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Koichiro Niinuma

Publications and source records attributed to Koichiro Niinuma.

18 recordsLinked to original sources

Feeling Through the Load: Compliant Quadruped Locomotion under Payload Interactions

Quadruped robots are increasingly expected to carry objects while moving through human environments. But what happens when a person interacts directly with the payload rather than with the robot? If the payload is unrestrained, the robot must distinguish intentional external interactions from ordinary payload motion, while still keeping the load balanced and maintaining stable locomotion. How can a quadruped infer and compliantly respond to such interactions using only onboard measurements? In this work, we develop a force-aware locomotion framework that treats payload interactions as commands that shape the motion of the combined robot-payload system. Our approach separates the learning of force-aware locomotion and force estimation on an unrestrained payload. We combine a compliant load-carrying policy with a causal force estimator, trained through estimator-in-the-loop data aggregation and finetuning, to predict interactions from onboard robot measurements. Our simulations and real-world experiments show that the resulting controller can maintain stable payload-carrying locomotion, yield compliantly to external interactions, and use the inferred force to support human-guided changes in the robot's trajectory.

cs.RO↗

Return-to-Home Feasible Micro-Aerial Vehicle Exploration for 3D Gaussian Splatting Reconstruction

Micro aerial vehicles (MAVs) enable rapid indoor 3D reconstruction for inspection and time-critical situational awareness, but must operate under strict flight-time budgets and safety constraints that require explicit return-to-home (RTH) feasibility with a conservative margin. We present a topology-first active reconstruction framework that decouples high-fidelity rendering from navigation. A dense 3D Gaussian Splatting (3DGS) map is optimized as the reconstruction target, while a lightweight Truncated Signed Distance Field (TSDF)/occupancy scaffold supports conservative collision checking and online construction of a sparse 3D Voronoi skeleton roadmap. Since directly extracting roadmaps from TSDF geometry can be unstable under noisy and incomplete online fusion, we validate nodes and edges using carved free-space consistency and dense visibility checks, which suppress behind-wall phantom structure and stabilize planning. Viewpoints are selected on the roadmap using a flight-time-budget-aware objective and a lightweight receding-horizon lookahead to improve non-myopic exploration behavior. We evaluate on photorealistic indoor simulation benchmarks (ReplicaCAD, Gibson, and HM3D), reporting reconstruction coverage/error, RTH success, and computational cost. Results demonstrate improved or competitive performance relative to recent GS-based baselines under identical flight-time budgets.

cs.RO↗

Full-Covariance Smoothing of Bayesian Neural Networks for Online Adaptation

A neural network's layers can be treated as time steps of a state-space model, turning Bayesian training into a smoothing problem: a forward pass propagates Gaussian moments through the network, and a backward Rauch--Tung--Striebel pass updates the weight posteriors in closed form. Such methods learn from each observation in a single pass, in an uncertainty-aware manner, and without gradient-based iterations or replay, which makes them well suited for online adaptation and data-efficient learning. Existing smoothing-based methods, however, are restricted to diagonal covariances across activations, discarding correlations between neurons. We overcome this limitation via a cross-covariance identity that enables full-covariance propagation through a network's nonlinear activations. We derive a one-step-per-layer smoother that approximates as Gaussian only each layer's affine output, and that applies both to deterministic systems with noisy observations and to stochastic systems described by output statistics. We demonstrate this method in non-stationary classification, online dynamics learning, and policy adaptation of a vision-language-action model, and find that it is generally more accurate than other smoothing-based methods.

cs.LG↗

Measuring the Behavioral Fidelity of Long-Horizon Human Activity Simulations

As LLM-based human simulators are increasingly used for policy, evaluation, and training, they must faithfully reproduce real behavioral patterns. While prior work has examined behavioral fidelity in survey responses and dialogue, longer-horizon real-world activity remains largely unexplored. We introduce a framework for evaluating behavioral fidelity in long-horizon activity simulations across temporal granularities and levels of analysis. As a case study, we collect a 43-hour multi-camera dataset of in-the-wild office activity and compare trace-derived conditioning mechanisms: persona descriptors, few-shot exemplars, and statistical transition and time-of-day priors. We find that behavioral fidelity is not uniform across metrics: statistical priors bring activity and sequence distributions closest to real behavior, yet over-fragment routines and suppress within-person variability. These findings motivate a more holistic evaluation that spans multiple metrics, temporal granularities, and levels of analysis.

cs.AI↗

SemanticSlider3D: Training-Free Continuous Semantic Editing for 3D Objects

Fine-grained control over continuous semantic attributes of 3D objects is essential for 3D content creation, but is not well supported by conventional 3D modeling workflows or prompt-based interaction with existing generative AI tools. While slider-based methods have proven effective for fine-grained semantic control in 2D image generation, no equivalent approach exists for 3D. Extending these 2D methods to 3D is non-trivial due to challenges unique to 3D, including geometric integrity and cross-view coherence. We present SemanticSlider3D, a technique for continuous semantic attribute editing of 3D objects that requires no per-attribute training. Given a user-specified attribute, our pipeline constructs a semantic editing direction in the latent space of a state-of-the-art 3D generation model, presenting a diverse and coherent spectrum of 3D variations. A technical validation on a dataset of 50 3D object-attribute pairs shows our method was preferred by all five human assessors across variation range, consistency, 3D object quality, and attribute disentanglement, over a baseline combining a 2D slider with an image-to-3D model. An exploratory study with six participants demonstrates that SemanticSlider3D supported decision-making in 3D prototyping and was perceived as a valuable addition to existing workflows.

cs.HC↗

Ultra-fast Traffic Nowcasting and Control via Differentiable Agent-based Simulation

Traffic digital twins, which inform policymakers of effective interventions based on large-scale, high-fidelity computational models calibrated to real-world traffic, hold promise for addressing societal challenges in our rapidly urbanizing world. However, conventional fine-grained traffic simulations are non-differentiable and typically rely on inefficient gradient-free optimization, making calibration for real-world applications computationally infeasible. Here we present a differentiable agent-based traffic simulator that enables ultra-fast model calibration, traffic nowcasting, and control on large-scale networks. We develop several differentiable computing techniques for simulating individual vehicle movements, including stochastic decision-making and inter-agent interactions, while ensuring that entire simulation trajectories remain end-to-end differentiable for efficient gradient-based optimization. On the large-scale Chicago road network, with over 10,000 calibration parameters, our model simulates more than one million vehicles at 173 times real-time speed. This ultra-fast simulation, together with efficient gradient-based optimization, enables us to complete model calibration using the previous 30 minutes of traffic data in 455 s, provide a one-hour-ahead traffic nowcast in 21 s, and solve the resulting traffic control problem in 728 s. This yields a full calibration--nowcast--control loop in under 20 minutes, leaving about 40 minutes of lead time for implementing interventions. Our work thus provides a practical computational basis for realizing traffic digital twins.

cs.MA↗

Scalable Dynamic Origin-Destination Demand Estimation Enhanced by High-Resolution Satellite Imagery Data

This study presents a novel integrated framework for dynamic origin-destination demand estimation (DODE) in multi-class mesoscopic network models, incorporating high-resolution satellite imagery together with conventional traffic data from local sensors. Unlike sparse local detectors, satellite imagery offers consistent, city-wide road and traffic information of both parking and moving vehicles, overcoming data availability limitations. To extract information from imagery data, we design a computer vision pipeline for class-specific vehicle detection and map matching, generating link-level traffic density observations by vehicle class. Building upon this information, we formulate a computational graph-based DODE framework that calibrates dynamic network states by jointly matching observed traffic counts/speeds from local sensors with density measurements derived from satellite imagery. To assess the accuracy and robustness of the proposed framework, we conduct a series of numerical experiments using both synthetic and real-world data. The results demonstrate that supplementing traditional data with satellite-derived density significantly improves estimation performance, especially for links without local sensors. Real-world experiments also show the framework's potential for practical deployment on large-scale networks. Sensitivity analysis further evaluates the impact of data quality related to satellite imagery data.

cs.CV↗

Map2Video: Street View Imagery Driven AI Video Generation

AI video generation has lowered barriers to video creation, but current tools still struggle with inconsistency. Filmmakers often find that clips fail to match characters and backgrounds, making it difficult to build coherent sequences. A formative study with filmmakers highlighted challenges in shot composition, character motion, and camera control. We present Map2Video, a street view imagery-driven AI video generation tool grounded in real-world geographies. The system integrates Unity and ComfyUI with the VACE video generation model, as well as OpenStreetMap and Mapillary for street view imagery. Drawing on familiar filmmaking practices such as location scouting and rehearsal, Map2Video enables users to choose map locations, position actors and cameras in street view imagery, sketch movement paths, refine camera motion, and generate spatially consistent videos. We evaluated Map2Video with 12 filmmakers. Compared to an image-to-video baseline, it achieved higher spatial accuracy, required less cognitive effort, and offered stronger controllability for both scene replication and open-ended creative exploration.

cs.HC↗

Gaussian Splatting Lucas-Kanade

Gaussian Splatting and its dynamic extensions are effective for reconstructing 3D scenes from 2D images when there is significant camera movement to facilitate motion parallax and when scene objects remain relatively static. However, in many real-world scenarios, these conditions are not met. As a consequence, data-driven semantic and geometric priors have been favored as regularizers, despite their bias toward training data and their neglect of broader movement dynamics. Departing from this practice, we propose a novel analytical approach that adapts the classical Lucas-Kanade method to dynamic Gaussian splatting. By leveraging the intrinsic properties of the forward warp field network, we derive an analytical velocity field that, through time integration, facilitates accurate scene flow computation. This enables the precise enforcement of motion constraints on warp fields, thus constraining both 2D motion and 3D positions of the Gaussians. Our method excels in reconstructing highly dynamic scenes with minimal camera movement, as demonstrated through experiments on both synthetic and real-world scenes.

cs.CV↗

Don't Look Twice: Faster Video Transformers with Run-Length Tokenization

Transformers are slow to train on videos due to extremely large numbers of input tokens, even though many video tokens are repeated over time. Existing methods to remove such uninformative tokens either have significant overhead, negating any speedup, or require tuning for different datasets and examples. We present Run-Length Tokenization (RLT), a simple approach to speed up video transformers inspired by run-length encoding for data compression. RLT efficiently finds and removes runs of patches that are repeated over time prior to model inference, then replaces them with a single patch and a positional encoding to represent the resulting token's new length. Our method is content-aware, requiring no tuning for different datasets, and fast, incurring negligible overhead. RLT yields a large speedup in training, reducing the wall-clock time to fine-tune a video transformer by 30% while matching baseline model performance. RLT also works without any training, increasing model throughput by 35% with only 0.1% drop in accuracy. RLT speeds up training at 30 FPS by more than 100%, and on longer video datasets, can reduce the token count by up to 80%. Our project page is at https://rccchoudhury.github.io/projects/rlt/.

cs.CV↗

CoGS: Controllable Gaussian Splatting

Capturing and re-animating the 3D structure of articulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability. On the other hand, while single-camera Neural Radiance Fields (NeRFs) offer a more streamlined approach, they have excessive training and rendering costs. 3D Gaussian Splatting would be a suitable alternative but for two reasons. Firstly, existing methods for 3D dynamic Gaussians require synchronized multi-view cameras, and secondly, the lack of controllability in dynamic scenarios. We present CoGS, a method for Controllable Gaussian Splatting, that enables the direct manipulation of scene elements, offering real-time control of dynamic scenes without the prerequisite of pre-computing control signals. We evaluated CoGS using both synthetic and real-world datasets that include dynamic objects that differ in degree of difficulty. In our evaluations, CoGS consistently outperformed existing dynamic and controllable neural representations in terms of visual fidelity.

cs.CV↗

GHOST: Grounded Human Motion Generation with Open Vocabulary Scene-and-Text Contexts

The connection between our 3D surroundings and the descriptive language that characterizes them would be well-suited for localizing and generating human motion in context but for one problem. The complexity introduced by multiple modalities makes capturing this connection challenging with a fixed set of descriptors. Specifically, closed vocabulary scene encoders, which require learning text-scene associations from scratch, have been favored in the literature, often resulting in inaccurate motion grounding. In this paper, we propose a method that integrates an open vocabulary scene encoder into the architecture, establishing a robust connection between text and scene. Our two-step approach starts with pretraining the scene encoder through knowledge distillation from an existing open vocabulary semantic image segmentation model, ensuring a shared text-scene feature space. Subsequently, the scene encoder is fine-tuned for conditional motion generation, incorporating two novel regularization losses that regress the category and size of the goal object. Our methodology achieves up to a 30% reduction in the goal object distance metric compared to the prior state-of-the-art baseline model on the HUMANISE dataset. This improvement is demonstrated through evaluations conducted using three implementations of our framework and a perceptual study. Additionally, our method is designed to seamlessly accommodate future 2D segmentation methods that provide per-pixel text-aligned features for distillation.

cs.CV↗

Zero-Shot Video Question Answering with Procedural Programs

We propose to answer zero-shot questions about videos by generating short procedural programs that derive a final answer from solving a sequence of visual subtasks. We present Procedural Video Querying (ProViQ), which uses a large language model to generate such programs from an input question and an API of visual modules in the prompt, then executes them to obtain the output. Recent similar procedural approaches have proven successful for image question answering, but videos remain challenging: we provide ProViQ with modules intended for video understanding, allowing it to generalize to a wide variety of videos. This code generation framework additionally enables ProViQ to perform other video tasks in addition to question answering, such as multi-object tracking or basic video editing. ProViQ achieves state-of-the-art results on a diverse range of benchmarks, with improvements of up to 25% on short, long, open-ended, and multimodal video question-answering datasets. Our project page is at https://rccchoudhury.github.io/proviq2023.

cs.CV↗

Occlusion Sensitivity Analysis with Augmentation Subspace Perturbation in Deep Feature Space

Deep Learning of neural networks has gained prominence in multiple life-critical applications like medical diagnoses and autonomous vehicle accident investigations. However, concerns about model transparency and biases persist. Explainable methods are viewed as the solution to address these challenges. In this study, we introduce the Occlusion Sensitivity Analysis with Deep Feature Augmentation Subspace (OSA-DAS), a novel perturbation-based interpretability approach for computer vision. While traditional perturbation methods make only use of occlusions to explain the model predictions, OSA-DAS extends standard occlusion sensitivity analysis by enabling the integration with diverse image augmentations. Distinctly, our method utilizes the output vector of a DNN to build low-dimensional subspaces within the deep feature vector space, offering a more precise explanation of the model prediction. The structural similarity between these subspaces encompasses the influence of diverse augmentations and occlusions. We test extensively on the ImageNet-1k, and our class- and model-agnostic approach outperforms commonly used interpreters, setting it apart in the realm of explainable AI.

cs.CV↗

Adaptive occlusion sensitivity analysis for visually explaining video recognition networks

This paper proposes a method for visually explaining the decision-making process of video recognition networks with a temporal extension of occlusion sensitivity analysis, called Adaptive Occlusion Sensitivity Analysis (AOSA). The key idea here is to occlude a specific volume of data by a 3D mask in an input 3D temporal-spatial data space and then measure the change degree in the output score. The occluded volume data that produces a larger change degree is regarded as a more critical element for classification. However, while the occlusion sensitivity analysis is commonly used to analyze single image classification, applying this idea to video classification is not so straightforward as a simple fixed cuboid cannot deal with complicated motions. To solve this issue, we adaptively set the shape of a 3D occlusion mask while referring to motions. Our flexible mask adaptation is performed by considering the temporal continuity and spatial co-occurrence of the optical flows extracted from the input video data. We further propose a novel method to reduce the computational cost of the proposed method with the first-order approximation of the output score with respect to an input video. We demonstrate the effectiveness of our method through various and extensive comparisons with the conventional methods in terms of the deletion/insertion metric and the pointing metric on the UCF101 dataset and the Kinetics-400 and 700 datasets.

cs.CV↗

DyLiN: Making Light Field Networks Dynamic

Light Field Networks, the re-formulations of radiance fields to oriented rays, are magnitudes faster than their coordinate network counterparts, and provide higher fidelity with respect to representing 3D structures from 2D observations. They would be well suited for generic scene representation and manipulation, but suffer from one problem: they are limited to holistic and static scenes. In this paper, we propose the Dynamic Light Field Network (DyLiN) method that can handle non-rigid deformations, including topological changes. We learn a deformation field from input rays to canonical rays, and lift them into a higher dimensional space to handle discontinuities. We further introduce CoDyLiN, which augments DyLiN with controllable attribute inputs. We train both models via knowledge distillation from pretrained dynamic radiance fields. We evaluated DyLiN using both synthetic and real world datasets that include various non-rigid deformations. DyLiN qualitatively outperformed and quantitatively matched state-of-the-art methods in terms of visual fidelity, while being 25 - 71x computationally faster. We also tested CoDyLiN on attribute annotated data and it surpassed its teacher model. Project page: https://dylin2023.github.io .

cs.CV↗

CoNFies: Controllable Neural Face Avatars

Neural Radiance Fields (NeRF) are compelling techniques for modeling dynamic 3D scenes from 2D image collections. These volumetric representations would be well suited for synthesizing novel facial expressions but for two problems. First, deformable NeRFs are object agnostic and model holistic movement of the scene: they can replay how the motion changes over time, but they cannot alter it in an interpretable way. Second, controllable volumetric representations typically require either time-consuming manual annotations or 3D supervision to provide semantic meaning to the scene. We propose a controllable neural representation for face self-portraits (CoNFies), that solves both of these problems within a common framework, and it can rely on automated processing. We use automated facial action recognition (AFAR) to characterize facial expressions as a combination of action units (AU) and their intensities. AUs provide both the semantic locations and control labels for the system. CoNFies outperformed competing methods for novel view and expression synthesis in terms of visual and anatomic fidelity of expressions.

cs.CV↗

Synthetic Expressions are Better Than Real for Learning to Detect Facial Actions

Critical obstacles in training classifiers to detect facial actions are the limited sizes of annotated video databases and the relatively low frequencies of occurrence of many actions. To address these problems, we propose an approach that makes use of facial expression generation. Our approach reconstructs the 3D shape of the face from each video frame, aligns the 3D mesh to a canonical view, and then trains a GAN-based network to synthesize novel images with facial action units of interest. To evaluate this approach, a deep neural network was trained on two separate datasets: One network was trained on video of synthesized facial expressions generated from FERA17; the other network was trained on unaltered video from the same database. Both networks used the same train and validation partitions and were tested on the test partition of actual video from FERA17. The network trained on synthesized facial expressions outperformed the one trained on actual facial expressions and surpassed current state-of-the-art approaches.

cs.CV↗