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Check out the Neural Graph Mapping for Dense SLAM with Efficient Loop Closure paper by Leonard Bruns, Jun Zhang, and Patric Jensfelt, visualized with Rerun. “Existing neural field-based SLAM methods typically employ a single monolithic field as their scene representation. This prevents efficient incorporation of loop closure constraints and...

12,865 次观看 • 2 年前 •via X (Twitter)

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MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction TL;DR: The first RGB-only multi-agent 3D Gaussian Splatting SLAM for collaborative photorealistic scene reconstruction. Contributions: (1) We propose the first monocular RGB-only multi-agent 3D Gaussian Splatting SLAM system. It integrates Gaussian front-ends, compact submap summaries, inter-agent verification, Sim(3) submap pose graph, and occupancy-aware fusion into a unified framework, achieving accurate tracking and photorealistic reconstruction without depth sensors. (2) We propose a Pose-Graph Bundle Adjustment (PGBA)-consistent Sim(3) loop closure mechanism for multi-agent systems, which jointly resolves intra- and inter-agent scale drift through a submap-level Sim(3) pose graph coupling geometric and photometric residuals. Robustness is ensured by a spatial-extent gate that rejects degenerate loops and an adaptive edge invalidation scheme consistent with evolving PGBA corrections. (3) We propose an occupancy-aware fusion framework for coherent multi-agent Gaussian maps. It combines occupancy-grid deduplication, decoupled coordinator, and joint pose-Gaussian photometric refinement to eliminate duplicated Gaussians, residual misalignment, and photometric seams across agents. (4) We introduce ReplicaMultiagent Plus dataset. While existing multi-agent datasets are typically limited to 2-3 agents with short trajectories, our dataset scales to 4 agents with long-horizon trajectories. In addition, we provide ground-truth geometry and semantic annotations, supporting the evaluation of monocular, RGB-D, and semantic multi-agent SLAM for collaborative dense reconstruction.

MrNeRF

19,357 次观看 • 2 个月前

Wow. Recreating the Shawshank Redemption prison in 3D from a single video, in real time (!) Just read the MASt3R-SLAM paper and it's pretty neat. These folks basically built a real-time dense SLAM system on top of MASt3R, which is a transformer-based neural network that can do 3d reconstruction and localization from uncalibrated image pairs. The cool part is they don't need a fixed camera model -- it just works with arbitrary cameras -- think different focal lengths, sensor sizes, even handling zooming in video (FMV drone video anyone?!). If you've done photogrammetry or played with NeRFs you know that is a HUGE deal. They've solved some tricky problems like efficient point matching and tracking, plus they've figured out how to fuse point clouds and handle loop closures in real-time. Their system runs at about 15 FPS on a 4090 and produces both camera poses and dense geometry. When they know the camera calibration, they get SOTA results across several benchmarks, but even without calibration, they still perform well. What's interesting is the approach -- most recent SLAM work has built on DROID-SLAM's architecture, but these folks went a different direction by leveraging a strong 3D reconstruction prior. Seems to give them more coherent geometry, which makes sense since that's what MASt3R was designed for. For anyone who cares about monocular SLAM and 3D reconstruction, this feels like a significant step toward plug-and-play dense SLAM without calibration headaches -- perfect for drones, robots, AR/VR -- the works!

Bilawal Sidhu

703,816 次观看 • 1 年前

AI's Secret Pattern: The Surprising Role of Fractals in Neural Networks In the realm of artificial intelligence (AI), a groundbreaking discovery has emerged, challenging our conventional understanding of neural network training and optimization. This revelation centers around the identification of fractal patterns at the boundary between trainable and untrainable neural network hyperparameters, presenting a series of profound implications and avenues for further research. Fractals, known for their intricate, self-similar patterns that recur at every scale, have long fascinated mathematicians and scientists alike. Typically associated with simple, one-dimensional iterative functions, the appearance of fractals within the complex, multivariate domain of neural network training introduces a striking contrast. The organic and asymmetric nature of these fractals, as derived from the training processes, suggests a deeper, unexplored connection between the mathematical properties of fractals and the functional dynamics of neural networks. The study’s focus on two-dimensional slices of hyperparameter space barely scratches the surface of the complexity inherent in neural networks, which are characterized by a vast array of hyperparameters. The existence of fractals in this context hints at an underlying high-dimensional structure, a concept that challenges our current capabilities and understanding. Extending fractal analysis to these higher dimensions represents a significant, yet exciting, challenge that could illuminate new aspects of neural network behavior and learning capabilities. An unexpected finding from the research is the persistence of clean fractal patterns even in the presence of stochastic elements introduced during minibatch training. This resilience suggests a parallel to Lyapunov fractals, where the iterative process involves randomly changing functions. This phenomenon prompts a reevaluation of how stochastic and deterministic processes influence fractal formation within neural networks, potentially offering new insights into the fundamental mechanisms of learning and adaptation. From a practical standpoint, the fractal nature of the boundary between trainable and untrainable hyperparameters has significant implications for the field of metalearning. The chaotic behavior of the meta-loss landscape, attributed to its extreme sensitivity, presents a formidable challenge for algorithms designed to optimize hyperparameters. Understanding the fractal characteristics of this landscape could provide valuable guidance for navigating its complexities, ultimately improving the efficiency and effectiveness of metalearning strategies. Beyond the technical and theoretical implications, the discovery also reveals an unexpected aesthetic dimension to neural network fractals. The visual beauty and meditative qualities of these patterns offer a unique opportunity to engage with the material in a deeply personal and contemplative manner. This aspect suggests potential psychological and physiological benefits from exposure to the intricate designs of neural network fractals, opening up novel intersections between technology, art, and well-being. In conclusion, the identification of fractal patterns within neural network hyperparameter spaces unveils a fascinating new frontier at the intersection of fractal geometry and deep learning. This discovery not only challenges existing paradigms but also opens up myriad possibilities for mathematical characterization, algorithmic development, and even subjective exploration. As researchers continue to delve into this rich vein of inquiry, the promise of uncovering new knowledge and advancing our understanding of neural networks and their training processes remains as compelling as ever.

Carlos E. Perez

133,519 次观看 • 2 年前

Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields paper page: Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

AK

62,768 次观看 • 3 年前

New Paper: Continuous Thought Machines 🧠 Neurons in brains use timing and synchronization in the way that they compute, but this is largely ignored in modern neural nets. We believe neural timing is key for the flexibility and adaptability of biological intelligence. We propose a new neural architecture, “Continuous Thought Machines” (CTMs), which is built from the ground up to use neural dynamics as a core representation for intelligence. By using neural dynamics as a first-class representational citizen, CTMs naturally perform adaptive computation. Many emergent, interesting behaviors arise as a result: CTMs solve mazes by observing a raw maze image and producing step-by-step instructions directly from its neural dynamics. When tasked with image recognition, the CTM naturally takes multiple steps to examine different parts of the image before making its decision. This step-by-step approach not only makes its behavior more interpretable but also improves accuracy: the longer it “thinks,” the more accurate its answers become. We also found that this allows the CTM to decide to spend less time thinking on simpler images, thus saving energy. When identifying a gorilla, for example, the CTM’s attention moves from eyes to nose to mouth in a pattern remarkably similar to human visual attention. I think this work underscores an important, yet often lost, synergy between neuroscience and AI. While modern AI is ostensibly brain-inspired, the two fields often operate in surprising isolation. By starting with such inspiration and iteratively following the emergent, interesting behaviors, we developed a model with unexpected capabilities, such as its surprisingly strong calibration in classification tasks, a feature that was not explicitly designed for. When we initially asked, “why do this research?”, we hoped the journey of the CTM would provide compelling answers. By embracing light biological inspiration and pursuing the novel behaviors observed, we have arrived at a model with emergent capabilities that exceeded our initial designs. We are committed to continuing this exploration, borrowing further concepts to discover what new and exciting behaviors will emerge, pushing the boundaries of what AI can achieve.

hardmaru

257,386 次观看 • 1 年前

FAU Erlangen-Nürnberg presents TRIPS Trilinear Point Splatting for Real-Time Radiance Field Rendering paper page: Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.

AK

45,459 次观看 • 2 年前

Nvidia announces GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning paper page: Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

AK

140,992 次观看 • 2 年前