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Benjamin Busam

Publications and source records attributed to Benjamin Busam.

At least 19 recordsLinked to original sources

When does fusing hand-crafted knowledge with learned representations pay? A cost-normalized benchmark of stacking, substitution, and interference

Fusing prior knowledge with data-driven learning is attractive where data is scarce, yet no controlled account says when it helps, is redundant, or harms. We benchmark one fixed hand-crafted knowledge source, a pinned bank of Gabor targets injected only during training at $\sim$2\% overhead, against data-driven alternatives (SimCLR, SimSiam, DINO, ImageNet transfer, augmentation, learned teachers) under one frozen recipe with fixed subsets: 13 datasets, 9 backbones, 150 to 1.28M images, 32--224\,px, 2.5M--86M parameters ($\computeCells$ classification configurations over $\computeRuns$ runs, plus segmentation and detection transplants). Across the training-time combinations we measure, three outcomes recur (decision-level fusion differs). Different-\emph{currency} sources can stack: the prior composes with DeiT augmentation on attention backbones and is worth $+26$ points to ViT-B/16 at $224$\,px, $+6.7$ at twice that budget. Same-currency sources substitute: against effective self-supervised pretraining, the combination never usefully exceeds the better single source. Fusing at full strength into an already-informed initialization interferes in proportion to what it carries: ImageNet transfer, $-15$ to $-17$ points, removed by a weaker auxiliary weight. Frozen-feature diagnostics measured on each source alone separate these outcomes retrospectively but do not predict them: a rule built on them calls one of nine unseen pairs. At a practitioner's own label budget, the frozen-feature gain predicts the end-to-end gain to within $0.17$ points across 30 cells and seven datasets; the underlying decomposition, $\Delta = G + \readout(\mathrm{base})$, holds in sign on $\auditRate\%$ of testable cells and is called an unseen backbone family's feature gain in advance. The project page is https://amughrabi.github.io/MomentAux.

cs.CV

SOS! : A Streamlined Object-Conditional Transformer for Model-free Segmentation

Foundation segmentation models excel at generating high-quality, class-agnostic masks, but they struggle to associate these proposals with specific target objects. This semantic gap severely hinders their deployment in downstream applications like robotic manipulation, which demand precise unseen objects segmentation. Existing approaches attempt to resolve this by relying on exhaustive 3D object model priors, inherently introducing prohibitive computational overhead and complex, multi-stage pipelines. To address these limitations, we propose SOS (Streamlined Object-conditional Transformer for model-free Segmentation). SOS completely eliminates the reliance on 3D models, requiring only a single reference image per target object. Central to our framework is a novel Object-Conditional Transformer that learns identity-anchored queries, unifying mask generation and target identification into a single feed-forward pass. This streamlined design drastically improves both structural and computational efficiency. Extensive evaluations across multiple benchmarks demonstrate that SOS establishes a new state-of-the-art for model-free unseen objects segmentation, delivering accurate and high-efficiency performance. The project page and code are available at https://sos-seg.github.io/.

cs.CV

ODeform: Learning Continuous 4D Motion for Shape Deformation with Neural ODEs

Modeling continuous object deformation is important for many computer vision and robotics tasks, such as manipulation and simulation. Existing approaches rely on learning-based methods or physics simulators to model shape deformations. However, these approaches either use discrete time steps or are too computationally intensive for real-time applications. We present ODeform, a novel extension of Neural Ordinary Differential Equations to continuous 4D dynamics of deformable objects in 3D space. Our method transforms 3D point clouds and physical conditions (like material properties) into a unified latent space. By solving the resulting ordinary differential equations over time, we model deformations as continuous flows within this learned embedding, eliminating the need for discrete time steps while maintaining computational efficiency. We evaluate our approach on unseen physical parameter configurations, showing improved motion prediction accuracy over baseline methods. Our experiments further demonstrate a successful transfer to real 3D captured objects with novel shapes, along with effective interpolation and extrapolation of the learned dynamics. Our code and data will be made publicly available.

cs.CV

UnderOneFacade: Worldwide Facade Semantic Segmentation Benchmark Dataset

Globally consistent semantic digital twins require centimeter-accurate and geographically transferable 3D facade segmentation. However, progress in facade parsing is limited by the lack of large-scale, standardized benchmarks for evaluating cross-domain generalization. Existing datasets are geographically narrow, semantically inconsistent, or insufficiently precise. We introduce UnderOneFacade, the largest cross-country and cross-continent 3D facade benchmark to date, comprising centimeter-accurate point clouds with hierarchical, harmonized, and architecturally grounded semantic labels totaling 2.7 billion annotated points. Through a systematic evaluation of representative point-, graph- and transformer-based architectures, we show that current methods struggle to recognize fine-grained architectural elements and degrade significantly across geographic domains, with the best models achieving only up to 33 IoU on the fine-grained LoFG3 benchmark. By combining geometric precision with standardized semantics at unprecedented scale, UnderOneFacade establishes a rigorous benchmark for developing robust and transferable 3D segmentation models. The dataset, evaluation scripts, and pretrained models will be released upon publication.

cs.CV

DeWorldSG: Depth-Aware 3D Semantic Scene Graph Generation via World-Model Priors

We present DeWorldSG, a novel framework that generates spatio-temporally robust 3D Semantic Scene Graphs from RGB-D sequences. Existing methods often struggle to construct reliable 3D scene graphs due to unstable 3D object representations and missing relations caused by frame-wise inference. DeWorldSG addresses these issues by estimating instance-level geometric 3D Gaussian distributions through depth-guided filtering and representing each object as a probabilistic 3D node rather than a single projected point. To mitigate relational sparsity from frame-wise inference, our framework further aggregates spatiotemporal evidence across object pairs and refines relations using contextual priors derived from a world model (V-JEPA 2). Experiments on the 3DSSG and ReplicaSSG datasets demonstrate state-of-the-art (SoTA) performance in both object and predicate prediction, while producing temporally consistent scene structures. In particular, our method improves triplet recall by 77.4% and predicate recall by 23.2% over prior SoTA approaches, making it suitable for robotic manipulation and AR applications. Our code and models are open-sourced.

cs.CV

Pose Anything Anywhere:Model-free Object Poses from Arbitrary References

Estimating the 6D pose of unseen objects is a fundamental yet challenging problem for open-world robotics and embodied perception. Model-based methods are accurate but depend on CAD assets or heavy onboarding, while most model-free approaches are still limited to pairwise single-anchor matching and thus fail under occlusion and large viewpoint changes with low query-reference overlap. Therefore, we present PANY, a unified model-free framework that seamlessly supports both RGB and RGB-D inputs, operates on one or sparse pose-free reference views, and generalizes effectively to novel objects. Built on a multi-view transformer geometry backbone, PANY moves beyond pairwise matching by learning view-consistent geometry and cross-view alignment cues that remain stable under wide baselines and limited overlap. When additional unposed assist views are available, PANY aggregates them via pose-graph canonical registration to increase geometric coverage and reinforce the final pose. Extensive experiments show that PANY achieves state-of-the-art performance across multiple benchmarks, substantially outperforming existing model-free methods, improving pose accuracy by +12% on YCB-V and over +20% on LM-O. Furthermore, PANY consistently performs well under both single-reference and sparse-reference settings, demonstrating strong robustness in real-world environments.

cs.CV

Supercharging Thermal Gaussian Splatting with Depth Estimation

Efficient and robust 3D scene representation is crucial in autonomous driving, robotics, and related fields. While RGB images provide valuable content for 3D reconstruction, other modalities like thermal or depth can enable additional information on the environment. Lately, novel view synthesis methods like 3D Gaussian Splatting have started using multiple modalities to further boost their performance. But fusing or combining multimodal data can make the process slower and can bring in additional challenges. Therefore, our project aims to use single modality based on thermal infrared domain, by removing the reliance on visible light as much as possible. This single modality can be expected to be faster as it does not rely on multimodal data. We propose a method, Thermal-to-Depth Gaussian Splatting (TDg), that uses only thermal images and depth estimation in its architecture to derive the radiance fields. Our TDg method outperforms the MSMG (Multiple Single-Modal Gaussians) baseline in most cases on our test datasets, RGBT-Scenes and ThermalMix. On average, the rendering quality metrics such as learned perceptual image patch similarity (LPIPS), structural similarity index measure (SSIM), and peak signal-to-noise ratio (PSNR) of TDg are 1.12%, 0.034%, and 0.01% better than the baseline MSMG values. It also reduces the training time significantly, by 12 mins 47 secs (55% improvement). Overall, our method is successful in deriving these thermal radiance fields, which can ultimately have several applications, such as identifying heat sources critical in surveillance, search or rescue operations, and industrial inspections where temperature is widely used to monitor machines.

cs.CV

CoMoGen: COntrollable MOtion Dynamics and Interactions with Mask-Guided Video GENeration

We present CoMoGen, a controllable video generation framework that generates realistic interactive dynamics from a single binary mask sequence conditioned on an input image. CoMoGen introduces a lightweight MaskAdapter that encodes binary mask sequences into a latent residual signal, injected into the Multi Modal Diffusion Transformer (MMDiT) model through a cosine-weighted schedule. Unlike the hierarchical coarse-to-fine design of UNet architectures, MMDiT operates as a sequence of uniform transformer blocks, making it difficult to identify which layers are responsible for the motion generation. Therefore, we propose a novel way to determine "Motion Layers" operating in the attention space of MMDiT. We fine-tune the model by using Low-Rank Adaptation (LoRA) to the Motion Layers, without requiring any architecture change in the MMDiT. This selective adaptation enables our method to focus on motion-critical components, yielding reduced computational cost. Despite its simplicity, CoMoGen enables precise subject motion and plausible interactions with surrounding humans, objects, and scenes. Comprehensive experiments on different datasets show that CoMoGen consistently outperforms prior controllable video generation methods and achieves state-of-the-art performance in motion fidelity and perceptual realism. Project page: mericadil.github.io/CoMoGen.

cs.CV

3D Segmentation Using Viewpoint-Dependent Spatial Relationships

Recent advances in 3D datasets and multimodal models have greatly improved natural language 3D scene understanding. However, most 3D referring segmentation methods do not explicitly represent the observer viewpoint, making spatial relations such as "left," "right," "front," and "behind" ambiguous and difficult to evaluate. We introduce a viewpoint-aware 3D referring segmentation dataset containing 220k benchmark samples, and scalable to tens of millions of viewpoint-conditioned samples through dense viewpoint sampling. In this dataset, target objects can only be identified through observer-centric spatial relations, making viewpoint-conditioned grounding necessary. We construct the benchmark by leveraging camera poses to automatically annotate observer-centric relations (left/right, front/behind) together with viewpoint-independent relations (above/under). Using this benchmark, we evaluate several existing 3D large multimodal models in a zero-shot setting and find that current models struggle with viewpoint-dependent spatial instructions. We further study how explicit viewpoint information can be incorporated into 3D large multimodal models. We introduce a viewpoint representation that encodes camera poses and conditions the model on the observation viewpoint, improving segmentation accuracy on viewpoint-dependent relations and increasing mIoU from 0.30 to 0.47 compared to a model without viewpoint conditioning. The dataset, code, and trained models will be made publicly available upon acceptance.

cs.CV

GS4City: Hierarchical Semantic Gaussian Splatting via City-Model Priors

Recent semantic 3D Gaussian Splatting (3DGS) methods primarily rely on 2D foundation models, often yielding ambiguous boundaries and limited support for structured urban semantics. While city models such as CityGML encode hierarchically organized semantics together with building geometry, these labels cannot be directly mapped to Gaussian primitives. We present GS4City, a hierarchical semantic Gaussian Splatting method that incorporates city-model priors for urban scene understanding. GS4City derives reliable image-aligned masks from Level of Detail (LoD) 3 CityGML models via two-pass raycasting, explicitly using parent-child relations to validate and recover fine-grained facade elements. It then fuses these geometry-grounded masks with foundation-model predictions to establish scene-consistent instance correspondences, and learns a compact identity encoding for each Gaussian under joint 2D identity supervision and 3D spatial regularization. Experiments on the TUM2TWIN and Gold Coast datasets show that GS4City effectively incorporates structured building semantics into Gaussian scene representations, outperforming existing 2D-driven semantic 3DGS baselines, including LangSplat and Gaga, by up to 15.8 IoU points in coarse building segmentation and 14.2 mIoU points in fine-grained semantic segmentation. By bridging structured city models and photorealistic Gaussian scene representations, GS4City enables semantically queryable and structure-aware urban reconstruction. Code is available at https://github.com/Jinyzzz/GS4City.

cs.CV

MultiCam: On-the-fly Multi-Camera Pose Estimation Using Spatiotemporal Overlaps of Known Objects

Multi-camera dynamic Augmented Reality (AR) applications require a camera pose estimation to leverage individual information from each camera in one common system. This can be achieved by combining contextual information, such as markers or objects, across multiple views. While commonly cameras are calibrated in an initial step or updated through the constant use of markers, another option is to leverage information already present in the scene, like known objects. Another downside of marker-based tracking is that markers have to be tracked inside the field-of-view (FoV) of the cameras. To overcome these limitations, we propose a constant dynamic camera pose estimation leveraging spatiotemporal FoV overlaps of known objects on the fly. To achieve that, we enhance the state-of-the-art object pose estimator to update our spatiotemporal scene graph, enabling a relation even among non-overlapping FoV cameras. To evaluate our approach, we introduce a multi-camera, multi-object pose estimation dataset with temporal FoV overlap, including static and dynamic cameras. Furthermore, in FoV overlapping scenarios, we outperform the state-of-the-art on the widely used YCB-V and T-LESS dataset in camera pose accuracy. Our performance on both previous and our proposed datasets validates the effectiveness of our marker-less approach for AR applications. The code and dataset are available on https://github.com/roth-hex-lab/IEEE-VR-2026-MultiCam.

cs.CV

Object Pose Transformer: Unifying Unseen Object Pose Estimation

Learning model-free object pose estimation for unseen instances remains a fundamental challenge in 3D vision. Existing methods typically fall into two disjoint paradigms: category-level approaches predict absolute poses in a canonical space but rely on predefined taxonomies, while relative pose methods estimate cross-view transformations but cannot recover single-view absolute pose. In this work, we propose Object Pose Transformer (\ours{}), a unified feed-forward framework that bridges these paradigms through task factorization within a single model. \ours{} jointly predicts depth, point maps, camera parameters, and normalized object coordinates (NOCS) from RGB inputs, enabling both category-level absolute SA(3) pose and unseen-object relative SE(3) pose. Our approach leverages contrastive object-centric latent embeddings for canonicalization without requiring semantic labels at inference time, and uses point maps as a camera-space representation to enable multi-view relative geometric reasoning. Through cross-frame feature interaction and shared object embeddings, our model leverages relative geometric consistency across views to improve absolute pose estimation, reducing ambiguity in single-view predictions. Furthermore, \ours{} is camera-agnostic, learning camera intrinsics on-the-fly and supporting optional depth input for metric-scale recovery, while remaining fully functional in RGB-only settings. Extensive experiments on diverse benchmarks (NOCS, HouseCat6D, Omni6DPose, Toyota-Light) demonstrate state-of-the-art performance in both absolute and relative pose estimation tasks within a single unified architecture.

cs.CV

Node-RF: Learning Generalized Continuous Space-Time Scene Dynamics with Neural ODE-based NeRFs

Predicting scene dynamics from visual observations is challenging. Existing methods capture dynamics only within observed boundaries failing to extrapolate far beyond the training sequence. Node-RF (Neural ODE-based NeRF) overcomes this limitation by integrating Neural Ordinary Differential Equations (NODEs) with dynamic Neural Radiance Fields (NeRFs), enabling a continuous-time, spatiotemporal representation that generalizes beyond observed trajectories at constant memory cost. From visual input, Node-RF learns an implicit scene state that evolves over time via an ODE solver, propagating feature embeddings via differential calculus. A NeRF-based renderer interprets calculated embeddings to synthesize arbitrary views for long-range extrapolation. Training on multiple motion sequences with shared dynamics allows for generalization to unseen conditions. Our experiments demonstrate that Node-RF can characterize abstract system behavior without explicit model to identify critical points for future predictions.

cs.CV

VLM-Loc: Localization in Point Cloud Maps via Vision-Language Models

Text-to-point-cloud (T2P) localization aims to infer precise spatial positions within 3D point cloud maps from natural language descriptions, reflecting how humans perceive and communicate spatial layouts through language. However, existing methods largely rely on shallow text-point cloud correspondence without effective spatial reasoning, limiting their accuracy in complex environments. To address this limitation, we propose VLM-Loc, a framework that leverages the spatial reasoning capability of large vision-language models (VLMs) for T2P localization. Specifically, we transform point clouds into bird's-eye-view (BEV) images and scene graphs that jointly encode geometric and semantic context, providing structured inputs for the VLM to learn cross-modal representations bridging linguistic and spatial semantics. On top of these representations, we introduce a partial node assignment mechanism that explicitly associates textual cues with scene graph nodes, enabling interpretable spatial reasoning for accurate localization. To facilitate systematic evaluation across diverse scenes, we present CityLoc, a benchmark built from multi-source point clouds for fine-grained T2P localization. Experiments on CityLoc demonstrate VLM-Loc achieves superior accuracy and robustness compared to state-of-the-art methods. Our code, model, and dataset are available at \href{https://github.com/MCG-NKU/nku-3d-vision}{repository}.

cs.CV

Generative 6D Pose Estimation via Conditional Flow Matching

Existing methods for instance-level 6D pose estimation typically rely on neural networks that either directly regress the pose in $\mathrm{SE}(3)$ or estimate it indirectly via local feature matching. The former struggle with object symmetries, while the latter fail in the absence of distinctive local features. To overcome these limitations, we propose a novel formulation of 6D pose estimation as a conditional flow matching problem in $\mathbb{R}^3$. We introduce Flose, a generative method that infers object poses via a denoising process conditioned on local features. While prior approaches based on conditional flow matching perform denoising solely based on geometric guidance, Flose integrates appearance-based semantic features to mitigate ambiguities caused by object symmetries. We further incorporate RANSAC-based registration to handle outliers. We validate Flose on five datasets from the established BOP benchmark. Flose outperforms prior methods with an average improvement of +4.5 Average Recall. Project Website : https://tev-fbk.github.io/Flose/

cs.CV

BenchSeg: A Large-Scale Dataset and Benchmark for Multi-View Food Video Segmentation

Food image segmentation is a critical task for dietary analysis, enabling accurate estimation of food volume and nutrients. However, current methods suffer from limited multi-view data and poor generalization to new viewpoints. We introduce BenchSeg, a novel multi-view food video segmentation dataset and benchmark. BenchSeg aggregates 55 dish scenes (from Nutrition5k, Vegetables & Fruits, MetaFood3D, and FoodKit) with 25,284 meticulously annotated frames, capturing each dish under free 360{\deg} camera motion. We evaluate a diverse set of 20 state-of-the-art segmentation models (e.g., SAM-based, transformer, CNN, and large multimodal) on the existing FoodSeg103 dataset and evaluate them (alone and combined with video-memory modules) on BenchSeg. Quantitative and qualitative results demonstrate that while standard image segmenters degrade sharply under novel viewpoints, memory-augmented methods maintain temporal consistency across frames. Our best model based on a combination of SeTR-MLA+XMem2 outperforms prior work (e.g., improving over FoodMem by ~2.63% mAP), offering new insights into food segmentation and tracking for dietary analysis. In addition to frame-wise spatial accuracy, we introduce a dedicated temporal evaluation protocol that explicitly quantifies segmentation stability over time through continuity, flicker rate, and IoU drift metrics. This allows us to reveal failure modes that remain invisible under standard per-frame evaluations. We release BenchSeg to foster future research. The project page including the dataset annotations and the food segmentation models can be found at https://amughrabi.github.io/benchseg.

cs.CV

PhysTalk: Language-driven Real-time Physics in 3D Gaussian Scenes

Realistic visual simulations are omnipresent, yet their creation requires computing time, rendering, and expert animation knowledge. Open-vocabulary visual effects generation from text inputs emerges as a promising solution that can unlock immense creative potential. However, current pipelines lack both physical realism and effective language interfaces, requiring slow offline optimization. In contrast, PhysTalk takes a 3D Gaussian Splatting (3DGS) scene as input and translates arbitrary user prompts into real time, physics based, interactive 4D animations. A large language model (LLM) generates executable code that directly modifies 3DGS parameters through lightweight proxies and particle dynamics. Notably, PhysTalk is the first framework to couple 3DGS directly with a physics simulator without relying on time consuming mesh extraction. While remaining open vocabulary, this design enables interactive 3D Gaussian animation via collision aware, physics based manipulation of arbitrary, multi material objects. Finally, PhysTalk is train-free and computationally lightweight: this makes 4D animation broadly accessible and shifts these workflows from a "render and wait" paradigm toward an interactive dialogue with a modern, physics-informed pipeline.

cs.GR

UnReflectAnything: RGB-Only Highlight Removal by Rendering Synthetic Specular Supervision

Specular highlights distort appearance, obscure texture, and hinder geometric reasoning in both natural and surgical imagery. We present UnReflectAnything, an RGB-only framework that removes highlights from a single image by predicting a highlight map together with a reflection-free diffuse reconstruction. The model uses a frozen vision transformer encoder to extract multi-scale features, a lightweight head to localize specular regions, and a token-level inpainting module that restores corrupted feature patches before producing the final diffuse image. To overcome the lack of paired supervision, we introduce a Virtual Highlight Synthesis pipeline that renders physically plausible specularities using monocular geometry, Fresnel-aware shading, and randomized lighting which enables training on arbitrary RGB images with correct geometric structure. UnReflectAnything generalizes across natural and surgical domains where non-Lambertian surfaces and non-uniform lighting create severe highlights and it achieves competitive performance with state-of-the-art results on several benchmarks. Project Page: https://alberto-rota.github.io/UnReflectAnything/

cs.CV