Kyle Genova

dblp:164/5882 · DBLP profile ↗
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21ranked-venue papers
6as first author
13since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 18 · 4 first-author · 12 since 2021Artificial intelligence and machine learning · 17 · 3 first-author · 12 since 2021Theory of computation · 2 · 2 first-author
YearPublicationVenuePosition
2025 Visual Chronicles: Using Multimodal LLMs to Analyze Massive Collections of Images
Boyang Deng, Songyou Peng, Kyle Genova, Gordon Wetzstein, Noah Snavely, Leonidas J. Guibas, Thomas A. Funkhouser
ICCV3
2025 MoMaps: Semantics-Aware Scene Motion Generation with Motion Maps
Jiahui Lei, Kyle Genova, Georgios Kopanas, Noah Snavely, Leonidas J. Guibas
ICCV2
2025 Splattalk: 3D VQA with Gaussian Splatting
abstract
Language-guided 3D scene understanding is important for advancing applications in robotics, AR/VR, and human-computer interaction, enabling models to comprehend and interact with 3D environments through natural language. While 2D vision-language models (VLMs) have achieved remarkable success in 2D VQA tasks, progress in the 3D domain has been significantly slower due to the complexity of 3D data and the high cost of manual annotations. In this work, we introduce SplatTalk, a novel method that uses a generalizable 3D Gaussian Splatting (3DGS) framework to produce 3D tokens suitable for direct input into a pretrained LLM, enabling effective zero-shot 3D visual question answering (3D VQA) for scenes with only posed images. During experiments on multiple benchmarks, our approach outperforms both 3D models trained specifically for the task and previous 2D-LMM-based models utilizing only images (our setting), while achieving competitive performance with state-of-the-art 3D LMMs that additionally utilize 3D inputs. Project website: https://splat-talk.github.io/
Ngoc Anh Thai, Songyou Peng, Kyle Genova, Leonidas J. Guibas, Thomas A. Funkhouser
ICCV3
2024 NIFTY: Neural Object Interaction Fields for Guided Human Motion Synthesis
abstract
We address the problem of generating realistic 3D motions of humans interacting with objects in a scene. Our key idea is to create a neural interaction field attached to a specific object, which outputs the distance to the valid interaction manifold given a human pose as input. This interaction field guides the sampling of an object-conditioned human motion diffusion model, so as to encourage plausible contacts and affordance semantics. To support interactions with scarcely available data, we propose an automated synthetic data pipeline. For this, we seed a pre-trained motion model, which has priors for the basics of human movement, with interaction-specific anchor poses extracted from limited motion capture data. Using our guided diffusion model trained on generated synthetic data, we synthesize realistic motions for sitting and lifting with several objects, outperforming alternative approaches in terms of motion quality and successful action completion. We call our framework NIFTY: Neural Interaction Fields for Trajectory sYnthesis. NIFTY results are available on https://nileshkulkarni.github.io/nifty.
Nilesh Kulkarni, Davis Rempe, Kyle Genova, Abhijit Kundu, Justin Johnson 0001, David F. Fouhey, Leonidas J. Guibas
CVPR3
2024 LOC3DIFF: Local Diffusion for 3D Human Head Synthesis and Editing
Yushi Lan, Feitong Tan, Qiangeng Xu, Di Qiu, Kyle Genova, Zeng Huang, Sean Ryan Fanello, Rohit Pandey, Thomas A. Funkhouser, Chen Change Loy, Yinda Zhang 0001
ECCV (65)5
2023 OpenScene: 3D Scene Understanding with Open Vocabularies
abstract
Traditional 3D scene understanding approaches rely on labeled 3D datasets to train a model for a single task with supervision. We propose OpenScene, an alternative approach where a model predicts dense features for 3D scene points that are co-embedded with text and image pixels in CLIP feature space. This zero-shot approach enables task-agnostic training and open-vocabulary queries. For example, to perform SOTA zero-shot 3D semantic segmentation it first infers CLIP features for every 3D point and later classifies them based on similarities to embeddings of arbitrary class labels. More interestingly, it enables a suite of open-vocabulary scene understanding applications that have never been done before. For example, it allows a user to enter an arbitrary text query and then see a heat map indicating which parts of a scene match. Our approach is effective at identifying objects, materials, affordances, activities, and room types in complex 3D scenes, all using a single model trained without any labeled 3D data.
Songyou Peng, Kyle Genova, Chiyu Max Jiang, Andrea Tagliasacchi, Marc Pollefeys, Thomas A. Funkhouser
CVPR2
2023 Nerflets: Local Radiance Fields for Efficient Structure-Aware 3D Scene Representation from 2D Supervision
abstract
We address efficient and structure-aware 3D scene representation from images. Nerflets are our key contribution-a set of local neural radiance fields that together represent a scene. Each nerflet maintains its own spatial position, orientation, and extent, within which it contributes to panoptic, density, and radiance reconstructions. By leveraging only photometric and inferred panoptic image supervision, we can directly and jointly optimize the parameters of a set of nerflets so as to form a decomposed representation of the scene, where each object instance is represented by a group of nerflets. During experiments with indoor and outdoor environments, we find that nerflets: (1) fit and approximate the scene more efficiently than traditional global NeRFs, (2) allow the extraction of panoptic and photometric renderings from arbitrary views, and (3) enable tasks rare for NeRFs, such as 3D panoptic segmentation and interactive editing. Our project page.
Xiaoshuai Zhang, Abhijit Kundu, Thomas A. Funkhouser, Leonidas J. Guibas, Hao Su 0001, Kyle Genova
CVPR6
2022 Panoptic Neural Fields: A Semantic Object-Aware Neural Scene Representation
abstract
We present Panoptic Neural Fields (PNF), an object-aware neural scene representation that decomposes a scene into a set of objects (things) and background (stuff). Each object is represented by an oriented 3D bounding box and a multi-layer perceptron (MLP) that takes position, direction, and time and outputs density and radiance. The background stuff is represented by a similar MLP that additionally outputs semantic labels. Each object MLPs are instance-specific and thus can be smaller and faster than previous object-aware approaches, while still leveraging category-specific priors incorporated via meta-learned initialization. Our model builds a panoptic radiance field representation of any scene from just color images. We use off-the-shelf algorithms to predict camera poses, object tracks, and 2D image semantic segmentations. Then we jointly optimize the MLP weights and bounding box parameters using analysis-by-synthesis with self-supervision from color images and pseudo-supervision from predicted semantic segmentations. During experiments with real-world dynamic scenes, we find that our model can be used effectively for several tasks like novel view synthesis, 2D panoptic segmentation, 3D scene editing, and multiview depth prediction.
Abhijit Kundu, Kyle Genova, Xiaoqi Yin, Alireza Fathi, Caroline Pantofaru, Leonidas J. Guibas, Andrea Tagliasacchi, Frank Dellaert, Thomas A. Funkhouser
CVPR2
2022 Polynomial Neural Fields for Subband Decomposition and Manipulation
abstract
Neural fields have emerged as a new paradigm for representing signals, thanks to their ability to do it compactly while being easy to optimize. In most applications, however, neural fields are treated like a black box, which precludes many signal manipulation tasks. In this paper, we propose a new class of neural fields called basis-encoded polynomial neural fields (PNFs). The key advantage of a PNF is that it can represent a signal as a composition of a number of manipulable and interpretable components without losing the merits of neural fields representation. We develop a general theoretical framework to analyze and design PNFs. We use this framework to design Fourier PNFs, which match state-of-the-art performance in signal representation tasks that use neural fields. In addition, we empirically demonstrate that Fourier PNFs enable signal manipulation applications such as texture transfer and scale-space interpolation. Code is available at https://github.com/stevenygd/PNF.
Guandao Yang, Sagie Benaim, Varun Jampani, Kyle Genova, Jonathan T. Barron, Thomas A. Funkhouser, Bharath Hariharan, Serge J. Belongie
NeurIPS4
2021 Learning 3D Semantic Segmentation with only 2D Image Supervision
abstract
With the recent growth of urban mapping and autonomous driving efforts, there has been an explosion of raw 3D data collected from terrestrial platforms with lidar scanners and color cameras. However, due to high labeling costs, ground-truth 3D semantic segmentation annotations are limited in both quantity and geographic diversity, while also being difficult to transfer across sensors. In contrast, large image collections with ground-truth semantic segmentations are readily available for diverse sets of scenes. In this paper, we investigate how to use only those labeled 2D image collections to supervise training 3D semantic segmentation models. Our approach is to train a 3D model from pseudo-labels derived from 2D semantic image segmentations using multi-view fusion. We address several novel issues with this approach, including how to select trusted pseudo-labels, how to sample 3D scenes with rare object categories, and how to decouple input features from 2D images from pseudo-labels during training. The proposed network architecture, 2D3DNet, achieves significantly better performance (+6.2-11.4 mIoU) than baselines during experiments on a new urban dataset with lidar and images captured in 20 cities across 5 continents.
Kyle Genova, Xiaoqi Yin, Abhijit Kundu, Caroline Pantofaru, Forrester Cole, Avneesh Sud, Brian Brewington, Brian Shucker, Thomas A. Funkhouser
3DV1
2021 IBRNet: Learning Multi-View Image-Based Rendering
abstract
We present a method that synthesizes novel views of complex scenes by interpolating a sparse set of nearby views. The core of our method is a network architecture that includes a multilayer perceptron and a ray transformer that estimates radiance and volume density at continuous 5D locations (3D spatial locations and 2D viewing directions), drawing appearance information on the fly from multiple source views. By drawing on source views at render time, our method hearkens back to classic work on image-based rendering (IBR), and allows us to render high-resolution imagery. Unlike neural scene representation work that optimizes per-scene functions for rendering, we learn a generic view interpolation function that generalizes to novel scenes. We render images using classic volume rendering, which is fully differentiable and allows us to train using only multi-view posed images as supervision. Experiments show that our method outperforms recent novel view synthesis methods that also seek to generalize to novel scenes. Further, if fine-tuned on each scene, our method is competitive with state-of-the-art single-scene neural rendering methods.1
Qianqian Wang 0002, Kyle Genova, Pratul P. Srinivasan, Howard Zhou, Jonathan T. Barron, Ricardo Martin-Brualla, Noah Snavely, Thomas A. Funkhouser
CVPR3
2021 Multiresolution Deep Implicit Functions for 3D Shape Representation
abstract
We introduce Multiresolution Deep Implicit Functions (MDIF), a hierarchical representation that can recover fine geometry detail, while being able to perform global operations such as shape completion. Our model represents a complex 3D shape with a hierarchy of latent grids, which can be decoded into different levels of detail and also achieve better accuracy. For shape completion, we propose latent grid dropout to simulate partial data in the latent space and therefore defer the completing functionality to the decoder side. This along with our multires design significantly improves the shape completion quality under decoder-only latent optimization. To the best of our knowledge, MDIF is the first deep implicit function model that can at the same time (1) represent different levels of detail and allow progressive decoding; (2) support both encoder-decoder inference and decoder-only latent optimization, and fulfill multiple applications; (3) perform detailed decoder-only shape completion. Experiments demonstrate its superior performance against prior art in various 3D reconstruction tasks.
Yinda Zhang 0001, Kyle Genova, Sean Ryan Fanello, Sofien Bouaziz, Christian Häne, Ruofei Du, Cem Keskin, Thomas A. Funkhouser, Danhang Tang
ICCV3
2021 Differentiable Surface Rendering via Non-Differentiable Sampling
abstract
We present a method for differentiable rendering of 3D surfaces that supports both explicit and implicit representations, provides derivatives at occlusion boundaries, and is fast and simple to implement. The method first samples the surface using non-differentiable rasterization, then applies differentiable, depth-aware point splatting to produce the final image. Our approach requires no differentiable meshing or rasterization steps, making it efficient for large 3D models and applicable to isosurfaces extracted from implicit surface definitions. We demonstrate the effectiveness of our method for implicit-, mesh-, and parametric-surface-based inverse rendering and neural-network training applications. In particular, we show for the first time efficient, differentiable rendering of an isosurface extracted from a neural radiance field (NeRF), and demonstrate surface-based, rather than volume-based, rendering of a NeRF.
Forrester Cole, Kyle Genova, Avneesh Sud, Daniel Vlasic, Zhoutong Zhang
ICCV2
2020 CvxNet: Learnable Convex Decomposition
abstract
Any solid object can be decomposed into a collection of convex polytopes (in short, convexes). When a small number of convexes are used, such a decomposition can be thought of as a piece-wise approximation of the geometry. This decomposition is fundamental in computer graphics, where it provides one of the most common ways to approximate geometry, for example, in real-time physics simulation. A convex object also has the property of being simultaneously an explicit and implicit representation: one can interpret it explicitly as a mesh derived by computing the vertices of a convex hull, or implicitly as the collection of half-space constraints or support functions. Their implicit representation makes them particularly well suited for neural network training, as they abstract away from the topology of the geometry they need to represent. However, at testing time, convexes can also generate explicit representations - polygonal meshes - which can then be used in any downstream application. We introduce a network architecture to represent a low dimensional family of convexes. This family is automatically derived via an auto-encoding process. We investigate the applications of this architecture including automatic convex decomposition, image to 3D reconstruction, and part-based shape retrieval.
Boyang Deng, Kyle Genova, Soroosh Yazdani, Sofien Bouaziz, Geoffrey E. Hinton, Andrea Tagliasacchi
CVPR2
2020 Local Deep Implicit Functions for 3D Shape
abstract
The goal of this project is to learn a 3D shape representation that enables accurate surface reconstruction, compact storage, efficient computation, consistency for similar shapes, generalization across diverse shape categories, and inference from depth camera observations. Towards this end, we introduce Local Deep Implicit Functions (LDIF), a 3D shape representation that decomposes space into a structured set of learned implicit functions. We provide networks that infer the space decomposition and local deep implicit functions from a 3D mesh or posed depth image. During experiments, we find that it provides 10.3 points higher surface reconstruction accuracy (F-Score) than the state-of-the-art (OccNet), while requiring fewer than 1\% of the network parameters. Experiments on posed depth image completion and generalization to unseen classes show 15.8 and 17.8 point improvements over the state-of-the-art, while producing a structured 3D representation for each input with consistency across diverse shape collections.
Kyle Genova, Forrester Cole, Avneesh Sud, Aaron Sarna, Thomas A. Funkhouser
CVPR1
2020 Towards Fairness in Visual Recognition: Effective Strategies for Bias Mitigation
abstract
Computer vision models learn to perform a task by capturing relevant statistics from training data. It has been shown that models learn spurious age, gender, and race correlations when trained for seemingly unrelated tasks like activity recognition or image captioning. Various mitigation techniques have been presented to prevent models from utilizing or learning such biases. However, there has been little systematic comparison between these techniques. We design a simple but surprisingly effective visual recognition benchmark for studying bias mitigation. Using this benchmark, we provide a thorough analysis of a wide range of techniques. We highlight the shortcomings of popular adversarial training approaches for bias mitigation, propose a simple but similarly effective alternative to the inference-time Reducing Bias Amplification method of Zhao et al., and design a domain-independent training technique that outperforms all other methods. Finally, we validate our findings on the attribute classification task in the CelebA dataset, where attribute presence is known to be correlated with the gender of people in the image, and demonstrate that the proposed technique is effective at mitigating real-world gender bias.
Zeyu Wang 0004, Klint Qinami, Yannis Karakozis, Kyle Genova, Prem Nair, Kenji Hata, Olga Russakovsky
CVPR4
2019 Learning Shape Templates With Structured Implicit Functions
abstract
Template 3D shapes are useful for many tasks in graphics and vision, including fitting observation data, analyzing shape collections, and transferring shape attributes. Because of the variety of geometry and topology of real-world shapes, previous methods generally use a library of hand-made templates. In this paper, we investigate learning a general shape template from data. To allow for widely varying geometry and topology, we choose an implicit surface representation based on composition of local shape elements. While long known to computer graphics, this representation has not yet been explored in the context of machine learning for vision. We show that structured implicit functions are suitable for learning and allow a network to smoothly and simultaneously fit multiple classes of shapes. The learned shape template supports applications such as shape exploration, correspondence, abstraction, interpolation, and semantic segmentation from an RGB image.
Kyle Genova, Forrester Cole, Daniel Vlasic, Aaron Sarna, William T. Freeman, Thomas A. Funkhouser
ICCV1
2019 Text-based editing of talking-head video
abstract
Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis.
Ohad Fried, Ayush Tewari, Michael Zollhöfer, Adam Finkelstein, Eli Shechtman, Dan B. Goldman, Kyle Genova, Zeyu Jin, Christian Theobalt, Maneesh Agrawala
ACM Trans. Graph.7
2018 Unsupervised Training for 3D Morphable Model Regression
abstract
We present a method for training a regression network from image pixels to 3D morphable model coordinates using only unlabeled photographs. The training loss is based on features from a facial recognition network, computed on-the-fly by rendering the predicted faces with a differentiable renderer. To make training from features feasible and avoid network fooling effects, we introduce three objectives: a batch distribution loss that encourages the output distribution to match the distribution of the morphable model, a loopback loss that ensures the network can correctly reinterpret its own output, and a multi-view identity loss that compares the features of the predicted 3D face and the input photograph from multiple viewing angles. We train a regression network using these objectives, a set of unlabeled photographs, and the morphable model itself, and demonstrate state-of-the-art results.
Kyle Genova, Forrester Cole, Aaron Maschinot, Aaron Sarna, Daniel Vlasic, William T. Freeman
CVPR1
2017 An Experimental Evaluation of the Best-of-Many Christofides' Algorithm for the Traveling Salesman Problem
Kyle Genova, David P. Williamson
Algorithmica1
2015 An Experimental Evaluation of the Best-of-Many Christofides' Algorithm for the Traveling Salesman Problem
Kyle Genova, David P. Williamson
ESA1