Search arXiv⌕ Search

arXiv · 2506.04623

VoxDet: Rethinking 3D Semantic Occupancy Prediction as Dense Object Detection

Abstract

3D semantic occupancy prediction aims to reconstruct the 3D geometry and semantics of the surrounding environment. With dense voxel labels, prior works typically formulate it as a dense segmentation task, independently classifying each voxel. However, this paradigm neglects critical instance-centric discriminability, leading to instance-level incompleteness and adjacent ambiguities. To address this, we highlight a free lunch of occupancy labels: the voxel-level class label implicitly provides insight at the instance level, which is overlooked by the community. Motivated by this observation, we first introduce a training-free Voxel-to-Instance (VoxNT) trick: a simple yet effective method that freely converts voxel-level class labels into instance-level offset labels. Building on this, we further propose VoxDet, an instance-centric framework that reformulates the voxel-level occupancy prediction as dense object detection by decoupling it into two sub-tasks: offset regression and semantic prediction. Specifically, based on the lifted 3D volume, VoxDet first uses (a) Spatially-decoupled Voxel Encoder to generate disentangled feature volumes for the two sub-tasks, which learn task-specific spatial deformation in the densely projected tri-perceptive space. Then, we deploy (b) Task-decoupled Dense Predictor to address this task via dense detection. Here, we first regress a 4D offset field to estimate distances (6 directions) between voxels and object borders in the voxel space. The regressed offsets are then used to guide the instance-level aggregation in the classification branch, achieving instance-aware prediction. Experiments show that VoxDet can be deployed on both camera and LiDAR input, jointly achieving state-of-the-art results on both benchmarks. VoxDet is not only highly efficient, but also achieves 63.0 IoU on the SemanticKITTI test set, ranking 1st on the online leaderboard.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Wuyang Li, Zhu Yu, Alexandre Alahi. 2025-06-05. VoxDet: Rethinking 3D Semantic Occupancy Prediction as Dense Object Detection. https://arxiv.org/abs/2506.04623

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

A Neural Hierarchical-Matrix Preconditioner for Real-Time GPU Solves

Interactive simulation solves Ax=b for a sparse SPD A that changes every frame, inside an 8-16 ms budget. At a few thousand unknowns, the setup of algebraic multigrid alone exceeds that budget, while Jacobi and other local preconditioners have no setup but cannot move error across the domain. We learn a preconditioner for this gap: a graph-and-attention network predicts an SPD approximate inverse in H^2-matrix format. On a spatially ordered 3D mesh, blocks of the true inverse lose rank as the clusters they couple move apart; the nested bases of the format follow that decay, so inference and apply are dominated by leaf-block work linear in N, where a dense inverse costs N^2. Our main finding concerns training. Probe losses reach M only through a product with A, so their gradient vanishes on the near-null modes that set the conjugate-gradient iteration count. A truncated Kaporin condition number has no such factor; changing only the objective cuts iterations on a held-out frame from 116 to 33. On a ladder of stiff tetrahedral diffusion problems ours alone fits an 8.3 ms (120 fps) frame from N=572 to 3,647.

cs.GR↗

ARS-Avatar: Animatable and Relightable Surfel Avatars with Learnable Ambient Occlusion

Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are intrinsically coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human avatars from multi-view images captured under unknown illumination. We first extract deformation priors from the template mesh and leverage as additional details beyond driving poses to facilitate faithful estimation of surfel attributes and reconstruction of animatable avatar. To support relighting, the deferred shading is employed to estimate BRDF materials. We further introduce a differentiable screen-space ambient occlusion formulation that enables gradient-based optimization of body-part specific occlusion radii through finite differences, providing an efficient approximation of light visibility that can be jointly optimized with the avatar. Extensive experiments demonstrate that ARS-Avatar achieves high-fidelity appearance reconstruction and physically-based material estimation, while enabling realistic animation and relighting under novel poses and illuminations.

cs.GR↗

Opacity Is Not Just Opacity

Web graphics travel with content across pages and themes, where changing backgrounds can require recoloring and maintenance. Opacity already makes a fixed object's appearance depend on its background, yet is usually understood only as how much the object obscures it. In fact, opacity controls the scaling of the object-background color difference; transparency is only one effect of this relationship. Zero places the output at the background and one at the source color, but difference scaling need not stop at either position. We retain the compositing expression and extend the coefficient domain from $[0,1]$ to the real numbers: negative values reverse the difference, whereas values above one expand it in the same direction. We focus on same-direction expansion for reusing Web graphics across backgrounds. Each object carries a fixed source color and coefficient, while the actual background determines the enhancement direction. Background-adaptive contrast enhancement thus becomes part of the object's compositing properties, reducing the design and maintenance of separate color variants. The implementation reuses the original equation without increasing the per-pixel arithmetic operation count within the same pipeline. Enumerating all 8-bit sRGB source colors on 16 predefined light and dark canvases, a fixed $α=1.1$ increases the contrast ratio in 99.8145% of combinations. Without changing source colors, 4.8346% of all combinations newly reach the $3:1$ contrast threshold. Output validation and timing across three browsers demonstrate implementation in the same WebGL pipeline, with no sustained additional runtime observed.

cs.GR↗