Text-based image editing which aims at generating rigid or non-rigid changes to images conditioned on the given text, has recently attracted considerable interest. Previous works mainly follow the multi-step denoising diffusion paradigm, which adopts a fixed text guidance intensity (i.e., editing intensity) to inject textual features, while ignoring the step-specific editing requirements. This work argues that the editing intensity at each denoising step should be adaptively adjusted conditioned on the historical editing degree, to provide accurate text guidance for the whole denoising process. We thereby propose a novel feedback editing framework (FeedEdit), a training-free method which, explicitly exploits the feedback regulation on editing intensity to ensure precise and harmonious editing at all steps. Specifically, we design (1) Dynamic Editing Degree Perceiving module, which is based on specific frequency-domain filtering, to enhance and exploit the correlation between feature differences and editing degree for perceiving. (2) Proportional-Integral feedback controller, to automatically map the perceived editing errors into appropriate feedback control signals. (3) Phrase-level Regulating Strategy, to achieve fine-grained function-specific regulation of textual features. Extensive experiments demonstrate the superiority of FeedEdit over existing methods in both editability and quality, especially for multi-function editing scenarios.
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Neural fields have become widely used in various fields, from shape representation to neural rendering, and for solving partial differential equations (PDEs). With the advent of hybrid neural field representations like Instant NGP that leverage small MLPs and explicit representations, these models train quickly and can fit large scenes. Yet in many applications like rendering and simulation, hybrid neural fields can cause noticeable and unreasonable artifacts. This is because they do not yield accurate spatial derivatives needed for these downstream applications. In this work, we propose two ways to circumvent these challenges. Our first approach is a post hoc operator that uses local polynomial fitting to obtain more accurate derivatives from pre-trained hybrid neural fields. Additionally, we also propose a self-supervised fine-tuning approach that refines the hybrid neural field to yield accurate derivatives directly while preserving the initial signal. We show applications of our method to rendering, collision simulation, and solving PDEs. We observe that using our approach yields more accurate derivatives, reducing artifacts and leading to more accurate simulations in downstream applications.
MERGE: Multi-faceted Hierarchical Graph-based GNN for Gene Expression Prediction from Whole Slide Histopathology Images
PDF ↗Recent advances in Spatial Transcriptomics (ST) pair histology images with spatially resolved gene expression profiles, enabling predictions of gene expression across different tissue locations based on image patches. This opens up new possibilities for enhancing whole slide image (WSI) prediction tasks with localized gene expression. However, existing methods fail to fully leverage the interactions between different tissue locations, which are crucial for accurate joint prediction. To address this, we introduce MERGE (Multi-faceted hiErarchical gRaph for Gene Expressions), which combines a multi-faceted hierarchical graph construction strategy with graph neural networks (GNN) to improve gene expression predictions from WSIs. By clustering tissue image patches based on both spatial and morphological features, and incorporating intra- and inter-cluster edges, our approach fosters interactions between distant tissue locations during GNN learning. As an additional contribution, we evaluate different data smoothing techniques that are necessary to mitigate artifacts in ST data, often caused by technical imperfections. We advocate for adopting gene-aware smoothing methods that are more biologically justified. Experimental results on gene expression prediction show that our GNN method outperforms state-of-the-art techniques across multiple metrics.
Scene coordinate regression achieves impressive results in outdoor LiDAR localization but requires days of training. Since training needs to be repeated for each new scene, long training times make these impractical for applications requiring time-sensitive system upgrades, such as autonomous driving, drones, robotics, etc. We identify large coverage areas and vast amounts of data in large-scale outdoor scenes as key challenges that limit fast training. In this paper, we propose LightLoc, the first method capable of efficiently learning localization in a new scene at light speed. Beyond freezing the scene-agnostic feature backbone and training only the scene-specific prediction heads, we introduce two novel techniques to address these challenges. First, we introduce sample classification guidance to assist regression learning, reducing ambiguity from similar samples and improving training efficiency. Second, we propose redundant sample downsampling to remove well-learned frames during training, reducing training time without compromising accuracy. In addition, the fast training and confidence estimation characteristics of sample classification enable its integration into SLAM, effectively eliminating error accumulation. Extensive experiments on large-scale outdoor datasets demonstrate that LightLoc achieves state-of-the-art performance with just 1 hour of training--50x faster than existing methods. Our Code is available at https://github.com/liw95/LightLoc.
Local features aggregation and global information perception are the fundamental to point cloud segmentation. However, existing works often fall short in effectively identifying semantic relevant neighbors and face challenges in endowing each point with high-level information. Here, we propose CamPoint, an innovative method that employs virtual cameras to solve above problems. The core of CamPoint lies in introducing the novel camera visibility feature for points, where each dimension encodes the visibility of that point from a specific camera. Leveraging this feature, we propose the camera perspective slice distance for accurate relevant neighbor searching and design the camera parameter embedding to deliver rich feature representations for global interaction. Specifically, the camera perspective slice distance between two points is defined as a similarity metric derived from their camera visibility features, whereby an increased number of shared cameras observing both points corresponds to a reduced distance between them. To effectively facilitate global semantic perception, we assign each camera an optimizable embedding and then integrate these embeddings into the original spatial features based on visibility attributes, thereby obtaining high-level features enriched with camera priors. Additionally, the state space model characterized by linear computational complexity is employed as the operator to achieve global learning with efficiency. Comprehensive experiments on multiple datasets shows that our CamPoint surpasses the current state-of-the-art in multiple datasets, achieving low training cost and fast inference speed.
Enhancing SAM with Efficient Prompting and Preference Optimization for Semi-supervised Medical Image Segmentation
PDF ↗Foundational models such as the Segment Anything Model (SAM) are gaining traction in medical imaging segmentation, supporting multiple downstream tasks. However, such models are supervised in nature, still relying on large annotated datasets or prompts supplied by experts. Conventional techniques such as active learning to alleviate such limitations are limited in scope and still necessitate continuous human involvement and complex domain knowledge for label refinement or establishing reward ground truth. To address these challenges, we propose an enhanced Segment Anything Model (SAM) framework that utilizes annotation-efficient prompts generated in a fully unsupervised fashion, while still capturing essential semantic, location, and shape information through contrastive language-image pretraining and visual question answering. We adopt the direct preference optimization technique to design an optimal policy that enables the model to generate high-fidelity segmentations with simple ratings or rankings provided by a virtual annotator simulating the human annotation process. State-of-the-art performance of our framework in tasks such as lung segmentation, breast tumor segmentation, and organ segmentation across various modalities, including X-ray, ultrasound, and abdominal CT, justifies its effectiveness in low-annotation data scenarios.
A Unified Approach to Interpreting Self-supervised Pre-training Methods for 3D Point Clouds via Interactions
PDF ↗Recently, many self-supervised pre-training methods have been proposed to improve the performance of deep neural networks (DNNs) for 3D point clouds processing. However, the common mechanism underlying the effectiveness of different pre-training methods remains unclear. In this paper, we use game-theoretic interactions as a unified approach to explore the common mechanism of pre-training methods. Specifically, we decompose the output score of a DNN into the sum of numerous effects of interactions, with each interaction representing a distinct 3D substructure of the input point cloud. Based on the decomposed interactions, we draw the following conclusions. (1) The common mechanism across different pre-training methods is that they enhance the strength of high-order interactions encoded by DNNs, which represent complex and global 3D structures, while reducing the strength of low-order interactions, which represent simple and local 3D structures. (2) Sufficient pre-training and adequate fine-tuning data for downstream tasks further reinforce the mechanism described above. (3) Pre-training methods carry a potential risk of reducing the transferability of features encoded by DNNs. Inspired by the observed common mechanism, we propose a new method to directly enhance the strength of high-order interactions and reduce the strength of low-order interactions encoded by DNNs, improving performance without the need for pre-training on large-scale datasets. Experiments show that our method achieves performance comparable to traditional pre-training methods.
Transfer learning paradigm has driven substantial advancements in various vision tasks. However, as state-of-the-art models continue to grow, classical full fine-tuning often becomes computationally impractical, particularly in multi-task learning (MTL) setup where training complexity increases proportional to the number of tasks. Consequently, recent studies have explored Parameter-Efficient Fine-Tuning (PEFT) for MTL architectures. Despite some progress, these approaches still exhibit limitations in capturing fine-grained, task-specific features that are crucial to MTL. In this paper, we introduce Task-Adaptive Dynamic transFormer, termed TADFormer, a novel PEFT framework that performs task-aware feature adaptation in the fine-grained manner by dynamically considering task-specific input contexts. TADFormer proposes the parameter-efficient prompting for task adaptation and the Dynamic Task Filter (DTF) to capture task information conditioned on input contexts. Experiments on the PASCAL-Context benchmark demonstrate that the proposed method achieves higher accuracy in dense scene understanding tasks, while reducing the number of trainable parameters by up to 8.4 times when compared to full fine-tuning of MTL models. TADFormer also demonstrates superior parameter efficiency and accuracy compared to recent PEFT methods. Our code is available at supplementary material.
Multimodal Large Language Models (MLLMs) have significantly progressed in offline video understanding. However, applying these models to real-world scenarios, such as autonomous driving and human-computer interaction, presents unique challenges due to the need for real-time processing of continuous online video streams. To this end, this paper presents systematic efforts from three perspectives: evaluation benchmark, model architecture, and training strategy. First, we introduce OVBench, a comprehensive question-answering benchmark designed to evaluate models' ability to perceive, memorize, and reason within online video contexts. It features 6 core task types across three temporal contexts--past, current, and future--forming 16 subtasks from diverse datasets. Second, we propose a new Pyramid Memory Bank (PMB) that effectively retains key spatiotemporal information in video streams. Third, we proposed an offline-to-online learning paradigm, designing an interleaved dialogue format for online video data and constructing an instruction-tuning dataset tailored for online video training. This framework led to the development of VideoChat-Online, a robust and efficient model for online video understanding. Despite the lower computational cost and higher efficiency, VideoChat-Online outperforms existing state-of-the-art offline and online models across popular offline video benchmarks and OVBench, demonstrating the effectiveness of our model architecture and training strategy.
Recent advances in generative models have enabled high-quality 3D character reconstruction from multi-modal. However, animating these generated characters remains a challenging task, especially for complex elements like garments and hair, due to the lack of large-scale datasets and effective rigging methods. To address this gap, we curate AnimeRig, a large-scale dataset with detailed skeleton and skinning annotations. Building upon this, we propose DRiVE, a novel framework for generating and rigging 3D human characters with intricate structures. Unlike existing methods, DRiVE utilizes a 3D Gaussian representation, facilitating efficient animation and high-quality rendering. We further introduce GSDiff, a 3D Gaussian-based diffusion module that predicts joint positions as spatial distributions, overcoming the limitations of regression-based approaches. Extensive experiments demonstrate that DRiVE achieves precise rigging results, enabling realistic dynamics for clothing and hair, and surpassing previous methods in both quality and versatility. Code, dataset and visualization results are available at https://DRiVEAvatar.github.io/.
Conditional image synthesis is a crucial task with broad applications, such as artistic creation and virtual reality. However, current generative methods are often task-oriented with a narrow scope, handling a restricted condition with constrained applicability. In this paper, we propose a novel approach that treats conditional image synthesis as the modular combination of diverse fundamental condition units. Specifically, we divide conditions into three primary units: text, layout, and drag. To enable effective control over these conditions, we design a dedicated alignment module for each. For the text condition, we introduce a Dense Concept Alignment (DCA) module, which achieves dense visual-text alignment by drawing on diverse textual concepts. For the layout condition, we propose a Dense Geometry Alignment (DGA) module to enforce comprehensive geometric constraints that preserve the spatial configuration. For the drag condition, we introduce a Dense Motion Alignment (DMA) module to apply multi-level motion regularization, ensuring that each pixel follows its desired trajectory without visual artifacts. By flexibly inserting and combining these alignment modules, our framework enhances the model's adaptability to diverse conditional generation tasks and greatly expands its application range. Extensive experiments demonstrate the superior performance of our framework across a variety of conditions, including textual description, segmentation mask (bounding box), drag manipulation, and their combinations. Code is available at https://github.com/ZixuanWang0525/DADG
3D Gaussian Splatting techniques have enabled efficient photo-realistic rendering of static scenes. Recent works have extended these approaches to support surface reconstruction and tracking. However, tracking dynamic surfaces with 3D Gaussians remains challenging due to complex topology changes, such as surfaces appearing, disappearing, or splitting. To address these challenges, we propose GauSTAR, a novel method that achieves photo-realistic rendering, accurate surface reconstruction, and reliable 3D tracking for general dynamic scenes with changing topology. Given multi-view captures as input, GauSTAR binds Gaussians to mesh faces to represent dynamic objects. For surfaces with consistent topology, GauSTAR maintains the mesh topology and tracks the meshes using Gaussians. For regions where topology changes, GauSTAR adaptively unbinds Gaussians from the mesh, enabling accurate registration and generation of new surfaces based on these optimized Gaussians. Additionally, we introduce a surface-based scene flow method that provides robust initialization for tracking between frames. Experiments demonstrate that our method effectively tracks and reconstructs dynamic surfaces, enabling a range of applications. Our project page with the code release is available at https://eth-ait.github.io/GauSTAR/.
DriveGEN: Generalized and Robust 3D Detection in Driving via Controllable Text-to-Image Diffusion Generation
PDF ↗In autonomous driving, vision-centric 3D detection aims to identify 3D objects from images. However, high data collection costs and diverse real-world scenarios limit the scale of training data. Once distribution shifts occur between training and test data, existing methods often suffer from performance degradation, known as Out-of-Distribution (OOD) problems. To address this, controllable Text-to-Image (T2I) diffusion offers a potential solution for training data enhancement, which is required to generate diverse OOD scenarios with precise 3D object geometry. Nevertheless, existing controllable T2I approaches are restricted by the limited scale of training data or struggle to preserve all annotated 3D objects. In this paper, we present DriveGEN, a method designed to improve the robustness of 3D detectors in Driving via Training-Free Controllable Text-to-Image Diffusion Generation. Without extra diffusion model training, DriveGEN consistently preserves objects with precise 3D geometry across diverse OOD generations, consisting of 2 stages: 1) Self-Prototype Extraction: We empirically find that self-attention features are semantic-aware but require accurate region selection for 3D objects. Thus, we extract precise object features via layouts to capture 3D object geometry, termed self-prototypes. 2) Prototype-Guided Diffusion: To preserve objects across various OOD scenarios, we perform semantic-aware feature alignment and shallow feature alignment during denoising. Extensive experiments demonstrate the effectiveness of DriveGEN in improving 3D detection. The code is available at github.com/Hongbin98/DriveGEN.
In this paper, we question whether we have a reliable self-supervised point cloud model that can be used for diverse 3D tasks via simple linear probing, even with limited data and minimal computation. We find that existing 3D self-supervised learning approaches fall short when evaluated on representation quality through linear probing. We hypothesize that this is due to what we term the "geometric shortcut", which causes representations to collapse to low-level spatial features. This challenge is unique to 3D and arises from the sparse nature of point cloud data. We address it through two key strategies: obscuring spatial information and enhancing the reliance on input features, ultimately composing a Sonata of 140k point clouds through self-distillation. Sonata is simple and intuitive, yet its learned representations are strong and reliable: zero-shot visualizations demonstrate semantic grouping, alongside strong spatial reasoning through nearest-neighbor relationships. Sonata demonstrates exceptional parameter and data efficiency, tripling linear probing accuracy (from 21.8% to 72.5%) on ScanNet and nearly doubling performance with only 1% of the data compared to previous approaches. Full fine-tuning further advances SOTA across both 3D indoor and outdoor perception tasks.
Learning open-vocabulary physical skills for simulated agents presents a significant challenge in artificial intelligence. Current reinforcement learning approaches face critical limitations: manually designed rewards lack scalability across diverse tasks, while demonstration-based methods struggle to generalize beyond their training distribution. We introduce GROVE, a generalized reward framework that enables open-vocabulary physical skill learning without manual engineering or task-specific demonstrations. Our key insight is that Large Language Models (LLMs) and Vision Language Models (VLMs) provide complementary guidance---LLMs generate precise physical constraints capturing task requirements, while VLMs evaluate motion semantics and naturalness. Through an iterative design process, VLM-based feedback continuously refines LLM-generated constraints, creating a self-improving reward system. To bridge the domain gap between simulation and natural images, we develop Pose2CLIP, a lightweight mapper that efficiently projects agent poses directly into semantic feature space without computationally expensive rendering. Extensive experiments across diverse embodiments and learning paradigms demonstrate GROVE's effectiveness, achieving 22.2% higher motion naturalness and 25.7% better task completion scores while training 8.4x faster than previous methods. These results establish a new foundation for scalable physical skill acquisition in simulated environments.
Reconstructing human-object interactions (HOI) from single images is fundamental in computer vision. Existing methods are primarily trained and tested on indoor scenes due to the lack of 3D data, particularly constrained by the object variety, making it challenging to generalize to real-world scenes with a wide range of objects. The limitations of previous 3D HOI datasets were primarily due to the difficulty in acquiring 3D object assets. However, with the development of 3D reconstruction from single images, recently it has become possible to reconstruct various objects from 2D HOI images.We therefore propose a pipeline for annotating fine-grained 3D humans, objects, and their interactions from single images. We annotated 2.5k+ 3D HOI assets from existing 2D HOI datasets and built the first open-vocabulary in-the-wild 3D HOI dataset Open3DHOI, to serve as a future test set. Moreover, we design a novel Gaussian-HOI optimizer, which efficiently reconstructs the spatial interactions between humans and objects while learning the contact regions.Besides the 3D HOI reconstruction, we also propose several new tasks for 3D HOI understanding to pave the way for future work.
Long video understanding poses a significant challenge for current Multi-modal Large Language Models (MLLMs). Notably, the MLLMs are constrained by their limited context lengths and the substantial costs while processing long videos. Although several existing methods attempt to reduce visual tokens, their strategies encounter severe bottleneck, restricting MLLMs' ability to perceive fine-grained visual details. In this work, we propose Video-XL, a novel approach that leverages MLLMs' inherent key-value (KV) sparsification capacity to condense the visual input. Specifically, we introduce a new special token, the Visual Summarization Token (VST), for each interval of the video, which summarizes the visual information within the interval as its associated KV. The VST module is trained by instruction fine-tuning, where two optimizing strategies are offered. 1. Curriculum learning, where VST learns to make small (easy) and large compression (hard) progressively. 2. Composite data curation, which integrates single-image, multi-image, and synthetic data to overcome the scarcity of long-video instruction data. The compression quality is further improved by dynamic compression, which customizes compression granularity based on the information density of different video intervals. Video-XL's effectiveness is verified from three aspects. First, it achieves a superior long-video understanding capability, outperforming state-of-the-art models of comparable sizes across multiple popular benchmarks. Second, it effectively preserves video information, with minimal compression loss even at 16x compression ratio. Third, it realizes outstanding cost-effectiveness, enabling high-quality processing of thousands of frames on a single A100 GPU.
Recently, Vision Graph Neural Network (ViG) has gained considerable attention in computer vision. Despite its groundbreaking innovation, Vision Graph Neural Network encounters key issues including the quadratic computational complexity caused by its K-Nearest Neighbor (KNN) graph construction and the limitation of pairwise relations of normal graphs. To address the aforementioned challenges, we propose a novel vision architecture, termed Dilated Vision HyperGraph Neural Network (DVHGNN), which is designed to leverage multi-scale hypergraph to efficiently capture high-order correlations among objects. Specifically, the proposed method tailors Clustering and Dilated HyperGraph Construction (DHGC) to adaptively capture multi-scale dependencies among the data samples. Furthermore, a dynamic hypergraph convolution mechanism is proposed to facilitate adaptive feature exchange and fusion at the hypergraph level. Extensive qualitative and quantitative evaluations of the benchmark image datasets demonstrate that the proposed DVHGNN significantly outperforms the state-of-the-art vision backbones. For instance, our DVHGNN-S achieves an impressive top-1 accuracy of 83.1% on ImageNet-1K, surpassing ViG-S by +1.0% and ViHGNN-S by +0.6%.
Image-level Weakly Supervised Semantic Segmentation (WSSS) has garnered significant attention due to its low annotation costs. Current single-stage state-of-the-art WSSS methods mainly rely on V ision T ransformer (ViT) to extract features from input images, generating more complete segmentation results based on comprehensive semantic information. However, these ViT-based methods often suffer from over-smoothing issues in segmentation results. In this paper, we identify that attenuated high-frequency features mislead the decoder of ViT-based WSSS models, resulting in over-smoothed false segmentation. To address this, we propose a Frequency Feature Rectification (FFR) framework to rectify the false segmentations caused by attenuated high-frequency features and enhance the learning of high-frequency features in the decoder. Quantitative and qualitative experimental results demonstrate that our FFR framework can effectively address the attenuated high-frequency caused over-smoothed segmentation issue and achieve new state-of-the-art WSSS performances. Codes are available at https://github.com/yay97/FFR.
MAC-Ego3D: Multi-Agent Gaussian Consensus for Real-Time Collaborative Ego-Motion and Photorealistic 3D Reconstruction
PDF ↗Real-time multi-agent collaboration for ego-motion estimation and high-fidelity 3D reconstruction is vital for scalable spatial intelligence. However, traditional methods produce sparse, low-detail maps, while recent dense mapping approaches struggle with high latency.To overcome these challenges, we present MAC-Ego3D, a novel framework for real-time collaborative photorealistic 3D reconstruction via Multi-Agent Gaussian Consensus. MAC-Ego3D enables agents to independently construct, align, and iteratively refine local maps using a unified Gaussian splat representation. Through Intra-Agent Gaussian Consensus, it enforces spatial coherence among neighboring Gaussian splats within an agent. For global alignment, parallelized Inter-Agent Gaussian Consensus, which asynchronously aligns and optimizes local maps by regularizing multi-agent Gaussian splats, seamlessly integrates them into a high-fidelity 3D model. Leveraging Gaussian primitives, MAC-Ego3D supports efficient RGB-D rendering, enabling rapid inter-agent Gaussian association and alignment.MAC-Ego3D bridges local precision and global coherence, delivering higher efficiency, largely reducing localization error, and improving mapping fidelity. It establishes a new SOTA on synthetic and real-world benchmarks, achieving a 15xincrease in inference speed, order-of-magnitude reductions in ego-motion estimation error for partial cases, and RGB PSNR gains of 4 to 10 dB. Our code will be made publicly available.