferences, TTC with fixed tie-breaking is not Pareto efficient nor group strategy-proof. Furthermore, it may not select the core, even when it exists. Under objective indifferences, agents are always and only indifferent between copies of the same object. In this setting, TTC with fixed tie-breaking maintains Pareto efficiency, group strategy-proofness, and core selection. In fact, we present domain characterization results which together show that objective indifferences is the most general setting where TTC with fixed tie-breaking maintains these important properties.
This paper addresses the problem of reconstructing a scene online at the level of objects given an RGB-D video sequence. While current object-aware neural implicit representations hold promise, they are limited in online reconstruction efficiency and shape completion. Our main contributions to alleviate the above limitations are twofold. First, we propose a feature grid interpolation mechanism to continuously update grid-based object-centric neural implicit representations as new object parts are revealed. Second, we construct an object library with previously mapped objects in advance and leverage the corresponding shape priors to initialize geometric object models in new videos, subsequently completing them with novel views as well as synthesized past views to avoid losing original object details. Extensive experiments on synthetic environments from the Replica dataset, real-world ScanNet sequences and videos captured in our laboratory demonstrate that our approach outperforms state-of-the-art neural implicit models for this task in terms of reconstruction accuracy and completeness.
We introduce Any6D, a model-free framework for 6D object pose estimation that requires only a single RGB-D anchor image to estimate both the 6D pose and size of unknown objects in novel scenes. Unlike existing methods that rely on textured 3D models or multiple viewpoints, Any6D leverages a joint object alignment process to enhance 2D-3D alignment and metric scale estimation for improved pose accuracy. Our approach integrates a render-and-compare strategy to generate and refine pose hypotheses, enabling robust performance in scenarios with occlusions, non-overlapping views, diverse lighting conditions, and large cross-environment variations. We evaluate our method on five challenging datasets: REAL275, Toyota-Light, HO3D, YCBINEOAT, and LM-O, demonstrating its effectiveness in significantly outperforming state-of-the-art methods for novel object pose estimation. Project page: https://taeyeop.com/any6d
Object detection models are vulnerable to backdoor attacks, where attackers poison a small subset of training samples by embedding a predefined trigger to manipulate prediction. Detecting poisoned samples (i.e., those containing triggers) at test time can prevent backdoor activation. However, unlike image classification tasks, the unique characteristics of object detection -- particularly its output of numerous objects -- pose fresh challenges for backdoor detection. The complex attack effects (e.g., "ghost" object emergence or "vanishing" object) further render current defenses fundamentally inadequate. To this end, we design TRAnsformation Consistency Evaluation (TRACE), a brand-new method for detecting poisoned samples at test time in object detection. Our journey begins with two intriguing observations: (1) poisoned samples exhibit significantly more consistent detection results than clean ones across varied backgrounds. (2) clean samples show higher detection consistency when introduced to different focal information. Based on these phenomena, TRACE applies foreground and background transformations to each test sample, then assesses transformation consistency by calculating the variance in objects confidences. TRACE achieves black-box, universal backdoor detection, with extensive experiments showing a 30% improvement in AUROC over state-of-the-art defenses and resistance to adaptive attacks.