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Noam Rotstein

Publications and source records attributed to Noam Rotstein.

10 recordsLinked to original sources

ReLift: Dense 3D Tracking as Lifted Trajectory Repair

Dense 3D tracking from monocular video requires establishing point correspondences over time, estimating their depth, and inferring their trajectories during occlusion. Existing methods typically learn these tasks jointly, a demanding objective given the scarcity of 4D supervision. We show that strong pretrained 2D trackers and 3D geometry models provide an effective foundation: lifted trajectories, with occluded segments simply interpolated, already rival dedicated 3D trackers using the same geometry. However, lifted trajectories inherit correspondence and depth errors, and under occlusion, their depth comes from the occluder rather than the tracked point. We introduce ReLift, an efficient feed-forward framework that recasts dense 3D tracking as geometric trajectory repair and completion. At its core, a trajectory corrector alternates attention along and across trajectories to preserve reliable observations, repair corrupted positions, and complete missing motion. Using only geometric inputs allows us to train directly on 3D trajectories with simulated lifting errors, decoupling training from images and from any specific tracker or geometry model. Concentrating 4D supervision on trajectory refinement yields a reusable model that consistently improves lifted trajectories across trackers and geometry providers without retraining, so it benefits directly from future advances in either component. On WorldTrack, ReLift achieves state-of-the-art mean accuracy, improving on the strongest baselines by 2.1 APD on all points and 3.0 on dynamic points, with faster configurations remaining competitive with leading 3D trackers while running faster than 4RC. Visit our supplementry page for more examples and code.

cs.CV↗

Joints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs

Video generation models can now depict remarkably realistic motion. Yet it is unclear how to use this motion beyond pixels: to animate a specific 3D asset and replay the animation in its 3D scene. For instance, a video model can show a monkey jumping over a crossbar, but it cannot return that jump as replayable 3D motion placed in the 3D scene. Here we present a model that directly co-generates the video and 3D motion for any supplied rig, along with a camera that registers this motion to the scene. Prior video-motion models either handle only human skeletons, often adding billions of parameters, or triangulate 3D motion from generated 2D pose maps. We instead keep 3D motion in a separate model that supports arbitrary skeletons, and connect it to a pretrained video model through a small set of cross-attention layers. This separation lets the motion model first learn how skeletons move from motion-only data, which is easier to obtain and augment than paired video. Additionally, our model learns to locate each joint in the video frames, which lets us recover the camera and place the 3D motion in the scene. To train across many skeletons, we use a generative video editor to place animated 3D assets in scenes suited to their actions, curating the edits so their known motion remains valid. Together with human and robot video, this yields nearly 200K training pairs. Our evaluations demonstrate that our model animates diverse rigs from text more faithfully than video-first pipelines, and its motion responds to the surrounding scene. It also turns video into rig motion, rig motion into video, and enables keyframe-based control of the 3D motion. Videos and additional results are available on our project page: https://research.nvidia.com/labs/par/projects/jca/.

cs.CV↗

CaricatureGS: Exaggerating 3D Gaussian Splatting Faces With Gaussian Curvature

A photorealistic and controllable 3D caricaturization framework for faces is introduced. We start with an intrinsic Gaussian curvature-based surface exaggeration technique, which, when coupled with texture, tends to produce over-smoothed renders. To address this, we resort to 3D Gaussian Splatting (3DGS), which has recently been shown to produce realistic free-viewpoint avatars. Given a multiview sequence, we extract a FLAME mesh, solve a curvature-weighted Poisson equation, and obtain its exaggerated form. However, directly deforming the Gaussians yields poor results, necessitating the synthesis of pseudo-ground-truth caricature images by warping each frame to its exaggerated 2D representation using local affine transformations. We then devise a training scheme that alternates real and synthesized supervision, enabling a single Gaussian collection to represent both natural and exaggerated avatars. This scheme improves fidelity, supports local edits, and allows continuous control over the intensity of the caricature. In order to achieve real-time deformations, an efficient interpolation between the original and exaggerated surfaces is introduced. We further analyze and show that it has a bounded deviation from closed-form solutions. In both quantitative and qualitative evaluations, our results outperform prior work, delivering photorealistic, geometry-controlled caricature avatars.

cs.GR↗

Time-to-Move: Training-Free Motion Controlled Video Generation via Dual-Clock Denoising

Diffusion-based video generation can create realistic videos, yet existing image- and text-based conditioning fails to offer precise motion control. Prior methods for motion-conditioned synthesis typically require model-specific fine-tuning, which is computationally expensive and restrictive. We introduce Time-to-Move (TTM), a training-free, plug-and-play framework for motion- and appearance-controlled video generation with image-to-video (I2V) diffusion models. Our key insight is to use crude reference animations obtained through user-friendly manipulations such as cut-and-drag or depth-based reprojection. Motivated by SDEdit's use of coarse layout cues for image editing, we treat the crude animations as coarse motion cues and adapt the mechanism to the video domain. We preserve appearance with image conditioning and introduce dual-clock denoising, a region-dependent strategy that enforces strong alignment in motion-specified regions while allowing flexibility elsewhere, balancing fidelity to user intent with natural dynamics. This lightweight modification of the sampling process incurs no additional training or runtime cost and is compatible with any backbone. Extensive experiments on object and camera motion benchmarks show that TTM matches or exceeds existing training-based baselines in realism and motion control. Beyond this, TTM introduces a unique capability: precise appearance control through pixel-level conditioning, exceeding the limits of text-only prompting. Visit our project page for video examples and code: https://time-to-move.github.io/.

cs.CV↗

SingLoRA: Low Rank Adaptation Using a Single Matrix

Low-Rank Adaptation (LoRA) has significantly advanced parameter-efficient fine-tuning of large pretrained models. LoRA augments the pre-trained weights of a model by adding the product of two smaller matrices that together form a low-rank matrix update. Recent research has shown that scale disparities between these two matrices often cause unstable training dynamics, leading to suboptimal performance. In this paper, we propose SingLoRA, which reformulates low-rank adaptation by learning the weights update as a decomposition of a single low-rank matrix multiplied by its transpose. This simple design inherently removes inter-matrix scale conflicts, ensuring stable optimization, and roughly halves the parameter count. We analyze SingLoRA within the infinite-width neural network framework, showing that it guarantees stable feature learning by construction. Extensive experiments on multiple tasks validate these benefits. In common sense reasoning, fine-tuning LLama 7B on MNLI with SingLoRA achieves 91.3% accuracy - surpassing LoRA (89.1%) and LoRA+ (90.2%) - while using only 60% of their parameter budget. In image generation, fine-tuning Stable Diffusion with SingLoRA significantly improves image fidelity on DreamBooth, achieving a DINO similarity score of 0.151, compared to scores of 0.148 and 0.143 for DoRA and LoRA, respectively.

cs.AI↗

Paint by Inpaint: Learning to Add Image Objects by Removing Them First

Image editing has advanced significantly with the introduction of text-conditioned diffusion models. Despite this progress, seamlessly adding objects to images based on textual instructions without requiring user-provided input masks remains a challenge. We address this by leveraging the insight that removing objects (Inpaint) is significantly simpler than its inverse process of adding them (Paint), attributed to inpainting models that benefit from segmentation mask guidance. Capitalizing on this realization, by implementing an automated and extensive pipeline, we curate a filtered large-scale image dataset containing pairs of images and their corresponding object-removed versions. Using these pairs, we train a diffusion model to inverse the inpainting process, effectively adding objects into images. Unlike other editing datasets, ours features natural target images instead of synthetic ones while ensuring source-target consistency by construction. Additionally, we utilize a large Vision-Language Model to provide detailed descriptions of the removed objects and a Large Language Model to convert these descriptions into diverse, natural-language instructions. Our quantitative and qualitative results show that the trained model surpasses existing models in both object addition and general editing tasks. Visit our project page for the released dataset and trained models at https://rotsteinnoam.github.io/Paint-by-Inpaint.

cs.CV↗

Pathways on the Image Manifold: Image Editing via Video Generation

Recent advances in image editing, driven by image diffusion models, have shown remarkable progress. However, significant challenges remain, as these models often struggle to follow complex edit instructions accurately and frequently compromise fidelity by altering key elements of the original image. Simultaneously, video generation has made remarkable strides, with models that effectively function as consistent and continuous world simulators. In this paper, we propose merging these two fields by utilizing image-to-video models for image editing. We reformulate image editing as a temporal process, using pretrained video models to create smooth transitions from the original image to the desired edit. This approach traverses the image manifold continuously, ensuring consistent edits while preserving the original image's key aspects. Our approach achieves state-of-the-art results on text-based image editing, demonstrating significant improvements in both edit accuracy and image preservation. Visit our project page at https://rotsteinnoam.github.io/Frame2Frame.

cs.CV↗

FuseCap: Leveraging Large Language Models for Enriched Fused Image Captions

The advent of vision-language pre-training techniques enhanced substantial progress in the development of models for image captioning. However, these models frequently produce generic captions and may omit semantically important image details. This limitation can be traced back to the image-text datasets; while their captions typically offer a general description of image content, they frequently omit salient details. Considering the magnitude of these datasets, manual reannotation is impractical, emphasizing the need for an automated approach. To address this challenge, we leverage existing captions and explore augmenting them with visual details using "frozen" vision experts including an object detector, an attribute recognizer, and an Optical Character Recognizer (OCR). Our proposed method, FuseCap, fuses the outputs of such vision experts with the original captions using a large language model (LLM), yielding comprehensive image descriptions. We automatically curate a training set of 12M image-enriched caption pairs. These pairs undergo extensive evaluation through both quantitative and qualitative analyses. Subsequently, this data is utilized to train a captioning generation BLIP-based model. This model outperforms current state-of-the-art approaches, producing more precise and detailed descriptions, demonstrating the effectiveness of the proposed data-centric approach. We release this large-scale dataset of enriched image-caption pairs for the community.

cs.CV↗

Multimodal Colored Point Cloud to Image Alignment

Reconstruction of geometric structures from images using supervised learning suffers from limited available amount of accurate data. One type of such data is accurate real-world RGB-D images. A major challenge in acquiring such ground truth data is the accurate alignment between RGB images and the point cloud measured by a depth scanner. To overcome this difficulty, we consider a differential optimization method that aligns a colored point cloud with a given color image through iterative geometric and color matching. In the proposed framework, the optimization minimizes the photometric difference between the colors of the point cloud and the corresponding colors of the image pixels. Unlike other methods that try to reduce this photometric error, we analyze the computation of the gradient on the image plane and propose a different direct scheme. We assume that the colors produced by the geometric scanner camera and the color camera sensor are different and therefore characterized by different chromatic acquisition properties. Under these multimodal conditions, we find the transformation between the camera image and the point cloud colors. We alternately optimize for aligning the position of the point cloud and matching the different color spaces. The alignments produced by the proposed method are demonstrated on both synthetic data with quantitative evaluation and real scenes with qualitative results.

cs.CV↗

Depth Refinement for Improved Stereo Reconstruction

Depth estimation is a cornerstone of a vast number of applications requiring 3D assessment of the environment, such as robotics, augmented reality, and autonomous driving to name a few. One prominent technique for depth estimation is stereo matching which has several advantages: it is considered more accessible than other depth-sensing technologies, can produce dense depth estimates in real-time, and has benefited greatly from the advances of deep learning in recent years. However, current techniques for depth estimation from stereoscopic images still suffer from a built-in drawback. To reconstruct depth, a stereo matching algorithm first estimates the disparity map between the left and right images before applying a geometric triangulation. A simple analysis reveals that the depth error is quadratically proportional to the object's distance. Therefore, constant disparity errors are translated to large depth errors for objects far from the camera. To mitigate this quadratic relation, we propose a simple but effective method that uses a refinement network for depth estimation. We show analytical and empirical results suggesting that the proposed learning procedure reduces this quadratic relation. We evaluate the proposed refinement procedure on well-known benchmarks and datasets, like Sceneflow and KITTI datasets, and demonstrate significant improvements in the depth accuracy metric.

cs.CV↗