A central challenge in visual intelligence is learning the physical structure of scenes from raw videos: how regions form objects and the laws that govern their interactions. Solving these tasks requires world models capable of inferring distributional states of the world from partial observations -- capabilities that current architectures do not provide. We introduce a new class of probabilistic world models that support estimation of the probability of any visual variable, such as appearance and dynamics, conditioned on any other variables. Here, we identify that these models can be trained efficiently with autoregressive sequence modeling, yielding world models from which rich object understanding emerges. First, we demonstrate that our model captures the physical laws governing how objects move by generating multiple plausible future states of the world through sequential inference. Then, by analyzing motion correlations across these futures, we extract coherent physical objects and articulated object subparts, achieving state-of-the-art results on SpelkeBench and DragAMove. Having discovered these objects, our world model can manipulate them in 3D, emerging as the strongest performer on 3DEditBench. Finally, we demonstrate that physical relationships between objects can be computed from the world model, enabling applications such as Visual Jenga.
Segments in computer vision are often defined by semantic considerations and are highly dependent on category-specific conventions. In contrast, developmental psychology suggests that humans perceive the world in terms of Spelke objects–groupings of physical things that reliably move together when acted on by physical forces. Spelke objects thus operate on category-agnostic causal motion relationships which potentially better support tasks like manipulation and planning. In this paper, we first benchmark the Spelke object concept, introducing the SpelkeBench dataset that contains a wide variety of well-defined Spelke segments in natural images. Next, to extract Spelke segments from images algorithmically, we build SpelkeNet, a class of visual world models trained to predict distributions over future motions. SpelkeNet supports estimation of two key concepts for Spelke object discovery: (1) the motion affordance map, identifying regions likely to move under a poke, and (2) the expected-displacement map, capturing how the rest of the scene will move. These concepts are used for "statistical counterfactual probing", where diverse "virtual pokes" are applied on regions of high motion-affordance, and the resultant expected displacement maps are used define Spelke segments as statistical aggregates of correlated motion statistics. We find that SpelkeNet outperforms supervised baselines like SegmentAnything (SAM) on SpelkeBench. Finally, we show that the Spelke concept is practically useful for downstream applications, yielding superior performance on the 3DEditBench benchmark for physical object manipulation when used in a variety of off-the-shelf object manipulation models.
We present Probabilistic Structure Integration (PSI), a system for learning richly controllable and flexibly promptable world models from data. PSI consists of a three-step cycle. The first step, Probabilistic prediction, involves building a probabilistic graphical model Psi of the data, in the form of a random-access autoregressive sequence model. Psi supports a complete set of learned conditional distributions describing the dependence of any variables in the data on any other set of variables. In step 2, Structure extraction, we show how to extract underlying low-dimensional properties in the data, corresponding to a diverse set of meaningful "intermediate structures", in a zero-shot fashion via causal inference on Psi. Step 3, Integration, completes the cycle by converting these structures into new token types that are then continually mixed back into the training diet as conditioning signals and prediction targets. Each such cycle augments the capabilities of Psi, both allowing it to model the underlying data better, and creating new control handles – akin to an LLM-like universal prompting language. We train an instance of Psi on 1.4 trillion tokens of internet video data; we use it to perform a variety of useful video prediction and understanding inferences; we extract state-of-the-art optical flow, self-supervised depth and object segmentation; and we use these structures to support a full cycle of predictive improvements.
Unsupervised, category-agnostic, object-centric 3D representation learning for complex scenes remains an open problem in computer vision. While a few recent methods can discover 3D objects from a single image, they remain struggling on scenes with diverse and complex object configurations as they discover objects mostly by appearance similarity which is insufficient for textured objects. In this work, we propose Movable Object Radiance Fields (MORF), aiming at scaling to complex scenes with diverse categories of objects. Inspired by cognitive science studies of object learning in babies, MORF learns 3D object representations via movable object inference. While obtaining 3D movable object signals requires multi-view videos of moving objects, we propose lifting a 2D movable object inference module that can be unsupervisedly pretrained on monocular videos. Thus, MORF requires only multi-view images of static training scenes. During testing, MORF can discover, reconstruct, and move unseen objects from novel categories, all from a single image of novel scenes. We propose a challenging simulated dataset with a diverse set of textured objects for training and testing. Experiments show that MORF extracts accurate object geometry and supports realistic object and scene reconstruction and editing, significantly outperforming the state-of-the-art.
The ability to understand physical dynamics is critical for agents to act in the world. Here, we use Counterfactual World Modeling (CWM) to extract vision structures for dynamics understanding. CWM uses a temporally-factored masking policy for masked prediction of video data without annotations. This policy enables highly effective “counterfactual prompting” of the predictor, allowing a spectrum of visual structures to be extracted from a single pre-trained predictor without finetuning on annotated datasets. We demonstrate that these structures are useful for physical dynamics understanding, allowing CWM to achieve the state-of-the-art performance on the Physion benchmark. Code is available at https://neuroailab.github.io/cwm-physics/ .
The mammalian olfactory system detects and discriminates between millions of odorants to elicit appropriate behavioral responses. While much has been learned about how olfactory sensory neurons detect odorants and signal their presence, how specific innate, unlearned behaviors are initiated in response to ethologically relevant odors remains poorly understood. Here, we show that the 4-transmembrane protein CD20, also known as MS4A1, is expressed in a previously uncharacterized subpopulation of olfactory sensory neurons in the main olfactory epithelium of the murine nasal cavity and functions as a mammalian olfactory receptor that recognizes compounds produced by mouse predators. While wildtype mice avoid these predator odorants, mice genetically deleted of CD20 do not appropriately respond. Together, this work reveals a CD20-mediated odor-sensing mechanism in the mammalian olfactory system that triggers innate behaviors critical for organismal survival. How animals sense and properly avoid predators remains incompletely understood. Here, Jiang et al. show that the B cell co-receptor, CD20 also functions as an olfactory receptor and mediates the innate avoidance of predator derived odors.
Leading approaches in machine vision employ different architectures for different tasks, trained on costly task-specific labeled datasets. This complexity has held back progress in areas, such as robotics, where robust task-general perception remains a bottleneck. In contrast, "foundation models" of natural language have shown how large pre-trained neural networks can provide zero-shot solutions to a broad spectrum of apparently distinct tasks. Here we introduce Counterfactual World Modeling (CWM), a framework for constructing a visual foundation model: a unified, unsupervised network that can be prompted to perform a wide variety of visual computations. CWM has two key components, which resolve the core issues that have hindered application of the foundation model concept to vision. The first is structured masking, a generalization of masked prediction methods that encourages a prediction model to capture the low-dimensional structure in visual data. The model thereby factors the key physical components of a scene and exposes an interface to them via small sets of visual tokens. This in turn enables CWM's second main idea -- counterfactual prompting -- the observation that many apparently distinct visual representations can be computed, in a zero-shot manner, by comparing the prediction model's output on real inputs versus slightly modified ("counterfactual") inputs. We show that CWM generates high-quality readouts on real-world images and videos for a diversity of tasks, including estimation of keypoints, optical flow, occlusions, object segments, and relative depth. Taken together, our results show that CWM is a promising path to unifying the manifold strands of machine vision in a conceptually simple foundation.
The mammalian olfactory system detects and discriminates between millions of odorants to elicit appropriate behavioral responses. While much has been learned about how olfactory sensory neurons detect odorants and signal their presence, how specific innate, unlearned behaviors are initiated in response to ethologically relevant odors remains poorly understood. Here, we show that the 4-transmembrane protein CD20, also known as MS4A1, is expressed in a previously uncharacterized subpopulation of olfactory sensory neurons in the main olfactory epithelium of the murine nasal cavity and functions as a mammalian odorant receptor that recognizes compounds produced by mouse predators. While wild-type mice avoid these predator odorants, mice genetically deleted of CD20 do not appropriately respond. Together, this work reveals a novel CD20-mediated odor-sensing mechanism in the mammalian olfactory system that triggers innate behaviors critical for organismal survival.
People can perceive 3D structure in arbitrary scenes, inferring geometry, semantic information and more. Large-scale vision benchmarks have been instrumental in driving the development of computer vision models. Previous benchmarking work targeting 3D scene understanding collected sparse annotations of segmentation, depth, and surface normals for a limited set of domains. However, these datasets lack sufficient measurement resolution to ensure statistical reliability, limiting the interpretability of model-to-human comparisons. Additionally, these efforts focused on natural images without ground-truth scene geometry, making it difficult to assess human accuracy. Here, we collected a large benchmark dataset measuring humans on several mid-level scene understanding tasks – including segmentation (n=342), relative depth (n=342), and surface normals (n=335) – across a variety of synthetic and natural images. Images were sourced from synthetic indoor-scene datasets, a novel Gestalt-inspired dataset we developed, and the Natural Scenes Dataset (Allen, 2021). In the segmentation and depth tasks, two dots were placed on an image and participants judged if the dots were on the same/different objects, or which dot was closer to the camera. In the surface normal task, participants oriented an arrow with a circular base to match the orientation of a visible surface in the image. In contrast to previous work, which focused on natural scene images, the addition of several synthetic datasets permits precise comparison of human responses to ground truth. We also collect responses from multiple participants per-point in each image, allowing us to obtain precise estimates of inter-annotator reliability. We found that people are both accurate and reliable when making segmentation judgements, and are reliable, though less accurate, when making judgments about relative depth or surface orientation. We envision this dataset as a resource to drive further developments in computational models of visual scene understanding.
General physical scene understanding requires more than simply localizing and recognizing objects -- it requires knowledge that objects can have different latent properties (e.g., mass or elasticity), and that those properties affect the outcome of physical events. While there has been great progress in physical and video prediction models in recent years, benchmarks to test their performance typically do not require an understanding that objects have individual physical properties, or at best test only those properties that are directly observable (e.g., size or color). This work proposes a novel dataset and benchmark, termed Physion++, that rigorously evaluates visual physical prediction in artificial systems under circumstances where those predictions rely on accurate estimates of the latent physical properties of objects in the scene. Specifically, we test scenarios where accurate prediction relies on estimates of properties such as mass, friction, elasticity, and deformability, and where the values of those properties can only be inferred by observing how objects move and interact with other objects or fluids. We evaluate the performance of a number of state-of-the-art prediction models that span a variety of levels of learning vs. built-in knowledge, and compare that performance to a set of human predictions. We find that models that have been trained using standard regimes and datasets do not spontaneously learn to make inferences about latent properties, but also that models that encode objectness and physical states tend to make better predictions. However, there is still a huge gap between all models and human performance, and all models' predictions correlate poorly with those made by humans, suggesting that no state-of-the-art model is learning to make physical predictions in a human-like way. Project page: https://dingmyu.github.io/physion_v2/
Human physical scene understanding requires more than simply localizing and recognizing objects — we can quickly adapt our predictions about how a scene will unfold by incorporating objects' latent physics properties, such as the masses of the objects in the scene. What are the underlying computational mechanisms that allow humans to infer these physical properties and adapt their physical predictions so efficiently from visual inputs? One hypothesis is that general intuitive physics knowledge can be learned from enough raw data, instantiated as computational models that predict future video frames in large datasets of complex scenes. To test this hypothesis, we evaluated how well two state-of-the-art video models — MCVD (Voleti et al., 2022) and ALOE (Ding et al., 2021) — could approximate human-level physical scene understanding. We measured both model and human performance on Physion++, a novel dataset and benchmark that rigorously evaluates visual physical prediction in humans and machines, under circumstances where accurate physical prediction relies on accurate estimates of the latent physical properties of objects in the scene. Specifically, we tested scenarios where accurate prediction relied on accurate estimates of objects' masses, and these mass values could only be inferred by observing how these objects moved and interacted with other objects and/or fluids. We found that MCVD, which explicitly predicts future states, achieved higher prediction accuracy (60%) than ALOE, which does not predict future states and performs near chance (53%). Yet MCVD’s predictions were not correlated with human predictions (r=0.02), and ALOE’s performance is only weakly correlated (r=0.2). These results show that current deep learning models that succeed in some settings nevertheless fail to achieve human-level physical prediction in other cases, especially those where latent property inference is required.
Self-supervised, category-agnostic segmentation of real-world images is a challenging open problem in computer vision. Here, we show how to learn static grouping priors from motion self-supervision by building on the cognitive science concept of a Spelke Object: a set of physical stuff that moves together. We introduce the Excitatory-Inhibitory Segment Extraction Network (EISEN), which learns to extract pairwise affinity graphs for static scenes from motion-based training signals. EISEN then produces segments from affinities using a novel graph propagation and competition network. During training, objects that undergo correlated motion (such as robot arms and the objects they move) are decoupled by a bootstrapping process: EISEN explains away the motion of objects it has already learned to segment. We show that EISEN achieves a substantial improvement in the state of the art for self-supervised image segmentation on challenging synthetic and real-world robotics datasets.
The computational role of the abundant feedback connections in the ventral visual stream is unclear, enabling humans and nonhuman primates to effortlessly recognize objects across a multitude of viewing conditions. Prior studies have augmented feedforward convolutional neural networks (CNNs) with recurrent connections to study their role in visual processing; however, often these recurrent networks are optimized directly on neural data or the comparative metrics used are undefined for standard feedforward networks that lack these connections. In this work, we develop task-optimized convolutional recurrent (ConvRNN) network models that more correctly mimic the timing and gross neuroanatomy of the ventral pathway. Properly chosen intermediate-depth ConvRNN circuit architectures, which incorporate mechanisms of feedforward bypassing and recurrent gating, can achieve high performance on a core recognition task, comparable to that of much deeper feedforward networks. We then develop methods that allow us to compare both CNNs and ConvRNNs to finely grained measurements of primate categorization behavior and neural response trajectories across thousands of stimuli. We find that high-performing ConvRNNs provide a better match to these data than feedforward networks of any depth, predicting the precise timings at which each stimulus is behaviorally decoded from neural activation patterns. Moreover, these ConvRNN circuits consistently produce quantitatively accurate predictions of neural dynamics from V4 and IT across the entire stimulus presentation. In fact, we find that the highest-performing ConvRNNs, which best match neural and behavioral data, also achieve a strong Pareto trade-off between task performance and overall network size. Taken together, our results suggest the functional purpose of recurrence in the ventral pathway is to fit a high-performing network in cortex, attaining computational power through temporal rather than spatial complexity.
The olfactory system’s ability to detect and discriminate between the vast array of chemicals present in the environment is critical for an animal’s survival. In mammals, the first step of this odor processing is executed by olfactory sensory neurons, which project their axons to a stereotyped location in the olfactory bulb (OB) to form glomeruli. The stereotyped positioning of glomeruli in the OB suggests an importance for this organization in odor perception. However, because the location of only a limited subset of glomeruli has been determined, it has been challenging to determine the relationship between glomerular location and odor discrimination. Using a combination of single-cell RNA sequencing, spatial transcriptomics and machine learning, we have generated a map of most glomerular positions in the mouse OB. These observations significantly extend earlier studies and suggest an overall organizational principle in the OB that may be used by the brain to assist in odor decoding. Using single-cell RNA sequencing and spatial transcriptomics, Wang et al. recreate a map of glomerular locations in the mouse olfactory bulb. This work describes a spatial organization that may be used by the brain to assist in odor decoding.
Curiosity drives much of human behavior, but its open-ended nature makes it hard to study in the laboratory. Moreover, computational theories of curiosity – models of how intrinsic motivation promotes complex behaviors – have been challenging to test because of technical limits. To circumvent this problem, we develop a new way to assess intrinsic motivation for building: we assume people build what they find interesting, so we asked them to rate the “interestingness” of visual stimuli – in this case, simple block towers. Adults gave a range of ratings to towers built by children, with taller towers rated higher. To probe interestingness further, we developed controlled tower stimuli in a simulated 3D environment. While tower height predicted much of the variation in ratings, people also favored more precarious towers, as inferred from geometric features and simulated dynamics. These ratings and features therefore give a clear target for computational accounts of curiosity to explain.
The ventral visual stream (VVS) is a hierarchically connected series of cortical areas known to underlie core object recognition behaviors, enabling humans and non-human primates to effortlessly recognize objects across a multitude of viewing conditions. While recent feedforward convolutional neural networks (CNNs) provide quantitatively accurate predictions of temporally-averaged neural responses throughout the ventral pathway, they lack two ubiquitous neuroanatomical features: local recurrence within cortical areas and long-range feedback from downstream areas to upstream areas. As a result, such models are unable to account for the temporally-varying dynamical patterns thought to arise from recurrent visual circuits, nor can they provide insight into the behavioral goals that these recurrent circuits might help support. In this work, we augment CNNs with local recurrence and long-range feedback, developing convolutional RNN (ConvRNN) network models that more correctly mimic the gross neuroanatomy of the ventral pathway. Moreover, when the form of the recurrent circuit is chosen properly, ConvRNNs with comparatively small numbers of layers can achieve high performance on a core recognition task, comparable to that of much deeper feedforward networks. We then compared these models to temporally fine-grained neural and behavioral recordings from primates to thousands of images. We found that ConvRNNs better matched these data than alternative models, including the deepest feedforward networks, on two metrics: 1) neural dynamics in V4 and inferotemporal (IT) cortex at late timepoints after stimulus onset, and 2) the varying times at which object identity can be decoded from IT, including more challenging images that take longer to decode. Moreover, these results differentiate within the class of ConvRNNs, suggesting that there are strong functional constraints on the recurrent connectivity needed to match these phenomena. Finally, we find that recurrent circuits that attain high task performance while having a smaller network size as measured by number of units, rather than another metric such as the number of parameters, are overall most consistent with these data. Taken together, our results evince the role of recurrence and feedback in the ventral pathway to reliably perform core object recognition while subject to a strong total network size constraint.
While current vision algorithms excel at many challenging tasks, it is unclear how well they understand the physical dynamics of real-world environments. Here we introduce Physion, a dataset and benchmark for rigorously evaluating the ability to predict how physical scenarios will evolve over time. Our dataset features realistic simulations of a wide range of physical phenomena, including rigid and soft- body collisions, stable multi-object configurations, rolling, sliding, and projectile motion, thus providing a more comprehensive challenge than previous bench- marks. We used Physion to benchmark a suite of models varying in their architecture, learning objective, input-output structure, and training data. In parallel, we obtained precise measurements of human prediction behavior on the same set of scenarios, allowing us to directly evaluate how well any model could approximate human behavior. We found that vision algorithms that learn object-centric representations generally outperform those that do not, yet still fall far short of human performance. On the other hand, graph neural networks with direct access to physical state information both perform substantially better and make predictions that are more similar to those made by humans. These results suggest that extracting physical representations of scenes is the main bottleneck to achieving human-level and human-like physical understanding in vision algorithms. We have publicly released all data and code to facilitate the use of Physion to benchmark additional models in a fully reproducible manner, enabling systematic evaluation of progress towards vision algorithms that understand physical environments as robustly as people do.
Curiosity is a fundamental driver of human behavior, and yet because of its open-ended nature and the wide variety of behaviors it inspires in different contexts, it is remarkably difficult to study in a laboratory context. A promising approach to developing and testing theories of curiosity is to instantiate them in artificial agents that are able to act and explore in a simulated environment, and then compare the behavior of these agents to humans exploring the same stimuli. Here we propose a new experimental paradigm for examining children’s – and AI agents’ – curiosity about objects’ physical interactions. We let them choose which object to drop another object onto in order to create the most interesting effect. We compared adults’ (N=155) and children’s choices (N=66; 3-7 year-olds) and found that both children and adults show a strong preference for choosing target objects that could potentially contain the dropped object. Adults alone also make choices consistent with achieving support relations. We contextualize our results using heuristic computational models based on 3D physical simulations of the same scenarios judged by participants.
We introduce ThreeDWorld (TDW), a platform for interactive multi-modal physical simulation. TDW enables simulation of high-fidelity sensory data and physical interactions between mobile agents and objects in rich 3D environments. Unique properties include: real-time near-photo-realistic image rendering; a library of objects and environments, and routines for their customization; generative procedures for efficiently building classes of new environments; high-fidelity audio rendering; realistic physical interactions for a variety of material types, including cloths, liquid, and deformable objects; customizable agents that embody AI agents; and support for human interactions with VR devices. TDW's API enables multiple agents to interact within a simulation and returns a range of sensor and physics data representing the state of the world. We present initial experiments enabled by TDW in emerging research directions in computer vision, machine learning, and cognitive science, including multi-modal physical scene understanding, physical dynamics predictions, multi-agent interactions, models that learn like a child, and attention studies in humans and neural networks.