Towards holistic understanding of 3D scenes a general 3D segmentation method is needed that can segment diverse objects without restrictions on object quantity or categories while also reflecting the inherent hierarchical structure. To achieve this we propose OmniSeg3D an omniversal segmentation method aims for segmenting anything in 3D all at once. The key insight is to lift multi-view inconsistent 2D segmentations into a consistent 3D feature field through a hierarchical contrastive learning framework which is accomplished by two steps. Firstly we design a novel hierarchical representation based on category-agnostic 2D segmentations to model the multi-level relationship among pixels. Secondly image features rendered from the 3D feature field are clustered at different levels which can be further drawn closer or pushed apart according to the hierarchical relationship between different levels. In tackling the challenges posed by inconsistent 2D segmentations this framework yields a global consistent 3D feature field which further enables hierarchical segmentation multi-object selection and global discretization. Extensive experiments demonstrate the effectiveness of our method on high-quality 3D segmentation and accurate hierarchical structure understanding. A graphical user interface further facilitates flexible interaction for omniversal 3D segmentation.
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Feature matching is a crucial task in the field of computer vision which involves finding correspondences between images. Previous studies achieve remarkable performance using learning-based feature comparison. However the pervasive presence of matching redundancy between images gives rise to unnecessary and error-prone computations in these methods imposing limitations on their accuracy. To address this issue we propose MESA a novel approach to establish precise area (or region) matches for efficient matching redundancy reduction. MESA first leverages the advanced image understanding capability of SAM a state-of-the-art foundation model for image segmentation to obtain image areas with implicit semantic. Then a multi-relational graph is proposed to model the spatial structure of these areas and construct their scale hierarchy. Based on graphical models derived from the graph the area matching is reformulated as an energy minimization task and effectively resolved. Extensive experiments demonstrate that MESA yields substantial precision improvement for multiple point matchers in indoor and outdoor downstream tasks e.g. +13.61% for DKM in indoor pose estimation.
Content-aware graphic layout generation aims to automatically arrange visual elements along with a given content such as an e-commerce product image. In this paper we argue that the current layout generation approaches suffer from the limited training data for the high-dimensional layout structure. We show that a simple retrieval augmentation can significantly improve the generation quality. Our model which is named Retrieval-Augmented Layout Transformer (RALF) retrieves nearest neighbor layout examples based on an input image and feeds these results into an autoregressive generator. Our model can apply retrieval augmentation to various controllable generation tasks and yield high-quality layouts within a unified architecture. Our extensive experiments show that RALF successfully generates content-aware layouts in both constrained and unconstrained settings and significantly outperforms the baselines.
Identifying the chemical structure from a graphical representation or image of a molecule is a challenging pattern recognition task that would greatly benefit drug development. Yet existing methods for chemical structure recognition do not typically generalize well and show diminished effectiveness when confronted with domains where data is sparse or costly to generate such as hand-drawn molecule images. To address this limitation we propose a new chemical structure recognition tool that delivers state-of-the-art performance and can adapt to new domains with a limited number of data samples and supervision. Unlike previous approaches our method provides atom-level localization and can therefore segment the image into the different atoms and bonds. Our model is the first model to perform OCSR with atom-level entity detection with only SMILES supervision. Through rigorous and extensive benchmarking we demonstrate the preeminence of our chemical structure recognition approach in terms of data efficiency accuracy and atom-level entity prediction.
We present TextureDreamer a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and accurately aligned geometry while learning-based methods are confined to category-specific shapes within the dataset. In contrast TextureDreamer can transfer highly detailed intricate textures from real-world environments to arbitrary objects with only a few casually captured images potentially significantly democratizing texture creation. Our core idea personalized geometry-aware score distillation (PGSD) draws inspiration from recent advancements in diffuse models including personalized modeling for texture information extraction score distillation for detailed appearance synthesis and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic semantic meaningful texture to arbitrary objects surpassing the visual quality of previous state-of-the-art. Project page: https://texturedreamer.github.io
We present Image Sculpting a new framework for editing 2D images by incorporating tools from 3D geometry and graphics. This approach differs markedly from existing methods which are confined to 2D spaces and typically rely on textual instructions leading to ambiguity and limited control. Image Sculpting converts 2D objects into 3D enabling direct interaction with their 3D geometry. Post-editing these objects are re-rendered into 2D merging into the original image to produce high-fidelity results through a coarse-to-fine enhancement process. The framework supports precise quantifiable and physically-plausible editing options such as pose editing rotation translation 3D composition carving and serial addition. It marks an initial step towards combining the creative freedom of generative models with the precision of graphics pipelines.
We introduce Posterior Distillation Sampling (PDS) a novel optimization method for parametric image editing based on diffusion models. Existing optimization-based methods which leverage the powerful 2D prior of diffusion models to handle various parametric images have mainly focused on generation. Unlike generation editing requires a balance between conforming to the target attribute and preserving the identity of the source content. Recent 2D image editing methods have achieved this balance by leveraging the stochastic latent encoded in the generative process of diffusion models. To extend the editing capabilities of diffusion models shown in pixel space to parameter space we reformulate the 2D image editing method into an optimization form named PDS. PDS matches the stochastic latents of the source and the target enabling the sampling of targets in diverse parameter spaces that align with a desired attribute while maintaining the source's identity. We demonstrate that this optimization resembles running a generative process with the target attribute but aligning this process with the trajectory of the source's generative process. Extensive editing results in Neural Radiance Fields and Scalable Vector Graphics representations demonstrate that PDS is capable of sampling targets to fulfill the aforementioned balance across various parameter spaces.
We introduce GoMAvatar a novel approach for real-time memory-efficient high-quality animatable human modeling. GoMAvatar takes as input a single monocular video to create a digital avatar capable of re-articulation in new poses and real-time rendering from novel viewpoints while seamlessly integrating with rasterization-based graphics pipelines. Central to our method is the Gaussians-on-Mesh (GoM) representation a hybrid 3D model combining rendering quality and speed of Gaussian splatting with geometry modeling and compatibility of deformable meshes. We assess GoMAvatar on ZJU-MoCap PeopleSnapshot and various YouTube videos. GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality and significantly outperforms them in computational efficiency (43 FPS) while being memory-efficient (3.63 MB per subject).
Real-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars real-time performance has mostly been demonstrated for static scenes only. To address this we propose ASH an animatable Gaussian splatting approach for photorealistic rendering of dynamic humans in real time. We parameterize the clothed human as animatable 3D Gaussians which can be efficiently splatted into image space to generate the final rendering. However naively learning the Gaussian parameters in 3D space poses a severe challenge in terms of compute. Instead we attach the Gaussians onto a deformable character model and learn their parameters in 2D texture space which allows leveraging efficient 2D convolutional architectures that easily scale with the required number of Gaussians. We benchmark ASH with competing methods on pose-controllable avatars demonstrating that our method outperforms existing real-time methods by a large margin and shows comparable or even better results than offline methods.
We present 3D Paintbrush a technique for automatically texturing local semantic regions on meshes via text descriptions. Our method is designed to operate directly on meshes producing texture maps which seamlessly integrate into standard graphics pipelines. We opt to simultaneously produce a localization map (to specify the edit region) and a texture map which conforms to it. This approach improves the quality of both the localization and the stylization. To enhance the details and resolution of the textured area we leverage multiple stages of a cascaded diffusion model to supervise our local editing technique with generative priors learned from images at different resolutions. Our technique referred to as Cascaded Score Distillation (CSD) simultaneously distills scores at multiple resolutions in a cascaded fashion enabling control over both the granularity and global understanding of the supervision. We demonstrate the effectiveness of 3D Paintbrush to locally texture different semantic regions on a variety of shapes.
Automatic generation of graphical layouts is crucial for many real-world applications, including designing posters, flyers, advertisements, and graphical user interfaces. Given the incredible ability of Large language models (LLMs) in both natural language understanding and generation, we believe that we could customize an LLM to help people create compelling graphical layouts starting with only text instructions from the user. We call our method TextLap (text-based layout planning). It uses a curated instruction-based layout planning dataset (InsLap) to customize LLMs as a graphic designer. Human annotators are asked to build a benchmark to evaluate different layout planning models. We demonstrate the effectiveness of TextLap and show that it outperforms strong baselines, including GPT-4 based methods, for document generation and graphical design benchmarks.
Is GPT-4V (ision) All You Need for Automating Academic Data Visualization? Exploring Vision-Language Models’ Capability in Reproducing Academic Charts
PDF ↗While effective data visualization is crucial to present complex information in academic research, its creation demands significant expertise in both data management and graphic design. We explore the potential of using Vision-Language Models (VLMs) in automating the creation of data visualizations by generating code templates from existing charts. As the first work to systematically investigate this task, we first introduce AcademiaChart, a dataset comprising 2525 high-resolution data visualization figures with captions from a variety of AI conferences, extracted directly from source codes. We then conduct large-scale experiments with six state-of-the-art (SOTA) VLMs, including both closed-source and open-source models. Our findings reveal that SOTA closed-source VLMs can indeed be helpful in reproducing charts. On the contrary, open-source ones are only effective at reproducing much simpler charts but struggle with more complex ones. Interestingly, the application of Chain-of-Thought (CoT) prompting significantly enhances the performance of the most advanced model, GPT-4-V, while it does not work as well for other models. These results underscore the potential of VLMs in data visualization while also highlighting critical areas that need improvement for broader application.
Hate speech (HS) is a widely acknowledged societal problem with potentially grave effects on vulnerable individuals and minority groups. Developing counter-narratives (CNs) that confront biases and stereotypes driving hateful narratives is considered an impactful strategy. Current automatic methods focus on isolated utterances to detect and react to hateful content online, often omitting the conversational context where HS naturally occurs. In this work, we explore strategies for the incorporation of conversational history for CN generation, comparing text and graphical representations with varying degrees of context. Overall, automatic and human evaluations show that 1) contextualized representations are comparable to those of isolated utterances, and 2) models based on graph representations outperform text representations, thus opening new research directions for future work.
Large language models (LLMs) demonstrate great potential for problems with implicit graphical structures, while recent works seek to enhance the graph reasoning capabilities of LLMs through specialized instruction tuning. The resulting “graph LLMs” are evaluated with in-distribution settings only, thus it remains underexplored whether LLMs are learning generalizable graph reasoning skills or merely memorizing patterns in the synthetic training data. To this end, we propose the NLGift benchmark, an evaluation suite of LLM graph reasoning generalization: whether LLMs could go beyond semantic, numeric, structural, reasoning patterns in the synthetic training data and improve utility on real-world graph-based tasks. Extensive experiments with two LLMs across four graph reasoning tasks demonstrate that while generalization on simple patterns (semantic, numeric) is somewhat satisfactory, LLMs struggle to generalize across reasoning and real-world patterns, casting doubt on the benefit of synthetic graph tuning for real-world tasks with underlying network structures. We explore three strategies to improve LLM graph reasoning generalization, and we find that while post-training alignment is most promising for real-world tasks, empowering LLM graph reasoning to go beyond pattern memorization remains an open research question.
The advent of large language models (LLMs) has spurred considerable interest in advancing autonomous LLMs-based agents, particularly in intriguing applications within smartphone graphical user interfaces (GUIs). When presented with a task goal, these agents typically emulate human actions within a GUI environment until the task is completed. However, a key challenge lies in devising effective plans to guide action prediction in GUI tasks, though planning have been widely recognized as effective for decomposing complex tasks into a series of steps. Specifically, given the dynamic nature of environmental GUIs following action execution, it is crucial to dynamically adapt plans based on environmental feedback and action history.We show that the widely-used ReAct approach fails due to the excessively long historical dialogues. To address this challenge, we propose a novel approach called Dynamic Planning of Thoughts (D-PoT) for LLM-based GUI agents.D-PoT involves the dynamic adjustment of planning based on the environmental feedback and execution history. Experimental results reveal that the proposed D-PoT significantly surpassed the strong GPT-4V baseline by +12.7% (34.66% \rightarrow 47.36%) in accuracy. The analysis highlights the generality of dynamic planning in different backbone LLMs, as well as the benefits in mitigating hallucinations and adapting to unseen tasks. Code is available at https://github.com/sqzhang-lazy/D-PoT.
Large Vision-Language Models (VLMs) have already been applied to the understanding of Graphical User Interfaces (GUIs) and have achieved notable results. However, existing VLMs often overly rely on internal text-based knowledge while neglecting visual inputs. This imbalance may lead models to produce answers that do not align with the visual content in GUI comprehension tasks. Such inaccuracies are termed as ‘hallucinations’ where models generate incorrect or illogical responses upon visual verification against GUI elements. These errors result in misinterpretations and diminish the model’s practical utility in applied settings. To address these issues, we introduce VGA, a fine-tuned model designed for comprehensive GUI understanding. Our model aims to balance attention image and text to enhance interpretation and reduce hallucinations. We construct a Vision Question Answering (VQA) dataset of 63.8k high-quality examples with our propose *Referent Method*, focusing on response with visual content of images. We then design a two-stage fine-tuning method to enhance both the model’s accuracy to extract information from image content and alignment with human intent. Experiments show that our approach enhances the model’s ability to extract information from images and achieves state-of-the-art results in GUI understanding tasks. https://github.com/Linziyang1999/VGA-visual-GUI-assistant
Graphical User Interfaces (GUIs) are central to our interaction with digital devices and growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (ScreenPR) task. Currently, this task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the ScreenPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed ScreenPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: https://screen-point-and-read.github.io.
The stock market provides a rich well of information that can be split across modalities, making it an ideal candidate for multimodal evaluation. Multimodal data plays an increasingly important role in the development of machine learning and has shown to positively impact performance. But information can do more than exist across modes— it can exist across time. How should we attend to temporal data that consists of multiple information types? This work introduces (i) the MEANT model, a Multimodal Encoder for Antecedent information and (ii) a new dataset called TempStock, which consists of price, Tweets, and graphical data with over a million Tweets from all of the companies in the S&P 500 Index. We find that MEANT improves performance on existing baselines by over 15%, and that the textual information affects performance far more than the visual information on our time-dependent task from our ablation study. The code and dataset will be made available upon publication.
MAgIC: Investigation of Large Language Model Powered Multi-Agent in Cognition, Adaptability, Rationality and Collaboration
PDF ↗Large Language Models (LLMs) have significantly advanced natural language processing, demonstrating exceptional reasoning, tool usage, and memory capabilities. As their applications expand into multi-agent environments, there arises a need for a comprehensive evaluation framework that captures LLMs’ reasoning, planning, collaboration, and other social abilities. This work introduces a novel competition-based benchmark framework specifically designed to assess LLMs within multi-agent settings, providing quantitative metrics to evaluate their judgment, reasoning, deception, self-awareness, cooperation, coordination, and rationality.We utilize two social deduction games alongside three game-theory scenarios to create diverse environments.Our frame is fortified with the probabilistic graphic modeling (PGM) method, enhancing the LLMs’ capabilities in navigating complex social and cognitive dimensions. We evaluate seven LLMs, quantitatively highlighting a significant capability gap of over threefold between the strongest, GPT o1, and the weakest, Llama-2-70B. It also confirms that our PGM enhancement boosts the abilities of all selected models by an average of 37%. Our data and code can be found here https://github.com/cathyxl/MAgIC.
In the realm of vision models, the primary mode of representation is using pixels to rasterize the visual world. Yet this is not always the best or unique way to represent visual content, especially for designers and artists who depict the world using geometry primitives such as polygons. Vector graphics (VG), on the other hand, offer a textual representation of visual content, which can be more concise and powerful for content like cartoons, sketches and scientific figures. Recent studies have shown promising results on processing vector graphics with capable Large Language Models (LLMs). However, such works focus solely on qualitative results, understanding, or a specific type of vector graphics. We propose VGBench, a comprehensive benchmark for LLMs on handling vector graphics through diverse aspects, including (a) both visual understanding and generation, (b) evaluation of various vector graphics formats, (c) diverse question types, (d) wide range of prompting techniques, (e) under multiple LLMs and (f) comparison with VLMs on rasterized representations. Evaluating on our collected 4279 understanding and 5845 generation samples, we find that LLMs show strong capability on both aspects while exhibiting less desirable performance on low-level formats (SVG). Both data and evaluation pipeline will be open-sourced.