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arXiv:2506.21884공식 코드 · Papers with Code

UnMix-NeRF: Spectral Unmixing Meets Neural Radiance Fields

Neural Radiance Field (NeRF)-based segmentation methods focus on object semantics and rely solely on RGB data, lacking intrinsic material properties. This limitation restricts accurate material perception, which is crucial for robotics, augmented reality, simulation, and other applications. We introduce UnMix-NeRF, a framework that integrates spectral unmixing into NeRF, enabling joint hyperspectral novel view synthesis and unsupervised material segmentation. Our method models spectral reflectance via diffuse and specular components, where a learned dictionary of global endmembers represents pure material signatures, and per-point abundances capture their distribution. For material segmentation, we use spectral signature predictions along learned endmembers, allowing unsupervised material clustering. Additionally, UnMix-NeRF enables scene editing by modifying learned endmember dictionaries for flexible material-based appearance manipulation. Extensive experiments validate our approach, demonstrating superior spectral reconstruction and material segmentation to existing methods. Project page: https://www.factral.co/UnMix-NeRF.

arXiv:2412.11258

GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs

Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on \href{https://Gaussian-Property.github.io}{this https URL}.

arXiv:2410.15208

Low-cost Robust Night-time Aerial Material Segmentation through Hyperspectral Data and Sparse Spatio-Temporal Learning

Material segmentation is a complex task, particularly when dealing with aerial data in poor lighting and atmospheric conditions. To address this, hyperspectral data from specialized cameras can be very useful in addition to RGB images. However, due to hardware constraints, high spectral data often come with lower spatial resolution. Additionally, incorporating such data into a learning-based segmentation framework is challenging due to the numerous data channels involved. To overcome these difficulties, we propose an innovative Siamese framework that uses time series-based compression to effectively and scalably integrate the additional spectral data into the segmentation task. We demonstrate our model's effectiveness through competitive benchmarks on aerial datasets in various environmental conditions.

arXiv:2310.11864

VQ-NeRF: Neural Reflectance Decomposition and Editing with Vector Quantization

We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.

arXiv:2310.03986

Robust Multimodal Learning with Missing Modalities via Parameter-Efficient Adaptation

Multimodal learning seeks to utilize data from multiple sources to improve the overall performance of downstream tasks. It is desirable for redundancies in the data to make multimodal systems robust to missing or corrupted observations in some correlated modalities. However, we observe that the performance of several existing multimodal networks significantly deteriorates if one or multiple modalities are absent at test time. To enable robustness to missing modalities, we propose a simple and parameter-efficient adaptation procedure for pretrained multimodal networks. In particular, we exploit modulation of intermediate features to compensate for the missing modalities. We demonstrate that such adaptation can partially bridge performance drop due to missing modalities and outperform independent, dedicated networks trained for the available modality combinations in some cases. The proposed adaptation requires extremely small number of parameters (e.g., fewer than 1% of the total parameters) and applicable to a wide range of modality combinations and tasks. We conduct a series of experiments to highlight the missing modality robustness of our proposed method on five different multimodal tasks across seven datasets. Our proposed method demonstrates versatility across various tasks and datasets, and outperforms existing methods for robust multimodal learning with missing modalities.

arXiv:2307.14921

Benchmarking Performance of Deep Learning Model for Material Segmentation on Two HPC Systems

Performance Benchmarking of HPC systems is an ongoing effort that seeks to provide information that will allow for increased performance and improve the job schedulers that manage these systems. We develop a benchmarking tool that utilizes machine learning models and gathers performance data on GPU-accelerated nodes while they perform material segmentation analysis. The benchmark uses a ML model that has been converted from Caffe to PyTorch using the MMdnn toolkit and the MINC-2500 dataset. Performance data is gathered on two ERDC DSRC systems, Onyx and Vulcanite. The data reveals that while Vulcanite has faster model times in a large number of benchmarks, and it is also more subject to some environmental factors that can cause performances slower than Onyx. In contrast the model times from Onyx are consistent across benchmarks.

arXiv:2307.11466공식 코드 · Papers with Code

MatSpectNet: Material Segmentation Network with Domain-Aware and Physically-Constrained Hyperspectral Reconstruction

Achieving accurate material segmentation for 3-channel RGB images is challenging due to the considerable variation in a material's appearance. Hyperspectral images, which are sets of spectral measurements sampled at multiple wavelengths, theoretically offer distinct information for material identification, as variations in intensity of electromagnetic radiation reflected by a surface depend on the material composition of a scene. However, existing hyperspectral datasets are impoverished regarding the number of images and material categories for the dense material segmentation task, and collecting and annotating hyperspectral images with a spectral camera is prohibitively expensive. To address this, we propose a new model, the MatSpectNet to segment materials with recovered hyperspectral images from RGB images. The network leverages the principles of colour perception in modern cameras to constrain the reconstructed hyperspectral images and employs the domain adaptation method to generalise the hyperspectral reconstruction capability from a spectral recovery dataset to material segmentation datasets. The reconstructed hyperspectral images are further filtered using learned response curves and enhanced with human perception. The performance of MatSpectNet is evaluated on the LMD dataset as well as the OpenSurfaces dataset. Our experiments demonstrate that MatSpectNet attains a 1.60% increase in average pixel accuracy and a 3.42% improvement in mean class accuracy compared with the most recent publication. The project code is attached to the supplementary material and will be published on GitHub.

arXiv:2305.03919공식 코드 · Papers with Code

DBAT: Dynamic Backward Attention Transformer for Material Segmentation with Cross-Resolution Patches

The objective of dense material segmentation is to identify the material categories for every image pixel. Recent studies adopt image patches to extract material features. Although the trained networks can improve the segmentation performance, their methods choose a fixed patch resolution which fails to take into account the variation in pixel area covered by each material. In this paper, we propose the Dynamic Backward Attention Transformer (DBAT) to aggregate cross-resolution features. The DBAT takes cropped image patches as input and gradually increases the patch resolution by merging adjacent patches at each transformer stage, instead of fixing the patch resolution during training. We explicitly gather the intermediate features extracted from cross-resolution patches and merge them dynamically with predicted attention masks. Experiments show that our DBAT achieves an accuracy of 86.85%, which is the best performance among state-of-the-art real-time models. Like other successful deep learning solutions with complex architectures, the DBAT also suffers from lack of interpretability. To address this problem, this paper examines the properties that the DBAT makes use of. By analysing the cross-resolution features and the attention weights, this paper interprets how the DBAT learns from image patches. We further align features to semantic labels, performing network dissection, to infer that the proposed model can extract material-related features better than other methods. We show that the DBAT model is more robust to network initialisation, and yields fewer variable predictions compared to other models. The project code is available at https://github.com/heng-yuwen/Dynamic-Backward-Attention-Transformer.

arXiv:2301.08245

Booster: a Benchmark for Depth from Images of Specular and Transparent Surfaces

Estimating depth from images nowadays yields outstanding results, both in terms of in-domain accuracy and generalization. However, we identify two main challenges that remain open in this field: dealing with non-Lambertian materials and effectively processing high-resolution images. Purposely, we propose a novel dataset that includes accurate and dense ground-truth labels at high resolution, featuring scenes containing several specular and transparent surfaces. Our acquisition pipeline leverages a novel deep space-time stereo framework, enabling easy and accurate labeling with sub-pixel precision. The dataset is composed of 606 samples collected in 85 different scenes, each sample includes both a high-resolution pair (12 Mpx) as well as an unbalanced stereo pair (Left: 12 Mpx, Right: 1.1 Mpx), typical of modern mobile devices that mount sensors with different resolutions. Additionally, we provide manually annotated material segmentation masks and 15K unlabeled samples. The dataset is composed of a train set and two test sets, the latter devoted to the evaluation of stereo and monocular depth estimation networks. Our experiments highlight the open challenges and future research directions in this field.

arXiv:2207.10614공식 코드 · Papers with Code

A Dense Material Segmentation Dataset for Indoor and Outdoor Scene Parsing

A key algorithm for understanding the world is material segmentation, which assigns a label (metal, glass, etc.) to each pixel. We find that a model trained on existing data underperforms in some settings and propose to address this with a large-scale dataset of 3.2 million dense segments on 44,560 indoor and outdoor images, which is 23x more segments than existing data. Our data covers a more diverse set of scenes, objects, viewpoints and materials, and contains a more fair distribution of skin types. We show that a model trained on our data outperforms a state-of-the-art model across datasets and viewpoints. We propose a large-scale scene parsing benchmark and baseline of 0.729 per-pixel accuracy, 0.585 mean class accuracy and 0.420 mean IoU across 46 materials.

arXiv:2206.04671

Open Challenges in Deep Stereo: the Booster Dataset

We present a novel high-resolution and challenging stereo dataset framing indoor scenes annotated with dense and accurate ground-truth disparities. Peculiar to our dataset is the presence of several specular and transparent surfaces, i.e. the main causes of failures for state-of-the-art stereo networks. Our acquisition pipeline leverages a novel deep space-time stereo framework which allows for easy and accurate labeling with sub-pixel precision. We release a total of 419 samples collected in 64 different scenes and annotated with dense ground-truth disparities. Each sample include a high-resolution pair (12 Mpx) as well as an unbalanced pair (Left: 12 Mpx, Right: 1.1 Mpx). Additionally, we provide manually annotated material segmentation masks and 15K unlabeled samples. We evaluate state-of-the-art deep networks based on our dataset, highlighting their limitations in addressing the open challenges in stereo and drawing hints for future research.

arXiv:2109.12221

Ground material classification for UAV-based photogrammetric 3D data A 2D-3D Hybrid Approach

In recent years, photogrammetry has been widely used in many areas to create photorealistic 3D virtual data representing the physical environment. The innovation of small unmanned aerial vehicles (sUAVs) has provided additional high-resolution imaging capabilities with low cost for mapping a relatively large area of interest. These cutting-edge technologies have caught the US Army and Navy's attention for the purpose of rapid 3D battlefield reconstruction, virtual training, and simulations. Our previous works have demonstrated the importance of information extraction from the derived photogrammetric data to create semantic-rich virtual environments (Chen et al., 2019). For example, an increase of simulation realism and fidelity was achieved by segmenting and replacing photogrammetric trees with game-ready tree models. In this work, we further investigated the semantic information extraction problem and focused on the ground material segmentation and object detection tasks. The main innovation of this work was that we leveraged both the original 2D images and the derived 3D photogrammetric data to overcome the challenges faced when using each individual data source. For ground material segmentation, we utilized an existing convolutional neural network architecture (i.e., 3DMV) which was originally designed for segmenting RGB-D sensed indoor data. We improved its performance for outdoor photogrammetric data by introducing a depth pooling layer in the architecture to take into consideration the distance between the source images and the reconstructed terrain model. To test the performance of our improved 3DMV, a ground truth ground material database was created using data from the One World Terrain (OWT) data repository. Finally, a workflow for importing the segmented ground materials into a virtual simulation scene was introduced, and visual results are reported in this paper.

arXiv:2009.10825

Angular Luminance for Material Segmentation

Moving cameras provide multiple intensity measurements per pixel, yet often semantic segmentation, material recognition, and object recognition do not utilize this information. With basic alignment over several frames of a moving camera sequence, a distribution of intensities over multiple angles is obtained. It is well known from prior work that luminance histograms and the statistics of natural images provide a strong material recognition cue. We utilize per-pixel {\it angular luminance distributions} as a key feature in discriminating the material of the surface. The angle-space sampling in a multiview satellite image sequence is an unstructured sampling of the underlying reflectance function of the material. For real-world materials there is significant intra-class variation that can be managed by building a angular luminance network (AngLNet). This network combines angular reflectance cues from multiple images with spatial cues as input to fully convolutional networks for material segmentation. We demonstrate the increased performance of AngLNet over prior state-of-the-art in material segmentation from satellite imagery.

arXiv:1904.08537

Material Segmentation of Multi-View Satellite Imagery

Material recognition methods use image context and local cues for pixel-wise classification. In many cases only a single image is available to make a material prediction. Image sequences, routinely acquired in applications such as mutliview stereo, can provide a sampling of the underlying reflectance functions that reveal pixel-level material attributes. We investigate multi-view material segmentation using two datasets generated for building material segmentation and scene material segmentation from the SpaceNet Challenge satellite image dataset. In this paper, we explore the impact of multi-angle reflectance information by introducing the \textit{reflectance residual encoding}, which captures both the multi-angle and multispectral information present in our datasets. The residuals are computed by differencing the sparse-sampled reflectance function with a dictionary of pre-defined dense-sampled reflectance functions. Our proposed reflectance residual features improves material segmentation performance when integrated into pixel-wise and semantic segmentation architectures. At test time, predictions from individual segmentations are combined through softmax fusion and refined by building segment voting. We demonstrate robust and accurate pixelwise segmentation results using the proposed material segmentation pipeline.

arXiv:1603.03875

Towards Building an RGBD-M Scanner

We present a portable device to capture both shape and reflectance of an indoor scene. Consisting of a Kinect, an IR camera and several IR LEDs, our device allows the user to acquire data in a similar way as he/she scans with a single Kinect. Scene geometry is reconstructed by KinectFusion. To estimate reflectance from incomplete and noisy observations, 3D vertices of the same material are identified by our material segmentation propagation algorithm. Then BRDF observations at these vertices are merged into a more complete and accurate BRDF for the material. Effectiveness of our device is demonstrated by quality results on real-world scenes.