Related papers: Towards Spatio-Temporal World Scene Graph Generati…
The ability to decompose complex multi-object scenes into meaningful abstractions like objects is fundamental to achieve higher-level cognition. Previous approaches for unsupervised object-oriented scene representation learning are either…
Three-dimensional scene generation holds significant potential in gaming, film, and virtual reality. However, most existing methods adopt a single-step generation process, making it difficult to balance scene complexity with minimal user…
Scene graph generation is a sophisticated task because there is no specific recognition pattern (e.g., "looking at" and "near" have no conspicuous difference concerning vision, whereas "near" could occur between entities with different…
Generating immersive 3D scenes from texts is a core task in computer vision, crucial for applications in virtual reality and game development. Despite the promise of leveraging 2D diffusion priors, existing methods suffer from spatial…
We present InSpatio-WorldFM, an open-source real-time frame model for spatial intelligence. Unlike video-based world models that rely on sequential frame generation and incur substantial latency due to window-level processing,…
Scene graph generation refers to the task of automatically mapping an image into a semantic structural graph, which requires correctly labeling each extracted object and their interaction relationships. Despite the recent success in object…
In panoptic scene graph generation (PSGG), models retrieve interactions between objects in an image which are grounded by panoptic segmentation masks. Previous evaluations on panoptic scene graphs have been subject to an erroneous…
While text-to-image generation has been extensively studied, generating images from scene graphs remains relatively underexplored, primarily due to challenges in accurately modeling spatial relationships and object interactions. To fill…
The task of scene graph generation entails identifying object entities and their corresponding interaction predicates in a given image (or video). Due to the combinatorially large solution space, existing approaches to scene graph…
Recent generative video world models aim to simulate visual environment evolution, allowing an observer to interactively explore the scene via camera control. However, they implicitly assume that the world only evolves within the observer's…
In Scene Graph Generation (SGG), structured representations are extracted from visual inputs as object nodes and connecting predicates, enabling image-based reasoning for diverse downstream tasks. While fully supervised SGG has improved…
In this paper, we tackle the problem of relational behavior forecasting from sensor data. Towards this goal, we propose a novel spatially-aware graph neural network (SpAGNN) that models the interactions between agents in the scene.…
Video action recognition, a critical problem in video understanding, has been gaining increasing attention. To identify actions induced by complex object-object interactions, we need to consider not only spatial relations among objects in a…
Scene graph generation aims to provide a semantic and structural description of an image, denoting the objects (with nodes) and their relationships (with edges). The best performing works to date are based on exploiting the context…
Driven by successes in deep learning, computer vision research has begun to move beyond object detection and image classification to more sophisticated tasks like image captioning or visual question answering. Motivating such endeavors is…
Scene Graph Generation (SGG) remains a challenging visual understanding task due to its compositional property. Most previous works adopt a bottom-up two-stage or a point-based one-stage approach, which often suffers from high time…
Visual grounding is a long-lasting problem in vision-language understanding due to its diversity and complexity. Current practices concentrate mostly on performing visual grounding in still images or well-trimmed video clips. This work, on…
Recovering temporally consistent 3D human body pose, shape and motion from a monocular video is a challenging task due to (self-)occlusions, poor lighting conditions, complex articulated body poses, depth ambiguity, and limited availability…
Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can…
We present Egocentric Action Scene Graphs (EASGs), a new representation for long-form understanding of egocentric videos. EASGs extend standard manually-annotated representations of egocentric videos, such as verb-noun action labels, by…