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740篇论文匹配“Graphical Models”
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Mingyang Zhang, Junkang Zhang, Faming Fang, Guixu Zhang

Neural Radiance Fields (NeRF) has been widely used in computer vision and graphics, achieving impressive results in novel view synthesis and multi-view 3D reconstruction. However, despite its excellent performance under ideal conditions, NeRF struggles in challenging environments such as hazy, foggy, and underwater scenes, primarily due to the difficulty in decoupling objects from the scattering medium. To mitigate this limitation, we proposed a novel approach for NeRF in scenes with scattering media. Specifically, we leverage pseudo-labels during the early stage of training to guide NeRF in decoupling the densities of objects and the scattering medium, guiding the model toward a more appropriate search space. Furthermore, we introduce a Cyclical Progressive Dimensional Optimization Strategy (CPDOS) that focuses on optimizing a single or a few variables during specific periods. Experimental results demonstrate that our method can effectively simulate hazy and underwater scenes, accurately decouple the scattering medium from objects, estimate atmospheric parameters, and outperform existing methods in novel view synthesis and image restoration tasks.

Kaiwei Zhang, Dandan Zhu, Xiongkuo Min, Guangtao Zhai

Textured meshes significantly enhance the realism and detail of objects by mapping intricate texture details onto the geometric structure of 3D models. This advancement is valuable across various applications, including entertainment, education, and industry. While traditional mesh saliency studies focus on non-textured meshes, our work explores the complexities introduced by detailed texture patterns. We present a new dataset for textured mesh saliency, created through an innovative eye-tracking experiment in a six degrees of freedom (6-DOF) VR environment. This dataset addresses the limitations of previous studies by providing comprehensive eye-tracking data from multiple viewpoints, thereby advancing our understanding of human visual behavior and supporting more accurate and effective 3D content creation. Our proposed model predicts saliency maps for textured mesh surfaces by treating each triangular face as an individual unit and assigning a saliency density value to reflect the importance of each local surface region. The model incorporates a texture alignment module and a geometric extraction module, combined with an aggregation module to integrate texture and geometry for precise saliency prediction. We believe this approach will enhance the visual fidelity of geometric processing while ensuring computational efficiency, essential for real-time rendering and high-detail applications such as VR and gaming.

Vahid Zehtab, David B. Lindell, Marcus A. Brubaker, Michael S. Brown

3D color lookup tables (LUTs) enable precise color manipulation by mapping input RGB values to specific output RGB values. 3D LUTs are instrumental in various applications, including video editing, in-camera processing, photographic filters, computer graphics, and color processing for displays. While an individual LUT does not incur a high memory overhead, software and devices may need to store dozens to hundreds of LUTs that can take over 100 MB. This work aims to develop a neural network architecture that can encode hundreds of LUTs in a single compact representation. To this end, we propose a model with a memory footprint of less than 0.25 MB that can reconstruct 512 LUTs with only minor color distortion (ΔE ≤ 2.0 on average) over the entire color gamut. We also show that our network can weight colors to provide further quality gains on natural image colors (ΔE ≤ 1.0 on average). Finally, we show that minor modifications to the network architecture enable a bijective encoding that produces LUTs that are invertible, allowing for reverse color processing.

Hai-Ming Xu, Qi Chen, Lei Wang, Lingqiao Liu

Recent advancements in Multimodal Large Language Models (MLLMs) have generated significant interest in their ability to autonomously interact with and interpret Graphical User Interfaces (GUIs). A major challenge in these systems is grounding—accurately identifying critical GUI components such as text or icons based on a GUI image and a corresponding text query. Traditionally, this task has relied on fine-tuning MLLMs with specialized training data to predict component locations directly. However, in this paper, we propose a novel Tuning-free Attention-driven Grounding (TAG) method that leverages the inherent attention patterns in pretrained MLLMs to accomplish this task without the need for additional fine-tuning. Our method involves identifying and aggregating attention maps from specific tokens within a carefully constructed query prompt. Applied to MiniCPM-Llama3-V 2.5, a state-of-the-art MLLM, our tuning-free approach achieves performance comparable to tuning-based methods, with notable success in text localization. Additionally, we demonstrate that our attention map-based grounding technique significantly outperforms direct localization predictions from MiniCPM-Llama3-V 2.5, highlighting the potential of using attention maps from pretrained MLLMs and paving the way for future innovations in this domain.

Yifan Xia, Tianwei Ye, Huabing Zhou, Zhongyuan Wang, Jiayi Ma

Multi-shape matching is a central problem in various applications of computer vision and graphics, where cycle consistency constraints play a pivotal role. For this issue, we propose a novel and efficient approach that models multi-shapes as directed graphs for two-stage optimization, i.e., optimizing pairwise correspondence accuracy using landmarks, and refining matching consistency through cycle consistency basis. Specifically, we utilize local mapping distortion to identify landmarks and extract the dimension of the functional space, which is then used to upsample in the spectral domain, thereby producing smoother results. Next, to optimize the consistency of correspondences, we introduce the cycle consistency basis, which succinctly describes all consistent cycles in the collection. We then propose cycle consistency refinement, which resolves inconsistencies in cycles efficiently via the alternating direction method of multipliers. Our approach simultaneously balances the accuracy and consistency of multi-shape matching, achieving lower correspondence errors. Extensive experiments on several public datasets demonstrate the superiority of our approach over current state-of-the-art methods.

Yu Wen, Chen Zhang, Chenhao Xie, Xin Fu

Image super-resolution (SR) is essential for bridging the gap between modern hardware and real-time computer graphics (CG) applications. It reduces CG workload by allowing low-resolution rendering, with original quality restored later via mathematical operations or machine learning. However, recent learning-based SR methods often rely on complex models, demanding high computational resources and undermining the benefits of reduced rendering workload. Our qualitative and quantitative analysis of the SR process and rendering reveals that readily accessible rendering information can significantly enhance neural network design by serving as additional features. To capitalize on this, we propose CGSR, an optimization framework designed for lightweight real-time super-resolution. CGSR utilizes rendering information to boost both network extensibility and efficiency. It utilizes progressively available rendering information from the pipeline, which arrives earlier than the rendered frame, enabling pre-processing and masking of latency. These features are then integrated into a selected SR network backbone to form a CG-enhanced network. This network is further optimized and refined into a CG-optimized version using neural architecture search (NAS). To improve runtime performance, CGSR also employs rendering-aware hybrid pruning, which dynamically prunes the network based on temporal rendering data. Evaluation results show that CGSR significantly reduces parameter size, multi-add operations, and inference time while maintaining high SR quality across various backbone SR networks.

Xilin Wang, Jia Zheng, Yuanchao Hu, Hao Zhu, Qian Yu, Zihan Zhou

In this paper, we present CAD2Program, a new method for reconstructing 3D parametric models from 2D CAD drawings. Our proposed method is inspired by recent successes in vision-language models (VLMs), and departs from traditional methods which rely on task-specific data representations and/or algorithms. Specifically, on the input side, we simply treat the 2D CAD drawing as a raster image, regardless of its original format, and encode the image with a standard ViT model. We show that such an encoding scheme achieves competitive performance against existing methods that operate on vector-graphics inputs, while imposing substantially fewer restrictions on the 2D drawings. On the output side, our method auto-regressively predicts a general-purpose language describing 3D parametric models in text form. Compared to other sequence modeling methods for CAD which use domain-specific sequence representations with fixed-size slots, our text-based representation is more flexible, and can be easily extended to arbitrary geometric entities and semantic or functional properties. Experimental results on a large-scale dataset of cabinet models demonstrate the effectiveness of our method.

Bin Pu, Xingguo Lv, Jiewen Yang, Xingbo Dong, Yiqun Lin, Shengli Li, Kenli Li, Xiaomeng Li

Source-free unsupervised domain adaptation aims to eliminate domain shifts when data from the source domain and annotation from the target domain are not available. The multi-object detection tasks in medical image analysis are constrained by patient privacy and extremely huge annotation consumption. Hence, Source-free UDA is considered a more practical approach for eliminating the domain gap. However, relevant research that explores this topic is a dearth. In this paper, we design an Anatomy-aware Alignment Teacher-Student learning method using topological consistency based on a mean-teacher framework for Source-free UDA in multiple medical object detection named AATS, including Unsupervised Structure Refinement (USR) and Graph-aware Morphology Alignment (GMA). To match the student and teacher at the low-level and visual features, we propose the USR via an unsupervised clustering algorithm to group organs in ultrasound images. Based on USR, we obtain a graph with organ relations on the teacher branch. While in the student branch, we acquire visual features to construct graphical space and optimize the model with graph propagation. Finally, to match the student and teacher, GMA is designed to align the teacher and student based on both topology and morphology information that is derived from prior medical knowledge. Four groups of adaptation experiments were conducted on available medical datasets, and the outcomes demonstrate that our approach not only achieves state-of-the-art performance but also provides substantial advantages over existing methods.

Yutao Cheng, Zhao Zhang, Maoke Yang, Hui Nie, Chunyuan Li, Xinglong Wu, Jie Shao

In the field of graphic design, automating the integration of design elements into a cohesive multi-layered artwork not only boosts productivity but also paves the way for the democratization of graphic design. One existing practice is Graphic Layout Generation (GLG), which aims to layout sequential design elements. It has been constrained by the necessity for a predefined correct sequence of layers, thus limiting creative potential and increasing user workload. In this paper, we present Hierarchical Layout Generation (HLG) as a more flexible and pragmatic setup, which creates graphic composition from any-ordered sets of design elements. To tackle the HLG task, we introduce Graphist, the first layout generation model based on large multimodal models. Graphist efficiently reframes the HLG as a sequence generation problem, utilizing RGB-A images as input, outputs a JSON draft protocol, indicating the coordinates, size, and order of each element. We develop multiple evaluation metrics for HLG. Graphist outperforms prior arts and establishes a strong baseline for this field.

Zehao Chen, Rong Pan

Scalable Vector Graphics (SVG) are essential XML-based formats for versatile graphics, offering resolution independence and scalability. Unlike raster images, SVGs use geometric shapes and support interactivity, animation, and manipulation via CSS and JavaScript. Current SVG generation methods face challenges related to high computational costs and complexity. In contrast, human designers use component-based tools for efficient SVG creation. Inspired by this, SVGBuilder introduces a component-based, autoregressive model for generating high-quality colored SVGs from textual input. It significantly reduces computational overhead and improves efficiency compared to traditional methods. Our model generates SVGs up to 604 times faster than optimization-based approaches. To address the limitations of existing SVG datasets and support our research, we introduce ColorSVG-100K, the first large-scale dataset of colored SVGs, comprising 100,000 graphics. This dataset fills the gap in color information for SVG generation models and enhances diversity in model training. Evaluation against state-of-the-art models demonstrates SVGBuilder's superior performance in practical applications, highlighting its efficiency and quality in generating complex SVG graphics.

Kevin Qinghong Lin, Linjie Li, Difei Gao, Zhengyuan Yang, Shiwei Wu, Zechen Bai, Stan Weixian Lei, Lijuan Wang, Mike Zheng Shou

Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents.In this work, we develop a vision-language-action model in the digital world, namely "Our Model," which features the following innovations:1. **UI-Guided Visual Token Selection** to reduce computational costs by formulating screenshots as a UI-connected graph, adaptively identifying their redundant relationships and serving as the criteria for token selection during self-attention blocks. 2. **Interleaved Vision-Language-Action Streaming** that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency. 3. **Small-Scale High-Quality GUI Instruction-Following Datasets** by careful data curation and employing a resampling strategy to address significant data type imbalances. With the above components, our model, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up performance by 1.4x. Navigation experiments across web, mobile, and online environments further underscore the effectiveness and potential of our model in advancing GUI visual agents.

Antoine Guedon, Tomoki Ichikawa, Kohei Yamashita, Ko Nishino

We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism.

Zhifei Chen, Tianshuo Xu, Wenhang Ge, Leyi Wu, Dongyu Yan, Jing He, Luozhou Wang, Lu Zeng, Shunsi Zhang, Ying-Cong Chen

Rendering and inverse rendering are pivotal tasks in both computer vision and graphics. The rendering equation is the core of the two tasks, as an ideal conditional distribution transfer function from intrinsic properties to RGB images. Despite achieving promising results of existing rendering methods, they merely approximate the ideal estimation for a specific scene and come with a high computational cost. Additionally, the inverse conditional distribution transfer is intractable due to the inherent ambiguity. To address these challenges, we propose a data-driven method that jointly models rendering and inverse rendering as two conditional generation tasks within a single diffusion framework. Inspired by UniDiffuser, we utilize two distinct time schedules to model both tasks, and with a tailored dual streaming module, we achieve cross-conditioning of two pre-trained diffusion models. This unified approach, named Uni-Renderer, allows the two processes to facilitate each other through a cycle-consistent constrain, mitigating ambiguity by enforcing consistency between intrinsic properties and rendered images.Combined with a meticulously prepared dataset, our method effectively decomposition of intrinsic properties and demonstrating a strong capability to recognize changes during rendering. We will open-source our training and inference code to the public, fostering further research and development in this area.

Ziyang Xie, Zhizheng Liu, Zhenghao Peng, Wayne Wu, Bolei Zhou

Sim-to-real gap has long posed a significant challenge for robot learning in simulation, preventing the deployment of learned models in the real world. Previous work has primarily focused on domain randomization and system identification to mitigate this gap. However, these methods are often limited by the realism of the simulation and graphics engines. In this work, we propose Vid2Sim, a novel framework that effectively bridges the sim2real gap through a scalable and cost-efficient real2sim pipeline for neural 3D scene reconstruction and simulation. Given a monocular video as input, Vid2Sim can generate photo-realistic and physically interactable 3D simulation environments to enable the reinforcement learning of visual navigation agents in complex urban environments. Extensive experiments demonstrate that Vid2Sim significantly improves the performance of urban navigation in the digital twins and real world by 31.2% and 68.3% in success rate compared with agents trained with prior simulation methods. Code and data will be made publicly available.

You Shen, Zhipeng Zhang, Xinyang Li, Yansong Qu, Yu Lin, Shengchuan Zhang, Liujuan Cao

Representing 3D scenes from multiview images is a core challenge in computer vision and graphics, which requires both precise rendering and accurate reconstruction. Recently, 3D Gaussian Splatting (3DGS) has garnered significant attention for its high-quality rendering and fast inference speed. Yet, due to the unstructured and irregular nature of Gaussian point clouds, ensuring accurate geometry reconstruction remains difficult. Existing methods primarily focus on geometry regularization, with common approaches including primitive-based and dual-model frameworks. However, the former suffers from inherent conflicts between rendering and reconstruction, while the latter is computationally and storage-intensive. To address these challenges, we propose CarGS, a unified model leveraging Contribution adaptive regularization to achieve simultaneous, high-quality rendering and surface reconstruction. The essence of our framework is learning adaptive contribution for Gaussian primitives by squeezing the knowledge from geometry regularization into a compact MLP. Additionally, we introduce a geometry-guided densification strategy with clues from both normals and Signed Distance Fields (SDF) to improve the capability of capturing high-frequency details. Our design improves the mutual learning of the two tasks, meanwhile its unified structure doesn't require separate models as in dual-model based approaches, guaranteeing efficiency. Extensive experiments demonstrate CarGS's ability to achieve state-of-the-art (SOTA) results in both rendering fidelity and reconstruction accuracy while maintaining real-time speed and minimal storage size.

Junchao Zhu, Ruining Deng, Tianyuan Yao, Juming Xiong, Chongyu Qu, Junlin Guo, Siqi Lu, Mengmeng Yin, Yu Wang, Shilin Zhao 等

Spatial transcriptomics (ST) is an emerging technology that enables medical computer vision scientists to automatically interpret the molecular profiles underlying morphological features. Currently, however, most deep learning-based ST analyses are limited to two-dimensional (2D) sections, which can introduce diagnostic errors due to the heterogeneity of pathological tissues across 3D sections. Expanding ST to three-dimensional (3D) volumes is challenging due to the prohibitive costs; a 2D ST acquisition already costs over 50 times more than whole slide imaging (WSI), and a full 3D volume with 10 sections can be an order of magnitude more expensive. To reduce costs, scientists have attempted to predict ST data directly from WSI without performing actual ST acquisition. However, these methods typically yield unsatisfying results. To address this, we introduce a novel problem setting: 3D ST imputation using 3D WSI histology sections combined with a single 2D ST slide. To do so, we present the Anatomy-aware Spatial Imputation Graph Network (ASIGN) for more precise, yet affordable, 3D ST modeling. The ASIGN architecture extends existing 2D spatial relationships into 3D by leveraging cross-layer overlap and similarity-based expansion. Moreover, a multi-level spatial attention graph network integrates features comprehensively across different data sources. We evaluated ASIGN on three public spatial transcriptomics datasets, with experimental results demonstrating that ASIGN achieves state-of-the-art performance on both 2D and 3D scenarios.

Hanbin Ko, Chang-Min Park

The development of large-scale image-text pair datasets has significantly advanced self-supervised learning in Vision-Language Processing (VLP). However, directly applying general-domain architectures such as CLIP to medical data presents challenges, particularly in handling negations and addressing the inherent data imbalance of medical datasets. To address these issues, we propose a novel approach that integrates clinically-enhanced dynamic soft labels and medical graphical alignment, thereby improving clinical comprehension and improving the applicability of contrastive loss in medical contexts. Furthermore, we introduce negation-based hard negatives to deepen the model's understanding of the complexities of clinical language. Our approach is easily integrated into medical CLIP training pipeline and achieves state-of-the-art performance across multiple tasks, including zero-shot, fine-tuned classification and report retrieval. To comprehensively evaluate our model's capacity in understanding clinical language, we introduce CXR-Align, a benchmark uniquely designed to evaluate the understanding of negation and clinical information within chest X-ray (CXR) datasets. Experimental results demonstrate that our proposed methods are straightforward to implement and generalize effectively across contrastive learning frameworks, enhancing medical VLP capabilities and advancing clinical language understanding in medical imaging.

Ta Ying Cheng, Prafull Sharma, Mark Boss, Varun Jampani

Editing materials of objects in images based on exemplar images is an active area of research in computer vision and graphics. We propose MARBLE, a method for performing material blending and recomposing fine-grained material properties by finding material embeddings in CLIP-space and using that to control pre-trained text-to-image models. We improve exemplar-based material editing by finding a block in the denoising UNet responsible for material attribution. Given two material exemplar-images, we find directions in the CLIP-space for blending the materials. Further, we can achieve parametric control over fine-grained material attributes such as roughness, metallic, transparency, and glow using a shallow network to predict the direction for the desired material attribute change. We perform qualitative and quantitative analysis to demonstrate the efficacy of our proposed method. We also present the ability of our method to perform multiple edits in a single forward pass and applicability to painting.

Yunqi Gu, Ian Huang, Jihyeon Je, Guandao Yang, Leonidas Guibas

3D graphics editing is crucial in applications like movie production and game design, yet it remains a time-consuming process that demands highly specialized domain expertise. Automating this process is challenging because graphical editing requires performing a variety of tasks, each requiring distinct skill sets. Recently, vision-language models (VLMs) have emerged as a powerful framework for automating the editing process, but their development and evaluation are bottlenecked by the lack of a comprehensive benchmark that requires human-level perception and presents real-world editing complexity. In this work, we present BlenderGym, the first comprehensive VLM system benchmark for 3D graphics editing. BlenderGym evaluates VLM systems through code-based 3D reconstruction tasks. We evaluate closed- and open-source VLM systems and observe that even the state-of-the-art VLM system struggles with tasks relatively easy for human Blender users. Enabled by BlenderGym, we study how inference scaling techniques impact VLM's performance on graphics editing tasks. Notably, our findings reveal that the verifier used to guide the scaling of generation can itself be improved through inference scaling, complementing recent insights on inference scaling of LLM generation in coding and math tasks. We further show that inference compute is not uniformly effective and can be optimized by strategically distributing it between generation and verification.

Zhengqin Li, Dilin Wang, Ka Chen, Zhaoyang Lv, Thu Nguyen-Phuoc, Milim Lee, Jia-Bin Huang, Lei Xiao, Yufeng Zhu, Carl S. Marshall 等

We present Large Inverse Rendering Model (LIRM), a transformer architecture that jointly reconstructs high-quality shape, materials, and radiance fields with view-dependent effects in less than a second. Our model builds upon the recent Large Reconstruction Models (LRMs) that achieve state-of-the-art sparse-view reconstruction quality. However, existing LRMs struggle to reconstruct unseen parts accurately and cannot recover glossy appearance or generate relightable 3D contents that can be consumed by standard Graphics engines. To address these limitations, we make three key technical contributions to build a more practical multi-view 3D reconstruction framework. First, we introduce an update model that allows us to progressively add more input views to improve our reconstruction. Second, we propose a hexa-plane neural SDF representation to better recover detailed textures, geometry and material parameters. Third, we develop a novel neural directional-embedding mechanism to handle view-dependent effects. Trained on a large-scale shape and material dataset with a tailored coarse-to-fine training scheme, our model achieves compelling results. It compared favorably to optimization-based dense-view inverse rendering methods in terms of geometry and relighting accuracy, while requiring only a fraction of the inference time.