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8,216篇论文匹配“New Approaches”
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Xun Jiang, Zhiyi Huang, Xing Xu, Jingkuan Song, Fumin Shen, Heng Tao Shen

Natural Language-based Egocentric Task Verification (NLETV) aims to equip agents to determine if operation flows of procedural tasks in egocentric videos align with natural language instructions. Describing rules with natural language provides generalizable applications, but also raises cross-modal heterogeneity and hierarchical misalignment challenges. In this paper, we proposed a novel approach termed Procedural Heterogeneous Graph Completion (PHGC), which addresses these challenges with heterogeneous graphs representing the logic in rules and operation flows. Specifically, our PHGC method mainly consists of three key components: (1) Heterogeneous Graph Construction module that defines objective states and operation flows as vertices, with temporal and sequential relations as edges. (2) Cross-Modal Path Finding module that aligns semantic relations between hierarchical video and text elements. (3) Discriminative Entity Representation module excavates hidden entities that integrate general logical relations and discriminative cues to reveal final verification results. Additionally, we further constructed a new dataset called CSV-NL comprised of realistic videos. Extensive experiments on the two benchmark datasets covering both digital and physical scenarios, i.e., EgoTV and CSV-NL, demonstrate that our proposed PHGC establishes state-of-the-art performance across different settings. Our code and dataset are available at https://github.com/XunCHN/PHGC.

Minghao Fu, Hao Yu, Jie Shao, Junjie Zhou, Ke Zhu, Jianxin Wu

Deep neural networks, while achieving remarkable success across diverse tasks, demand significant resources, including computation, GPU memory, bandwidth, storage, and energy. Network quantization, as a standard compression and acceleration technique, reduces storage costs and enables potential inference acceleration by discretizing network weights and activations into a finite set of integer values. However, current quantization methods are often complex and sensitive, requiring extensive task-specific hyperparameters, where even a single misconfiguration can impair model performance, limiting generality across different models and tasks. In this paper, we propose Quantization without Tears (QwT), a method that simultaneously achieves quantization speed, accuracy, simplicity, and generality. The key insight of QwT is to incorporate a lightweight additional structure into the quantized network to mitigate information loss during quantization. This structure consists solely of a small set of linear layers, keeping the method simple and efficient. More importantly, it provides a closed-form solution, allowing us to improve accuracy effortlessly under 2 minutes. Extensive experiments across various vision, language, and multimodal tasks demonstrate that QwT is both highly effective and versatile. In fact, our approach offers a robust solution for network quantization that combines simplicity, accuracy, and adaptability, which provides new insights for the design of novel quantization paradigms.

Hyeonggon Ryu, Seongyu Kim, Joon Son Chung, Arda Senocak

We present a unified model capable of simultaneously grounding both spoken language and non-speech sounds within a visual scene, addressing key limitations in current audio-visual grounding models. Existing approaches are typically limited to handling either speech or non-speech sounds independently, or at best, together but sequentially without mixing. This limitation prevents them from capturing the complexity of real-world audio sources that are often mixed. Our approach introduces a "mix-and-separate" framework with audio-visual alignment objectives that jointly learn correspondence and disentanglement using mixed audio. Through these objectives, our model learns to produce distinct embeddings for each audio type, enabling effective disentanglement and grounding across mixed audio sources.Additionally, we created a new dataset to evaluate simultaneous grounding of mixed audio sources, demonstrating that our model outperforms prior methods. Our approach also achieves state-of-the-art performance in standard segmentation and cross-modal retrieval tasks, highlighting the benefits of our mix-and-separate approach.

Jaerin Lee, Daniel Sungho Jung, Kanggeon Lee, Kyoung Mu Lee

We introduce SemanticDraw, a new paradigm of interactive content creation where high-quality images are generated in near real-time from given multiple hand-drawn regions, each encoding prescribed semantic meaning. In order to maximize the productivity of content creators and to fully realize their artistic imagination, it requires both quick interactive interfaces and fine-grained regional controls in their tools. Despite astonishing generation quality from recent diffusion models, we find that existing approaches for regional controllability are very slow (52 seconds for 512 x 512 image) while not compatible with acceleration methods such as LCM, blocking their huge potential in interactive content creation. From this observation, we build our solution for interactive content creation in two steps: (1) we establish compatibility between region-based controls and acceleration techniques for diffusion models, maintaining high fidelity of multi-prompt image generation with x 10 reduced number of inference steps, (2) we increase the generation throughput with our new multi-prompt stream batch pipeline, enabling low-latency generation from multiple, region-based text prompts on a single RTX 2080 Ti GPU. Our proposed framework is generalizable to any existing diffusion models and acceleration schedulers, allowing sub-second (0.64 seconds) image content creation application upon well-established image diffusion models.

Qihang Zhang, Shuangfei Zhai, Miguel Ángel Bautista Martin, Kevin Miao, Alexander Toshev, Joshua Susskind, Jiatao Gu

Recent advancements in diffusion models have set new benchmarks in image and video generation, enabling realistic visual synthesis across single- and multi-frame contexts. However, these models still struggle with efficiently and explicitly generating 3D-consistent content. To address this, we propose World-consistent Video Diffusion (WVD), a novel framework that incorporates explicit 3D supervision using XYZ images, which encode global 3D coordinates for each image pixel. More specifically, we train a diffusion transformer to learn the joint distribution of RGB and XYZ frames. This approach supports multi-task adaptability via a flexible inpainting strategy. For example, WVD can estimate XYZ frames from ground-truth RGB or generate novel RGB frames using XYZ projections along a specified camera trajectory. In doing so, WVD unifies tasks like single-image-to-3D generation, multi-view stereo, and camera-controlled video generation. Our approach demonstrates competitive performance across multiple benchmarks, providing a scalable solution for 3D-consistent video and image generation with a single pretrained model.

Jialin Zhu, Jiangbei Yue, Feixiang He, He Wang

Recently, 3D Gaussian Splatting (3DGS) provides a new framework for novel view synthesis, and has spiked a new wave of research in neural rendering and related applications. As 3DGS is becoming a foundational component of many models, any improvement on 3DGS itself can bring huge benefits. To this end, we aim to improve the fundamental paradigm and formulation of 3DGS. We argue that as an unnormalized mixture model, it needs to be neither Gaussians nor splatting. We subsequently propose a new mixture model consisting of flexible Student's t distributions, with both positive (splatting) and negative (scooping) densities. We name our model Student Splatting and Scooping, or SSS. When providing better expressivity, SSS also poses new challenges in learning. Therefore, we also propose a new principled sampling approach for optimization. Through exhaustive evaluation and comparison, across multiple datasets, settings, and metrics, we demonstrate that SSS outperforms existing methods in terms of quality and parameter efficiency, e.g. achieving matching or better quality with similar numbers of components, and obtaining comparable results while reducing the component number by as much as 82%.

Sili Chen, Hengkai Guo, Shengnan Zhu, Feihu Zhang, Zilong Huang, Jiashi Feng, Bingyi Kang

Depth Anything has achieved remarkable success in monocular depth estimation with strong generalization ability. However, it suffers from temporal inconsistency in videos, hindering its practical applications. Various methods have been proposed to alleviate this issue by leveraging video generation models or introducing priors from optical flow and camera poses. Nonetheless, these methods are only applicable to short videos (10 seconds) and require a trade-off between quality and computational efficiency. We propose Video Depth Anything for high-quality, consistent depth estimation in super-long videos (over several minutes) without sacrificing efficiency. We base our model on Depth Anything V2 and replace its head with an efficient spatial-temporal head. We design a straightforward yet effective temporal consistency loss by constraining the temporal depth gradient, eliminating the need for additional geometric priors. The model is trained on a joint dataset of video depth and unlabeled images, similar to Depth Anything V2. Moreover, a novel key-frame-based strategy is developed for long video inference. Experiments show that our model can be applied to arbitrarily long videos without compromising quality, consistency, or generalization ability. Comprehensive evaluations on multiple video benchmarks demonstrate that our approach sets a new state-of-the-art in zero-shot video depth estimation. We offer models of different scales to support a range of scenarios, with our smallest model capable of real-time performance at 30 FPS.

Pablo Ruiz-Ponce, German Barquero, Cristina Palmero, Sergio Escalera, José García-Rodríguez

Generating human motion guided by conditions such as textual descriptions is challenging due to the need for datasets with pairs of high-quality motion and their corresponding conditions. The difficulty increases when aiming for finer control in the generation. To that end, prior works have proposed to combine several motion diffusion models pre-trained on datasets with different types of conditions, thus allowing control with multiple conditions. However, the proposed merging strategies overlook that the optimal way to combine the generation processes might depend on the particularities of each pre-trained generative model and also the specific textual descriptions. In this context, we introduce MixerMDM, the first learnable model composition technique for combining pre-trained text-conditioned human motion diffusion models. Unlike previous approaches, MixerMDM provides a dynamic mixing strategy that is trained in an adversarial fashion to learn to combine the denoising process of each model depending on the set of conditions driving the generation. By using MixerMDM to combine single- and multi-person motion diffusion models, we achieve fine-grained control on the dynamics of every person individually, and also on the overall interaction. Furthermore, we propose a new evaluation technique that, for the first time in this task, measures the interaction and individual quality by computing the alignment between the mixed generated motions and their conditions as well as the capabilities of MixerMDM to adapt the mixing throughout the denoising process depending on the motions to mix.

Jiangyi Wang, Na Zhao

Active learning has emerged as a promising approach to reduce the substantial annotation burden in 3D object detection tasks, spurring several initiatives in outdoor environments. However, its application in indoor environments remains unexplored. Compared to outdoor 3D datasets, indoor datasets face significant challenges, including fewer training samples per class, a greater number of classes, more severe class imbalance, and more diverse scene types and intra-class variances.This paper presents the first study on active learning for indoor 3D object detection, where we propose a novel framework tailored for this task. Our method incorporates two key criteria - uncertainty and diversity - to actively select the most ambiguous and informative unlabeled samples for annotation. The uncertainty criterion accounts for both inaccurate detections and undetected objects, ensuring that the most ambiguous samples are prioritized. Meanwhile, the diversity criterion is formulated as a joint optimization problem that maximizes the diversity of both object class distributions and scene types, using a new Class-aware Adaptive Prototype (CAP) bank. The CAP bank dynamically allocates representative prototypes to each class, helping to capture varying intra-class diversity across different categories.We evaluate our method on SUN RGB-D and ScanNetV2, where it outperforms baselines by a significant margin, achieving over 85% of fully-supervised performance with just 10% of the annotation budget.

Shyamal Buch, Arsha Nagrani, Anurag Arnab, Cordelia Schmid

Video-language models have shown promise for addressing a range of multimodal tasks for video understanding, such as video question-answering. However, the inherent computational challenges of processing long video data and increasing model sizes have led to standard approaches that are limited by the number of frames they can process. In this work, we propose the Flexible Frame Selector (FFS), a learnable policy model with a new flexible selection operation, that helps alleviate input context restrictions by enabling video-language models to focus on the most informative frames for the downstream multimodal task, without adding undue processing cost. Our method differentiates from prior work due to its learnability, efficiency, and flexibility. We verify the efficacy of our method on standard video-question answering and reasoning benchmarks, and observe that our model can improve base video-language model accuracy while reducing the number of downstream processed frames.

Yiming Qin, Zhu Xu, Yang Liu

Recent text-to-3D generation models have demonstrated remarkable abilities in producing high-quality 3D assets. Despite their great advancements, current models struggle to generate satisfying 3D objects with complex attributes. The difficulty for such complex attributes 3D generation arises from two aspects: (1) existing text-to-3D approaches typically lift text-to-image models to extract semantics via text encoders, while the text encoder exhibits limited comprehension ability for long descriptions, leading to deviated cross-attention focus, subsequently wrong attribute binding in generated results. (2) Objects with complex attributes often exhibit occlusion relationships between different parts, which demands a reasonable generation order as well as explicit disentanglement of different parts to enable structural coherent and attribute following results. Though some works introduce manual efforts to alleviate the above issues, their quality is unstable and highly reliant on manual information. To tackle above problems, we propose a automated method Hierarchical-Chain-of-Generation (HCoG). It leverages a large language model to analyze the long description, decomposes it into several blocks representing different object parts, and organizes an optimal generation order from in to out according to the occlusion relationship between parts, turning the whole generation process into a hierarchical chain. For optimization within each block, we first generate the necessary components coarsely, then bind their attributes precisely by target region localization and corresponding 3D Gaussian kernel optimization. For optimization between blocks, we introduce Gaussian Extension and Label Elimination to seamlessly generate new parts by extending new Gaussian kernels, re-assigning semantic labels, and eliminating unnecessary kernels, ensuring that only relevant parts are added without disrupting previously optimized parts. Experiments validate HCoG's effectiveness in handling complex attributes 3D assets and witnesses high-quality results. The code is available at https://github.com/Wakals/GASCOL.

Dong Liang, Jinyuan Jia, Yuhao Liu, Zhanghan Ke, Hongbo Fu, Rynson W. H. Lau

Recent advancements in diffusion models have significantly enhanced the performance of text-to-image models in image synthesis. To enable control over the the spatial locations of the generated objects,diffusion-based methods typically utilizeobject layout as an auxiliary input. However, we observe that this approach treats all objects as being on the same layer and neglect their visibility order, leading to the synthesis of overlapping objects with incorrect occlusions.To address this limitation, we introduce in this paper a new training-free framework that considers object visibility order explicitly and allows users to place overlapping objects in a stack of layers. Our framework consists of two visibility-based designs. First, we propose a novel Sequential Denoising Process (SDP) to divide the whole image generation into multiple stages for different objects, each stage primarily focuses on an object. Second, we propose a novel Visibility-Order-Aware (VOA) Loss to transform the layout and occlusion constraints into an attention map optimization process to improve the accuracy of synthesizing object occlusions in complex scenes. By merging these two novel components, our framework, dubbed VODiff, enables the generation of photorealistic images that satisfy user-specified spatial constraints and object occlusion relationships. In addition, we introduce VOBench, a diverse benchmark dataset containing 200 curated samples, each with a reference image, text prompts, object visibility orders and layout maps. We conduct extensive evaluations on this dataset to demonstrate the superiority of our approach.

Yizhe Tang, Zhimin Sun, Yuzhen Du, Ran Yi, Guangben Lu, Teng Hu, Luying Li, Lizhuang Ma, Fangyuan Zou

Image inpainting aims to fill the missing region of an image.Recently, there has been a surge of interest in foreground-conditioned background inpainting, a sub-task that fills the background of an image while the foreground subject and associated text prompt are provided.Existing background inpainting methods typically strictly preserve the subject's original position from the source image,resulting in inconsistencies between the subject and the generated background.To address this challenge, we propose a new task, the "Text-Guided Subject-Position Variable Background Inpainting", which aims to dynamically adjust the subject position to achieve a harmonious relationship between the subject andthe inpainted background, and propose the Adaptive Transformation Agent (A^\text T A) for this task.Firstly, we design a PosAgent Block that adaptively predicts an appropriate displacement based on given features to achieve variable subject-position.Secondly, we design the Reverse Displacement Transform (RDT) module, which arranges multiple PosAgent blocks in a reverse structure, to transform hierarchical feature maps from deep to shallow based on semantic information.Thirdly, we equip A^\text T A with a Position Switch Embedding to control whether the subject's position in the generated image is adaptively predicted or fixed.Extensive comparative experiments validate the effectiveness of our A^\text T A approach, which not only demonstrates superior inpainting capabilities in subject-position variable inpainting, but also ensures good performance on subject-position fixed inpainting.

Jeonghwan Park, Niall McLaughlin, Ihsen Alouani

Adversarial attacks remain a significant threat that can jeopardize the integrity of Machine Learning (ML) models. In particular, query-based black-box attacks can generate malicious noise without having access to the victim model's architecture, making them practical in real-world contexts. The community has proposed several defenses against adversarial attacks, only to be broken by more advanced and adaptive attack strategies. In this paper, we propose a framework that detects if an adversarial noise instance is being generated. Unlike existing stateful defenses that detect adversarial noise generation by monitoring the input space, our approach learns adversarial patterns in the input update similarity space. In fact, we propose to observe a new metric called Delta Similarity (DS), which we show it captures more efficiently the adversarial behavior.We evaluate our approach against 8 state-of-the-art attacks, including adaptive attacks, where the adversary is aware of the defense and tries to evade detection. We find that our approach is significantly more robust than existing defenses both in terms of specificity and sensitivity.

Damiano Marsili, Rohun Agrawal, Yisong Yue, Georgia Gkioxari

Visual reasoning -- the ability to interpret the visual world -- is crucial for embodied agents that operate within three-dimensional scenes. Progress in AI has led to vision and language models capable of answering questions from images. However, their performance declines when tasked with 3D spatial reasoning. To tackle the complexity of such reasoning problems, we introduce an agentic program synthesis approach where LLM agents collaboratively generate a Pythonic API with new functions to solve common subproblems. Our method overcomes limitations of prior approaches that rely on a static, human-defined API, allowing it to handle a wider range of queries. To assess AI capabilities for 3D understanding, we introduce a new benchmark of queries involving multiple steps of grounding and inference. We show that our method outperforms prior zero-shot models for visual reasoning in 3D and empirically validate the effectiveness of our agentic framework for 3D spatial reasoning tasks. Project website: https://glab-caltech.github.io/vadar/

Meilong Xu, Saumya Gupta, Xiaoling Hu, Chen Li, Shahira Abousamra, Dimitris Samaras, Prateek Prasanna, Chao Chen

Accurately modeling multi-class cell topology is crucial in digital pathology, as it provides critical insights into tissue structure and pathology. The synthetic generation of cell topology enables realistic simulations of complex tissue environments, enhances downstream tasks by augmenting training data, aligns more closely with pathologists' domain knowledge, and offers new opportunities for controlling and generalizing the tumor microenvironment. In this paper, we propose a novel approach that integrates topological constraints into a diffusion model to improve the generation of realistic, contextually accurate cell topologies. Our method refines the simulation of cell distributions and interactions, increasing the precision and interpretability of results in downstream tasks such as cell detection and classification. To assess the topological fidelity of generated layouts, we introduce a new metric, Topological Frechet Distance (TopoFD), which overcomes the limitations of traditional metrics like FID in evaluating topological structure. Experimental results demonstrate the effectiveness of our approach in generating multi-class cell layouts that capture intricate topological relationships. Code is available at https://github.com/Melon-Xu/TopoCellGen.

Aashish Rai, Dilin Wang, Mihir Jain, Nikolaos Sarafianos, Kefan Chen, Srinath Sridhar, Aayush Prakash

3D Gaussian Splatting (3DGS) has demonstrated superior quality in modeling 3D objects and scenes. However, generating 3DGS remains challenging due to their discrete, unstructured, and permutation-invariant nature. In this work, we present a simple yet effective method to overcome these challenges. We utilize spherical mapping to transform 3DGS into a structured 2D representation, termed UVGS. UVGS can be viewed as multi-channel images, with feature dimensions as a concatenation of Gaussian attributes such as position, scale, color, opacity, and rotation. We further find that these heterogeneous features can be compressed into a lower-dimensional (e.g., 3-channel) shared feature space using a carefully designed multi-branch network.The compressed UVGS can be treated as typical RGB images. Remarkably, we discover that typical VAEs trained with latent diffusion models can directly generalize to this new representation without additional training. Our novel representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly model 3DGS. Additionally, one can simply increase the 2D UV resolution to accommodate more Gaussians, making UVGS a scalable solution compared to typical 3D backbones. This approach immediately unlocks various novel generation applications of 3DGS by inherently utilizing the already developed superior 2D generation capabilities. In our experiments, we demonstrate various unconditional, conditional generation, and inpainting applications of 3DGS based on diffusion models, which were previously non-trivial.

Yuan Zhou, Qingshan Xu, Jiequan Cui, Junbao Zhou, Jing Zhang, Richang Hong, Hanwang Zhang

Recently, large efforts have been made to design efficient linear-complexity visual Transformers. However, current linear attention models are generally unsuitable to be deployed in resource-constrained mobile devices, due to suffering from either few efficiency gains or significant accuracy drops. In this paper, we propose a new deCoupled duAl-interactive lineaR attEntion (CARE) mechanism, revealing that features' decoupling and interaction can fully unleash the power of linear attention. We first propose an asymmetrical feature decoupling strategy that asymmetrically decouples the learning process for local inductive bias and long-range dependencies, thereby preserving sufficient local and global information while effectively enhancing the efficiency of models. Then, a dynamic memory unit is employed to maintain critical information along the network pipeline. Moreover, we design a dual interaction module to effectively facilitate interaction between local inductive bias and long-range information as well as among features at different layers. By adopting a decoupled learning way and fully exploiting complementarity across features, our method can achieve both high efficiency and accuracy. Extensive experiments on ImageNet-1K, COCO, and ADE20K datasets demonstrate the effectiveness of our approach, e.g., achieving 78.4/82.1% top-1 accuracy on ImagegNet-1K at the cost of only 0.7/1.9 GMACs. Codes will be released on github.

Lu Sang, Zehranaz Canfes, Dongliang Cao, Riccardo Marin, Florian Bernard, Daniel Cremers

Generating realistic intermediate shapes between non-rigidly deformed shapes is a challenging task in computer vision, especially with unstructured data (e.g., point clouds) where temporal consistency across frames is lacking, and topologies are changing. Most interpolation methods are designed for structured data (i.e., meshes) and do not apply to real-world point clouds. In contrast, our approach leverages neural implicit representation (NIR) to enable free-topology changing shape deformation. Unlike previous mesh-based methods, which model learns vertex-based deformation fields, our method learns a continuous velocity field in Euclidean space, making it suitable for less structured data such as point clouds.Additionally, our method does not require intermediate-shape supervision during training; instead, we incorporate physical and geometrical constraints to regularize the velocity field. We reconstruct intermediate surfaces using a modified level-set equation, directly linking our NIR with the velocity field. Experiments show that our method significantly outperforms previous NIR approaches across various scenarios (e.g., noisy, partial, topology-changing, non-isometric shapes) and, for the first time, enables new applications like 4D Kinect sequence upsampling and real-world high-resolution mesh deformation.

Xinyu Gao, Ziyi Yang, Bingchen Gong, Xiaoguang Han, Sipeng Yang, Xiaogang Jin

Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality.