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Narendra Ahuja

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

15 papers
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Possible papers

15

TMLR Journal 2026 Journal Article

Seeing is Simulating: Differentiable Physics for Interaction-Aware Material Estimation

  • Chun Feng
  • Hao Zhang
  • Haolan Xu
  • Narendra Ahuja

Modeling human-object interactions is crucial for creating immersive virtual experiences. However, synthesizing 3D object dynamics conditioned on actions remains a challenging problem. Existing approaches equip static 3D objects with motion priors distilled from video diffusion models. This methodology has two drawbacks: (i) video diffusion models are not physically grounded. Thus, the generated videos may contain physical inaccuracies; (ii) video diffusion models cannot generate complex dynamics where multiple objects interact under actions with long durations and large spatial extent. We present $\textbf{PhysInteract}$, a physics-based framework that (i) models interactions with a representation that captures their duration and contact information; (ii) estimates object material properties (e.g., Young's modulus) from objects' deformation caused by interactions; (iii) uses physics simulation to reproduce realistic object dynamics based on estimated interactions and material properties. We highlight that PhysInteract is fully differentiable, enabling joint optimization of interaction representations and object material properties. PhysInteract achieves better performance than existing methods. We demonstrate its superiority by quantitatively testing PhysInteract on a curated dataset. In conjunction with an additional user study, our method shows a step towards more realistic and immersive virtual experiences.

TMLR Journal 2025 Journal Article

MagicPose4D: Crafting Articulated Models with Appearance and Motion Control

  • Hao Zhang
  • Di Chang
  • Fang Li
  • Mohammad Soleymani
  • Narendra Ahuja

With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike current 4D generation methods, MagicPose4D accepts monocular videos or mesh sequences as motion prompts, enabling precise and customizable motion control. MagicPose4D comprises two key modules: (i) Dual-Phase 4D Reconstruction Module which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase extracts the 3D motion (skeleton poses) using more accurate pseudo-3D supervision, obtained in the first phase, and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. (ii) Cross-category Motion Transfer Module leverages the extracted motion from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.

NeurIPS Conference 2025 Conference Paper

RGB-Only Supervised Camera Parameter Optimization in Dynamic Scenes

  • Fang Li
  • Hao Zhang
  • Narendra Ahuja

Although COLMAP has long remained the predominant method for camera parameter optimization in static scenes, it is constrained by its lengthy runtime and reliance on ground truth (GT) motion masks for application to dynamic scenes. Many efforts attempted to improve it by incorporating more priors as supervision such as GT focal length, motion masks, 3D point clouds, camera poses, and metric depth, which, however, are typically unavailable in casually captured RGB videos. In this paper, we propose a novel method for more accurate and efficient camera parameter optimization in dynamic scenes solely supervised by a single RGB video, dubbed $\textbf{\textit{ROS-Cam}}$. Our method consists of three key components: (1) Patch-wise Tracking Filters, to establish robust and maximally sparse hinge-like relations across the RGB video. (2) Outlier-aware Joint Optimization, for efficient camera parameter optimization by adaptive down-weighting of moving outliers, without reliance on motion priors. (3) A Two-stage Optimization Strategy, to enhance stability and optimization speed by a trade-off between the Softplus limits and convex minima in losses. We visually and numerically evaluate our camera estimates. To further validate accuracy, we feed the camera estimates into a 4D reconstruction method and assess the resulting 3D scenes, and rendered 2D RGB and depth maps. We perform experiments on 4 real-world datasets (NeRF-DS, DAVIS, iPhone, and TUM-dynamics) and 1 synthetic dataset (MPI-Sintel), demonstrating that our method estimates camera parameters more efficiently and accurately with a single RGB video as the only supervision.

NeurIPS Conference 2025 Conference Paper

Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

  • Hao Zhang
  • Chun-Han Yao
  • Simon DonnĂ©
  • Narendra Ahuja
  • Varun Jampani

We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts --- structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latents VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing. A Bidirectional Diffusion Fusion (BiDiFuse) module enhances cross-branch consistency, supported by a contrastive part consistency loss to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged objects selected and processed from Objaverse XL, each paired with multi-view RGB and part video sequences. Experiments show that SP4D generalizes strongly to diverse scenarios, including real-world videos, novel generated objects, and rare articulated poses, producing kinematic-aware outputs suitable for downstream animation and motion-related tasks.

AAAI Conference 2024 Conference Paper

CSL: Class-Agnostic Structure-Constrained Learning for Segmentation Including the Unseen

  • Hao Zhang
  • Fang Li
  • Lu Qi
  • Ming-Hsuan Yang
  • Narendra Ahuja

Addressing Out-Of-Distribution (OOD) Segmentation and Zero-Shot Semantic Segmentation (ZS3) is challenging, necessitating segmenting unseen classes. Existing strategies adapt the class-agnostic Mask2Former (CA-M2F) tailored to specific tasks. However, these methods cater to singular tasks, demand training from scratch, and we demonstrate certain deficiencies in CA-M2F, which affect performance. We propose the Class-Agnostic Structure-Constrained Learning (CSL), a plug-in framework that can integrate with existing methods, thereby embedding structural constraints and achieving performance gain, including the unseen, specifically OOD, ZS3, and domain adaptation (DA) tasks. There are two schemes for CSL to integrate with existing methods (1) by distilling knowledge from a base teacher network, enforcing constraints across training and inference phrases, or (2) by leveraging established models to obtain per-pixel distributions without retraining, appending constraints during the inference phase. Our soft assignment and mask split methodologies enhance OOD object segmentation. Empirical evaluations demonstrate CSL's prowess in boosting the performance of existing algorithms spanning OOD segmentation, ZS3, and DA segmentation, consistently transcending the state-of-art across all three tasks.

ICLR Conference 2024 Conference Paper

Learning Implicit Representation for Reconstructing Articulated Objects

  • Hao Zhang 0122
  • Fang Li 0012
  • Samyak Rawlekar
  • Narendra Ahuja

3D Reconstruction of moving articulated objects without additional information about object structure is a challenging problem. Current methods overcome such challenges by employing category-specific skeletal models. Consequently, they do not generalize well to articulated objects in the wild. We treat an articulated object as an unknown, semi-rigid skeletal structure surrounded by nonrigid material (e.g., skin). Our method simultaneously estimates the visible (explicit) representation (3D shapes, colors, camera parameters) and the underlying (implicit) skeletal representation, from motion cues in the object video without 3D supervision. Our implicit representation consists of four parts. (1) skeleton, which specifies which semi-rigid parts are connected. (2) Semi-rigid Part Assignment, which associates each surface vertex with a semi-rigid part. (3) Rigidity Coefficients, specifying the articulation of the local surface. (4) Time-Varying Transformations, which specify the skeletal motion and surface deformation parameters. We introduce an algorithm that uses these constraints as regularization terms and iteratively estimates both implicit and explicit representations. Our method is category-agnostic, thus eliminating the need for category-specific skeletons, we show that our method outperforms state-of-the-art across standard video datasets.

ICML Conference 2024 Conference Paper

S3O: A Dual-Phase Approach for Reconstructing Dynamic Shape and Skeleton of Articulated Objects from Single Monocular Video

  • Hao Zhang 0122
  • Fang Li 0012
  • Samyak Rawlekar
  • Narendra Ahuja

Reconstructing dynamic articulated objects from a singular monocular video is challenging, requiring joint estimation of shape, motion, and camera parameters from limited views. Current methods typically demand extensive computational resources and training time, and require additional human annotations such as predefined parametric models, camera poses, and key points, limiting their generalizability. We propose Synergistic Shape and Skeleton Optimization (S3O), a novel two-phase method that forgoes these prerequisites and efficiently learns parametric models including visible shapes and underlying skeletons. Conventional strategies typically learn all parameters simultaneously, leading to interdependencies where a single incorrect prediction can result in significant errors. In contrast, S3O adopts a phased approach: it first focuses on learning coarse parametric models, then progresses to motion learning and detail addition. This method substantially lowers computational complexity and enhances robustness in reconstruction from limited viewpoints, all without requiring additional annotations. To address the current inadequacies in 3D reconstruction from monocular video benchmarks, we collected the PlanetZoo dataset. Our experimental evaluations on standard benchmarks and the PlanetZoo dataset affirm that S3O provides more accurate 3D reconstruction, and plausible skeletons, and reduces the training time by approximately 60% compared to the state-of-the-art, thus advancing the state of the art in dynamic object reconstruction.

IROS Conference 2023 Conference Paper

Long-Distance Gesture Recognition Using Dynamic Neural Networks

  • Shubhang Bhatnagar
  • Sharath Gopal
  • Narendra Ahuja
  • Liu Ren

Gestures form an important medium of communication between humans and machines. An overwhelming majority of existing gesture recognition methods are tailored to a scenario where humans and machines are located very close to each other. This short-distance assumption does not hold true for several types of interactions, for example gesture-based interactions with a floor cleaning robot or with a drone. Methods made for short-distance recognition are unable to perform well on long-distance recognition due to gestures occupying only a small portion of the input data. Their performance is especially worse in resource constrained settings where they are not able to effectively focus their limited compute on the gesturing subject. We propose a novel, accurate and efficient method for the recognition of gestures from longer distances. It uses a dynamic neural network to select features from gesture-containing spatial regions of the input sensor data for further processing. This helps the network focus on features important for gesture recognition while discarding background features early on, thus making it more compute efficient compared to other techniques. We demonstrate the performance of our method on the LD-ConGR long-distance dataset where it outperforms previous state-of-the-art methods on recognition accuracy and compute efficiency.

NeurIPS Conference 2022 Conference Paper

Learning Audio-Visual Dynamics Using Scene Graphs for Audio Source Separation

  • Moitreya Chatterjee
  • Narendra Ahuja
  • Anoop Cherian

There exists an unequivocal distinction between the sound produced by a static source and that produced by a moving one, especially when the source moves towards or away from the microphone. In this paper, we propose to use this connection between audio and visual dynamics for solving two challenging tasks simultaneously, namely: (i) separating audio sources from a mixture using visual cues, and (ii) predicting the 3D visual motion of a sounding source using its separated audio. Towards this end, we present Audio Separator and Motion Predictor (ASMP) -- a deep learning framework that leverages the 3D structure of the scene and the motion of sound sources for better audio source separation. At the heart of ASMP is a 2. 5D scene graph capturing various objects in the video and their pseudo-3D spatial proximities. This graph is constructed by registering together 2. 5D monocular depth predictions from the 2D video frames and associating the 2. 5D scene regions with the outputs of an object detector applied on those frames. The ASMP task is then mathematically modeled as the joint problem of: (i) recursively segmenting the 2. 5D scene graph into several sub-graphs, each associated with a constituent sound in the input audio mixture (which is then separated) and (ii) predicting the 3D motions of the corresponding sound sources from the separated audio. To empirically evaluate ASMP, we present experiments on two challenging audio-visual datasets, viz. Audio Separation in the Wild (ASIW) and Audio Visual Event (AVE). Our results demonstrate that ASMP achieves a clear improvement in source separation quality, outperforming prior works on both datasets, while also estimating the direction of motion of the sound sources better than other methods.

NeurIPS Conference 1999 Conference Paper

A SNoW-Based Face Detector

  • Ming-Hsuan Yang
  • Dan Roth
  • Narendra Ahuja

A novel learning approach for human face detection using a network of linear units is presented. The SNoW learning architecture is a sparse network of linear functions over a pre-defined or incremen(cid: 173) tally learned feature space and is specifically tailored for learning in the presence of a very large number of features. A wide range of face images in different poses, with different expressions and under different lighting conditions are used as a training set to capture the variations of human faces. Experimental results on commonly used benchmark data sets of a wide range of face images show that the SNoW-based approach outperforms methods that use neural networks, Bayesian methods, support vector machines and oth(cid: 173) ers. Furthermore, learning and evaluation using the SNoW-based method are significantly more efficient than with other methods.

AIJ Journal 1996 Journal Article

Active surface estimation: integrating coarse-to-fine image acquisition and estimation from multiple cues

  • Subhodev Das
  • Narendra Ahuja

This paper is concerned with the problem of surface reconstruction from stereo images for large scenes having large depth ranges with depth discontinuities. The passive stereo paradigm is inadequate for this problem because of the need to aim cameras in different directions and to fixate at different objects. We present an active approach that involves the following steps. First, a new fixation point is selected from among the nonfixated, low-resolution scene parts of current fixation. Second, a reconfiguration of the cameras is initiated for refixation. As reconfiguration progresses, the images of the new fixation point gradually deblur and the accuracy of the position estimate of the point improves allowing the cameras to be aimed at it with increasing precision. In the third step, the improved depth estimate is used to select focus settings of the cameras, thus completing fixation. Finally, stereo images are acquired and segmented into fixated and nonfixated parts of the scene that are analyzed in parallel.

ICRA Conference 1991 Conference Paper

Path planning using the Newtonian potential

  • Jen-Hui Chuang
  • Narendra Ahuja

Newtonian potential function is used to represent polygonal objects and obstacles. The closed-form expression of this potential field and other gradient-related quantities are derived. Such results not only eliminate the problems associated with the discretization of the object and obstacles in evaluating the risk of collision, but also make the search for the optimal object configurations efficient. The object skeleton, a shape description of the moving object, is introduced to guide the moving object through narrow regions while the search is done at different stages. The free space can then be divided by the narrow regions where the path planning takes place-a very simple free space decomposition scheme. Successful global strategies are developed to connect the local plans into a safe and smooth global path. >

ICRA Conference 1988 Conference Paper

Path planning using a potential field representation

  • Yong Koo Hwang
  • Narendra Ahuja

An approach to two-dimensional as well as three-dimensional findpath problems that divides each problem into two steps is presented. Rough paths are found based only on topological information. This is accomplished by assigning to each obstacle an artificial potential similar to electrostatic potential to prevent the moving object from colliding with the obstacles, and then locating minimum-potential valleys. The paths defined by the minimum-potential valleys are modified to obtain an optimal collision-free path and orientations of the moving object along the path. Three algorithms are given to accomplish this second step. These three algorithms based on potential fields are nearly complete in scope, and solve a large variety of problems. >

ICRA Conference 1985 Conference Paper

Octree generation from silhouette views of an object

  • Jack Veenstra
  • Narendra Ahuja

Octrees are used in many 3-D representation problems because they provide a compact data structure, allow rapid access to information, and implement efficient data manipulation algorithms. The initial acquisition of the 3-D information, however, is a common problem. This paper describes an algorithm to construct the octree representation of a 3-D object from silhouette images of the object. The images must be obtained from nine viewing directions corresponding to the three "face-on" and six "edge-on" views of an upright cube. The execution time is found to be linear in the number of nodes in the octree.

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