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Hanspeter Pfister

Publications and source records attributed to Hanspeter Pfister.

At least 55 records · Page 3Linked to original sources

Graphics4Science: Computer Graphics for Scientific Impacts

Computer graphics, often associated with films, games, and visual effects, has long been a powerful tool for addressing scientific challenges--from its origins in 3D visualization for medical imaging to its role in modern computational modeling and simulation. This course explores the deep and evolving relationship between computer graphics and science, highlighting past achievements, ongoing contributions, and open questions that remain. We show how core methods, such as geometric reasoning and physical modeling, provide inductive biases that help address challenges in both fields, especially in data-scarce settings. To that end, we aim to reframe graphics as a modeling language for science by bridging vocabulary gaps between the two communities. Designed for both newcomers and experts, Graphics4Science invites the graphics community to engage with science, tackle high-impact problems where graphics expertise can make a difference, and contribute to the future of scientific discovery. Additional details are available on the course website: https://graphics4science.github.io

cs.GR↗

CTRL-GS: Cascaded Temporal Residue Learning for 4D Gaussian Splatting

Recently, Gaussian Splatting methods have emerged as a desirable substitute for prior Radiance Field methods for novel-view synthesis of scenes captured with multi-view images or videos. In this work, we propose a novel extension to 4D Gaussian Splatting for dynamic scenes. Drawing on ideas from residual learning, we hierarchically decompose the dynamic scene into a "video-segment-frame" structure, with segments dynamically adjusted by optical flow. Then, instead of directly predicting the time-dependent signals, we model the signal as the sum of video-constant values, segment-constant values, and frame-specific residuals, as inspired by the success of residual learning. This approach allows more flexible models that adapt to highly variable scenes. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets, with the greatest improvements on complex scenes with large movements, occlusions, and fine details, where current methods degrade most.

cs.CV↗

Is What You Ask For What You Get? Investigating Concept Associations in Text-to-Image Models

Text-to-image (T2I) models are increasingly used in impactful real-life applications. As such, there is a growing need to audit these models to ensure that they generate desirable, task-appropriate images. However, systematically inspecting the associations between prompts and generated content in a human-understandable way remains challenging. To address this, we propose Concept2Concept, a framework where we characterize conditional distributions of vision language models using interpretable concepts and metrics that can be defined in terms of these concepts. This characterization allows us to use our framework to audit models and prompt-datasets. To demonstrate, we investigate several case studies of conditional distributions of prompts, such as user-defined distributions or empirical, real-world distributions. Lastly, we implement Concept2Concept as an open-source interactive visualization tool to facilitate use by non-technical end-users. A demo is available at https://tinyurl.com/Concept2ConceptDemo.

cs.CV↗

Tree of Attributes Prompt Learning for Vision-Language Models

Prompt learning has proven effective in adapting vision language models for downstream tasks. However, existing methods usually append learnable prompt tokens solely with the category names to obtain textual features, which fails to fully leverage the rich context indicated in the category name. To address this issue, we propose the Tree of Attributes Prompt learning (TAP), which first instructs LLMs to generate a tree of attributes with a "concept - attribute - description" structure for each category, and then learn the hierarchy with vision and text prompt tokens. Unlike existing methods that merely augment category names with a set of unstructured descriptions, our approach essentially distills structured knowledge graphs associated with class names from LLMs. Furthermore, our approach introduces text and vision prompts designed to explicitly learn the corresponding visual attributes, effectively serving as domain experts. Additionally, the general and diverse descriptions generated based on the class names may be wrong or absent in the specific given images. To address this misalignment, we further introduce a vision-conditional pooling module to extract instance-specific text features. Extensive experimental results demonstrate that our approach outperforms state-of-the-art methods on the zero-shot base-to-novel generalization, cross-dataset transfer, as well as few-shot classification across 11 diverse datasets. Code is available at https://github.com/HHenryD/TAP.

cs.CV↗

Affordance-Aware Object Insertion via Mask-Aware Dual Diffusion

As a common image editing operation, image composition involves integrating foreground objects into background scenes. In this paper, we expand the application of the concept of Affordance from human-centered image composition tasks to a more general object-scene composition framework, addressing the complex interplay between foreground objects and background scenes. Following the principle of Affordance, we define the affordance-aware object insertion task, which aims to seamlessly insert any object into any scene with various position prompts. To address the limited data issue and incorporate this task, we constructed the SAM-FB dataset, which contains over 3 million examples across more than 3,000 object categories. Furthermore, we propose the Mask-Aware Dual Diffusion (MADD) model, which utilizes a dual-stream architecture to simultaneously denoise the RGB image and the insertion mask. By explicitly modeling the insertion mask in the diffusion process, MADD effectively facilitates the notion of affordance. Extensive experimental results show that our method outperforms the state-of-the-art methods and exhibits strong generalization performance on in-the-wild images. Please refer to our code on https://github.com/KaKituken/affordance-aware-any.

cs.CV↗

4D LangSplat: 4D Language Gaussian Splatting via Multimodal Large Language Models

Learning 4D language fields to enable time-sensitive, open-ended language queries in dynamic scenes is essential for many real-world applications. While LangSplat successfully grounds CLIP features into 3D Gaussian representations, achieving precision and efficiency in 3D static scenes, it lacks the ability to handle dynamic 4D fields as CLIP, designed for static image-text tasks, cannot capture temporal dynamics in videos. Real-world environments are inherently dynamic, with object semantics evolving over time. Building a precise 4D language field necessitates obtaining pixel-aligned, object-wise video features, which current vision models struggle to achieve. To address these challenges, we propose 4D LangSplat, which learns 4D language fields to handle time-agnostic or time-sensitive open-vocabulary queries in dynamic scenes efficiently. 4D LangSplat bypasses learning the language field from vision features and instead learns directly from text generated from object-wise video captions via Multimodal Large Language Models (MLLMs). Specifically, we propose a multimodal object-wise video prompting method, consisting of visual and text prompts that guide MLLMs to generate detailed, temporally consistent, high-quality captions for objects throughout a video. These captions are encoded using a Large Language Model into high-quality sentence embeddings, which then serve as pixel-aligned, object-specific feature supervision, facilitating open-vocabulary text queries through shared embedding spaces. Recognizing that objects in 4D scenes exhibit smooth transitions across states, we further propose a status deformable network to model these continuous changes over time effectively. Our results across multiple benchmarks demonstrate that 4D LangSplat attains precise and efficient results for both time-sensitive and time-agnostic open-vocabulary queries.

cs.CV↗

Visual Acoustic Fields

Objects produce different sounds when hit, and humans can intuitively infer how an object might sound based on its appearance and material properties. Inspired by this intuition, we propose Visual Acoustic Fields, a framework that bridges hitting sounds and visual signals within a 3D space using 3D Gaussian Splatting (3DGS). Our approach features two key modules: sound generation and sound localization. The sound generation module leverages a conditional diffusion model, which takes multiscale features rendered from a feature-augmented 3DGS to generate realistic hitting sounds. Meanwhile, the sound localization module enables querying the 3D scene, represented by the feature-augmented 3DGS, to localize hitting positions based on the sound sources. To support this framework, we introduce a novel pipeline for collecting scene-level visual-sound sample pairs, achieving alignment between captured images, impact locations, and corresponding sounds. To the best of our knowledge, this is the first dataset to connect visual and acoustic signals in a 3D context. Extensive experiments on our dataset demonstrate the effectiveness of Visual Acoustic Fields in generating plausible impact sounds and accurately localizing impact sources. Our project page is at https://yuelei0428.github.io/projects/Visual-Acoustic-Fields/.

cs.CV↗

Enhancing User Performance and Human Factors through Visual Guidance in AR Assembly Tasks

This study investigates the influence of Visual Guidance (VG) on user performance and human factors within Augmented Reality (AR) via a between-subjects experiment. VG is a crucial component in AR applications, serving as a bridge between digital information and real-world interactions. Unlike prior research, which often produced inconsistent outcomes, our study focuses on varying types of supportive visualisations rather than interaction methods. Our findings reveal a 31% reduction in task completion time, offset by a significant rise in errors, highlighting a compelling trade-off between speed and accuracy. Furthermore, we assess the detrimental effects of occlusion as part of our experimental design. In addition to examining other variables such as cognitive load, motivation, and usability, we identify specific directions and offer actionable insights for future research. Overall, our results underscore the promise of VG for enhancing user performance in AR, while emphasizing the importance of further investigating the underlying human factors.

cs.HC↗

SD-LoRA: Scalable Decoupled Low-Rank Adaptation for Class Incremental Learning

Continual Learning (CL) with foundation models has recently emerged as a promising paradigm to exploit abundant knowledge acquired during pre-training for tackling sequential tasks. However, existing prompt-based and Low-Rank Adaptation-based (LoRA-based) methods often require expanding a prompt/LoRA pool or retaining samples of previous tasks, which poses significant scalability challenges as the number of tasks grows. To address these limitations, we propose Scalable Decoupled LoRA (SD-LoRA) for class incremental learning, which continually separates the learning of the magnitude and direction of LoRA components without rehearsal. Our empirical and theoretical analysis reveals that SD-LoRA tends to follow a low-loss trajectory and converges to an overlapping low-loss region for all learned tasks, resulting in an excellent stability-plasticity trade-off. Building upon these insights, we introduce two variants of SD-LoRA with further improved parameter efficiency. All parameters of SD-LoRAs can be end-to-end optimized for CL objectives. Meanwhile, they support efficient inference by allowing direct evaluation with the finally trained model, obviating the need for component selection. Extensive experiments across multiple CL benchmarks and foundation models consistently validate the effectiveness of SD-LoRA. The code is available at https://github.com/WuYichen-97/SD-Lora-CL.

cs.LG↗

Generalization of CNNs on Relational Reasoning with Bar Charts

This paper presents a systematic study of the generalization of convolutional neural networks (CNNs) and humans on relational reasoning tasks with bar charts. We first revisit previous experiments on graphical perception and update the benchmark performance of CNNs. We then test the generalization performance of CNNs on a classic relational reasoning task: estimating bar length ratios in a bar chart, by progressively perturbing the standard visualizations. We further conduct a user study to compare the performance of CNNs and humans. Our results show that CNNs outperform humans only when the training and test data have the same visual encodings. Otherwise, they may perform worse. We also find that CNNs are sensitive to perturbations in various visual encodings, regardless of their relevance to the target bars. Yet, humans are mainly influenced by bar lengths. Our study suggests that robust relational reasoning with visualizations is challenging for CNNs. Improving CNNs' generalization performance may require training them to better recognize task-related visual properties.

cs.CV↗

SportsBuddy: Designing and Evaluating an AI-Powered Sports Video Storytelling Tool Through Real-World Deployment

Video storytelling is essential for sports performance analysis and fan engagement, enabling sports professionals and fans to effectively communicate and interpret the spatial and temporal dynamics of gameplay. Traditional methods rely on manual annotation and verbal explanations, placing significant demands on creators for video editing skills and on viewers for cognitive focus. However, these approaches are time-consuming and often struggle to accommodate individual needs. SportsBuddy addresses this gap with an intuitive, interactive video authoring tool. It combines player tracking, embedded interaction design, and timeline visualizations to seamlessly integrate narratives and visual cues within game contexts. This empowers users to effortlessly create context-driven video stories. Since its launch, over 150 sports users, including coaches, athletes, content creators, parents and fans, have utilized SportsBuddy to produce compelling game highlights for diverse use cases. User feedback highlights its accessibility and ease of use, making video storytelling and insight communication more attainable for diverse audiences. Case studies with collegiate teams and sports creators further demonstrate SportsBuddy's impact on enhancing coaching communication, game analysis, and fan engagement.

cs.HC↗

In-distribution adversarial attacks on object recognition models using gradient-free search

Neural networks are susceptible to small perturbations in the form of 2D rotations and shifts, image crops, and even changes in object colors. Past works attribute these errors to dataset bias, claiming that models fail on these perturbed samples as they do not belong to the training data distribution. Here, we challenge this claim and present evidence of the widespread existence of perturbed images within the training data distribution, which networks fail to classify. We train models on data sampled from parametric distributions, then search inside this data distribution to find such in-distribution adversarial examples. This is done using our gradient-free evolution strategies (ES) based approach which we call CMA-Search. Despite training with a large-scale (0.5 million images), unbiased dataset of camera and light variations, CMA-Search can find a failure inside the data distribution in over 71% cases by perturbing the camera position. With lighting changes, CMA-Search finds misclassifications in 42% cases. These findings also extend to natural images from ImageNet and Co3D datasets. This phenomenon of in-distribution images presents a highly worrisome problem for artificial intelligence -- they bypass the need for a malicious agent to add engineered noise to induce an adversarial attack. All code, datasets, and demos are available at https://github.com/Spandan-Madan/in_distribution_adversarial_examples.

cs.CV↗

The Indoor-Training Effect: unexpected gains from distribution shifts in the transition function

Is it better to perform tennis training in a pristine indoor environment or a noisy outdoor one? To model this problem, here we investigate whether shifts in the transition probabilities between the training and testing environments in reinforcement learning problems can lead to better performance under certain conditions. We generate new Markov Decision Processes (MDPs) starting from a given MDP, by adding quantifiable, parametric noise into the transition function. We refer to this process as Noise Injection and the resulting environments as δ-environments. This process allows us to create variations of the same environment with quantitative control over noise serving as a metric of distance between environments. Conventional wisdom suggests that training and testing on the same MDP should yield the best results. In stark contrast, we observe that agents can perform better when trained on the noise-free environment and tested on the noisy δ-environments, compared to training and testing on the same δ-environments. We confirm that this finding extends beyond noise variations: it is possible to showcase the same phenomenon in ATARI game variations including varying Ghost behaviour in PacMan, and Paddle behaviour in Pong. We demonstrate this intriguing behaviour across 60 different variations of ATARI games, including PacMan, Pong, and Breakout. We refer to this phenomenon as the Indoor-Training Effect. Code to reproduce our experiments and to implement Noise Injection can be found at https://bit.ly/3X6CTYk.

cs.LG↗

GPT-2 Through the Lens of Vector Symbolic Architectures

Understanding the general priniciples behind transformer models remains a complex endeavor. Experiments with probing and disentangling features using sparse autoencoders (SAE) suggest that these models might manage linear features embedded as directions in the residual stream. This paper explores the resemblance between decoder-only transformer architecture and vector symbolic architectures (VSA) and presents experiments indicating that GPT-2 uses mechanisms involving nearly orthogonal vector bundling and binding operations similar to VSA for computation and communication between layers. It further shows that these principles help explain a significant portion of the actual neural weights.

cs.LG↗

Understanding Graphical Perception in Data Visualization through Zero-shot Prompting of Vision-Language Models

Vision Language Models (VLMs) have been successful at many chart comprehension tasks that require attending to both the images of charts and their accompanying textual descriptions. However, it is not well established how VLM performance profiles map to human-like behaviors. If VLMs can be shown to have human-like chart comprehension abilities, they can then be applied to a broader range of tasks, such as designing and evaluating visualizations for human readers. This paper lays the foundations for such applications by evaluating the accuracy of zero-shot prompting of VLMs on graphical perception tasks with established human performance profiles. Our findings reveal that VLMs perform similarly to humans under specific task and style combinations, suggesting that they have the potential to be used for modeling human performance. Additionally, variations to the input stimuli show that VLM accuracy is sensitive to stylistic changes such as fill color and chart contiguity, even when the underlying data and data mappings are the same.

cs.AI↗

SocialGPT: Prompting LLMs for Social Relation Reasoning via Greedy Segment Optimization

Social relation reasoning aims to identify relation categories such as friends, spouses, and colleagues from images. While current methods adopt the paradigm of training a dedicated network end-to-end using labeled image data, they are limited in terms of generalizability and interpretability. To address these issues, we first present a simple yet well-crafted framework named {\name}, which combines the perception capability of Vision Foundation Models (VFMs) and the reasoning capability of Large Language Models (LLMs) within a modular framework, providing a strong baseline for social relation recognition. Specifically, we instruct VFMs to translate image content into a textual social story, and then utilize LLMs for text-based reasoning. {\name} introduces systematic design principles to adapt VFMs and LLMs separately and bridge their gaps. Without additional model training, it achieves competitive zero-shot results on two databases while offering interpretable answers, as LLMs can generate language-based explanations for the decisions. The manual prompt design process for LLMs at the reasoning phase is tedious and an automated prompt optimization method is desired. As we essentially convert a visual classification task into a generative task of LLMs, automatic prompt optimization encounters a unique long prompt optimization issue. To address this issue, we further propose the Greedy Segment Prompt Optimization (GSPO), which performs a greedy search by utilizing gradient information at the segment level. Experimental results show that GSPO significantly improves performance, and our method also generalizes to different image styles. The code is available at https://github.com/Mengzibin/SocialGPT.

cs.CV↗

Multimodal Learning for Embryo Viability Prediction in Clinical IVF

In clinical In-Vitro Fertilization (IVF), identifying the most viable embryo for transfer is important to increasing the likelihood of a successful pregnancy. Traditionally, this process involves embryologists manually assessing embryos' static morphological features at specific intervals using light microscopy. This manual evaluation is not only time-intensive and costly, due to the need for expert analysis, but also inherently subjective, leading to variability in the selection process. To address these challenges, we develop a multimodal model that leverages both time-lapse video data and Electronic Health Records (EHRs) to predict embryo viability. One of the primary challenges of our research is to effectively combine time-lapse video and EHR data, owing to their inherent differences in modality. We comprehensively analyze our multimodal model with various modality inputs and integration approaches. Our approach will enable fast and automated embryo viability predictions in scale for clinical IVF.

cs.CV↗

PanoCoach: Enhancing Tactical Coaching and Communication in Soccer with Mixed-Reality Telepresence

Soccer, as a dynamic team sport, requires seamless coordination and integration of tactical strategies across all players. Adapting to new tactical systems is a critical but often challenging aspect of soccer at all professional levels. Even the best players can struggle with this process, primarily due to the complexities of conveying and internalizing intricate tactical patterns. Traditional communication methods like whiteboards, on-field instructions, and video analysis often present significant difficulties in perceiving spatial relationships, anticipating team movements, and facilitating live conversation during training sessions. These challenges can lead to inconsistent interpretations of the coach's tactics among players, regardless of their skill level. To bridge the gap between tactical communication and physical execution, we propose a mixed-reality telepresence solution designed to support multi-view tactical explanations during practice. Our concept involves a multi-screen setup combining a tablet for coaches to annotate and demonstrate concepts in both 2D and 3D views, alongside VR to immerse athletes in a first-person perspective, allowing them to experience a sense of presence during coaching. Demo video uploaded at https://youtu.be/O7o4Wzd-7rw

cs.HC↗