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Alexander G. Schwing

Publications and source records attributed to Alexander G. Schwing.

At least 19 recordsLinked to original sources

Boosting Reinforcement Learning with Verifiable Rewards via Randomly Selected Few-Shot Guidance

Reinforcement Learning with Verifiable Rewards (RLVR) has achieved great success in developing Large Language Models (LLMs) with chain-of-thought rollouts for many tasks such as math and coding. Nevertheless, RLVR struggles with sample efficiency on difficult problems where correct rollouts are hard to generate. Prior works propose to address this issue via demonstration-guided RLVR, i.e., to conduct Supervised FineTuning (SFT) when RL fails; however, SFT often requires a lot of data, which can be expensive to acquire. In this paper, we propose FEST, a FEw-ShoT demonstration-guided RLVR algorithm. It attains compelling results with only 128 demonstrations randomly selected from an SFT dataset. We find that three components are vital for the success: supervised signal, on-policy signal, and decaying weights on the few-shot SFT dataset to prevent overfitting from multiple-epoch training. On several benchmarks, FEST outperforms baselines with magnitudes less SFT data, even matching their performance with full dataset.

cs.LG

Seeing Without Eyes: 4D Human-Scene Understanding from Wearable IMUs

Understanding human activities and their surrounding environments typically relies on visual perception, yet cameras pose persistent challenges in privacy, safety, energy efficiency, and scalability. We explore an alternative: 4D perception without vision. Its goal is to reconstruct human motion and 3D scene layouts purely from everyday wearable sensors. For this we introduce IMU-to-4D, a framework that repurposes large language models for non-visual spatiotemporal understanding of human-scene dynamics. IMU-to-4D uses data from a few inertial sensors from earbuds, watches, or smartphones and predicts detailed 4D human motion together with coarse scene structure. Experiments across diverse human-scene datasets show that IMU-to-4D yields more coherent and temporally stable results than SoTA cascaded pipelines, suggesting wearable motion sensors alone can support rich 4D understanding.

cs.CV

Latent Wasserstein Adversarial Imitation Learning

Imitation Learning (IL) enables agents to mimic expert behavior by learning from demonstrations. However, traditional IL methods require large amounts of medium-to-high-quality demonstrations as well as actions of expert demonstrations, both of which are often unavailable. To reduce this need, we propose Latent Wasserstein Adversarial Imitation Learning (LWAIL), a novel adversarial imitation learning framework that focuses on state-only distribution matching. It benefits from the Wasserstein distance computed in a dynamics-aware latent space. This dynamics-aware latent space differs from prior work and is obtained via a pre-training stage, where we train the Intention Conditioned Value Function (ICVF) to capture a dynamics-aware structure of the state space using a small set of randomly generated state-only data. We show that this enhances the policy's understanding of state transitions, enabling the learning process to use only one or a few state-only expert episodes to achieve expert-level performance. Through experiments on multiple MuJoCo environments, we demonstrate that our method outperforms prior Wasserstein-based IL methods and prior adversarial IL methods, achieving better results across various tasks.

cs.LG

Studying Classifier(-Free) Guidance From a Classifier-Centric Perspective

Classifier-free guidance has become a staple for conditional generation with denoising diffusion models. However, a comprehensive understanding of classifier-free guidance is still missing. In this work, we carry out an empirical study to provide a fresh perspective on classifier-free guidance. Concretely, instead of solely focusing on classifier-free guidance, we trace back to the root, i.e., classifier guidance, pinpoint the key assumption for the derivation, and conduct a systematic study to understand the role of the classifier. On 1D data, we find that both classifier guidance and classifier-free guidance achieve conditional generation by pushing the denoising diffusion trajectories away from decision boundaries, i.e., areas where conditional information is usually entangled and is hard to learn. To validate this classifier-centric perspective on high-dimensional data, we assess whether a flow-matching postprocessing step that is designed to narrow the gap between a pre-trained diffusion model's learned distribution and the real data distribution, especially near decision boundaries, can improve the performance. Experiments on various datasets verify our classifier-centric understanding.

cs.CV

NoPo-Avatar: Generalizable and Animatable Avatars from Sparse Inputs without Human Poses

We tackle the task of recovering an animatable 3D human avatar from a single or a sparse set of images. For this task, beyond a set of images, many prior state-of-the-art methods use accurate "ground-truth" camera poses and human poses as input to guide reconstruction at test-time. We show that pose-dependent reconstruction degrades results significantly if pose estimates are noisy. To overcome this, we introduce NoPo-Avatar, which reconstructs avatars solely from images, without any pose input. By removing the dependence of test-time reconstruction on human poses, NoPo-Avatar is not affected by noisy human pose estimates, making it more widely applicable. Experiments on challenging THuman2.0, XHuman, and HuGe100K data show that NoPo-Avatar outperforms existing baselines in practical settings (without ground-truth poses) and delivers comparable results in lab settings (with ground-truth poses).

cs.CV

Variational Rectified Flow Matching

We study Variational Rectified Flow Matching, a framework that enhances classic rectified flow matching by modeling multi-modal velocity vector-fields. At inference time, classic rectified flow matching 'moves' samples from a source distribution to the target distribution by solving an ordinary differential equation via integration along a velocity vector-field. At training time, the velocity vector-field is learnt by linearly interpolating between coupled samples one drawn from the source and one drawn from the target distribution randomly. This leads to ''ground-truth'' velocity vector-fields that point in different directions at the same location, i.e., the velocity vector-fields are multi-modal/ambiguous. However, since training uses a standard mean-squared-error loss, the learnt velocity vector-field averages ''ground-truth'' directions and isn't multi-modal. In contrast, variational rectified flow matching learns and samples from multi-modal flow directions. We show on synthetic data, MNIST, CIFAR-10, and ImageNet that variational rectified flow matching leads to compelling results.

cs.LG

LIFe-GoM: Generalizable Human Rendering with Learned Iterative Feedback Over Multi-Resolution Gaussians-on-Mesh

Generalizable rendering of an animatable human avatar from sparse inputs relies on data priors and inductive biases extracted from training on large data to avoid scene-specific optimization and to enable fast reconstruction. This raises two main challenges: First, unlike iterative gradient-based adjustment in scene-specific optimization, generalizable methods must reconstruct the human shape representation in a single pass at inference time. Second, rendering is preferably computationally efficient yet of high resolution. To address both challenges we augment the recently proposed dual shape representation, which combines the benefits of a mesh and Gaussian points, in two ways. To improve reconstruction, we propose an iterative feedback update framework, which successively improves the canonical human shape representation during reconstruction. To achieve computationally efficient yet high-resolution rendering, we study a coupled-multi-resolution Gaussians-on-Mesh representation. We evaluate the proposed approach on the challenging THuman2.0, XHuman and AIST++ data. Our approach reconstructs an animatable representation from sparse inputs in less than 1s, renders views with 95.1FPS at $1024 \times 1024$, and achieves PSNR/LPIPS*/FID of 24.65/110.82/51.27 on THuman2.0, outperforming the state-of-the-art in rendering quality.

cs.CV

OW-VISCapTor: Abstractors for Open-World Video Instance Segmentation and Captioning

We propose the new task 'open-world video instance segmentation and captioning'. It requires to detect, segment, track and describe with rich captions never before seen objects. This challenging task can be addressed by developing "abstractors" which connect a vision model and a language foundation model. Concretely, we connect a multi-scale visual feature extractor and a large language model (LLM) by developing an object abstractor and an object-to-text abstractor. The object abstractor, consisting of a prompt encoder and transformer blocks, introduces spatially-diverse open-world object queries to discover never before seen objects in videos. An inter-query contrastive loss further encourages the diversity of object queries. The object-to-text abstractor is augmented with masked cross-attention and acts as a bridge between the object queries and a frozen LLM to generate rich and descriptive object-centric captions for each detected object. Our generalized approach surpasses the baseline that jointly addresses the tasks of open-world video instance segmentation and dense video object captioning by 13% on never before seen objects, and by 10% on object-centric captions.

cs.CV

Reinforcement Learning Gradients as Vitamin for Online Finetuning Decision Transformers

Decision Transformers have recently emerged as a new and compelling paradigm for offline Reinforcement Learning (RL), completing a trajectory in an autoregressive way. While improvements have been made to overcome initial shortcomings, online finetuning of decision transformers has been surprisingly under-explored. The widely adopted state-of-the-art Online Decision Transformer (ODT) still struggles when pretrained with low-reward offline data. In this paper, we theoretically analyze the online-finetuning of the decision transformer, showing that the commonly used Return-To-Go (RTG) that's far from the expected return hampers the online fine-tuning process. This problem, however, is well-addressed by the value function and advantage of standard RL algorithms. As suggested by our analysis, in our experiments, we hence find that simply adding TD3 gradients to the finetuning process of ODT effectively improves the online finetuning performance of ODT, especially if ODT is pretrained with low-reward offline data. These findings provide new directions to further improve decision transformers.

cs.LG

Robust Model-Based Optimization for Challenging Fitness Landscapes

Protein design, a grand challenge of the day, involves optimization on a fitness landscape, and leading methods adopt a model-based approach where a model is trained on a training set (protein sequences and fitness) and proposes candidates to explore next. These methods are challenged by sparsity of high-fitness samples in the training set, a problem that has been in the literature. A less recognized but equally important problem stems from the distribution of training samples in the design space: leading methods are not designed for scenarios where the desired optimum is in a region that is not only poorly represented in training data, but also relatively far from the highly represented low-fitness regions. We show that this problem of "separation" in the design space is a significant bottleneck in existing model-based optimization tools and propose a new approach that uses a novel VAE as its search model to overcome the problem. We demonstrate its advantage over prior methods in robustly finding improved samples, regardless of the imbalance and separation between low- and high-fitness samples. Our comprehensive benchmark on real and semi-synthetic protein datasets as well as solution design for physics-informed neural networks, showcases the generality of our approach in discrete and continuous design spaces. Our implementation is available at https://github.com/sabagh1994/PGVAE.

cs.LG

Offline Imitation from Observation via Primal Wasserstein State Occupancy Matching

In real-world scenarios, arbitrary interactions with the environment can often be costly, and actions of expert demonstrations are not always available. To reduce the need for both, offline Learning from Observations (LfO) is extensively studied: the agent learns to solve a task given only expert states and task-agnostic non-expert state-action pairs. The state-of-the-art DIstribution Correction Estimation (DICE) methods, as exemplified by SMODICE, minimize the state occupancy divergence between the learner's and empirical expert policies. However, such methods are limited to either $f$-divergences (KL and $chi^2$) or Wasserstein distance with Rubinstein duality, the latter of which constrains the underlying distance metric crucial to the performance of Wasserstein-based solutions. To enable more flexible distance metrics, we propose Primal Wasserstein DICE (PW-DICE). It minimizes the primal Wasserstein distance between the learner and expert state occupancies and leverages a contrastively learned distance metric. Theoretically, our framework is a generalization of SMODICE, and is the first work that unifies $f$-divergence and Wasserstein minimization. Empirically, we find that PW-DICE improves upon several state-of-the-art methods. The code is available at https://github.com/KaiYan289/PW-DICE.

cs.LG

GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh

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 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 data 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).

cs.CV

Pseudo-Generalized Dynamic View Synthesis from a Video

Rendering scenes observed in a monocular video from novel viewpoints is a challenging problem. For static scenes the community has studied both scene-specific optimization techniques, which optimize on every test scene, and generalized techniques, which only run a deep net forward pass on a test scene. In contrast, for dynamic scenes, scene-specific optimization techniques exist, but, to our best knowledge, there is currently no generalized method for dynamic novel view synthesis from a given monocular video. To answer whether generalized dynamic novel view synthesis from monocular videos is possible today, we establish an analysis framework based on existing techniques and work toward the generalized approach. We find a pseudo-generalized process without scene-specific appearance optimization is possible, but geometrically and temporally consistent depth estimates are needed. Despite no scene-specific appearance optimization, the pseudo-generalized approach improves upon some scene-specific methods.

cs.CV

StableDreamer: Taming Noisy Score Distillation Sampling for Text-to-3D

In the realm of text-to-3D generation, utilizing 2D diffusion models through score distillation sampling (SDS) frequently leads to issues such as blurred appearances and multi-faced geometry, primarily due to the intrinsically noisy nature of the SDS loss. Our analysis identifies the core of these challenges as the interaction among noise levels in the 2D diffusion process, the architecture of the diffusion network, and the 3D model representation. To overcome these limitations, we present StableDreamer, a methodology incorporating three advances. First, inspired by InstructNeRF2NeRF, we formalize the equivalence of the SDS generative prior and a simple supervised L2 reconstruction loss. This finding provides a novel tool to debug SDS, which we use to show the impact of time-annealing noise levels on reducing multi-faced geometries. Second, our analysis shows that while image-space diffusion contributes to geometric precision, latent-space diffusion is crucial for vivid color rendition. Based on this observation, StableDreamer introduces a two-stage training strategy that effectively combines these aspects, resulting in high-fidelity 3D models. Third, we adopt an anisotropic 3D Gaussians representation, replacing Neural Radiance Fields (NeRFs), to enhance the overall quality, reduce memory usage during training, and accelerate rendering speeds, and better capture semi-transparent objects. StableDreamer reduces multi-face geometries, generates fine details, and converges stably.

cs.CV

A Simple Solution for Offline Imitation from Observations and Examples with Possibly Incomplete Trajectories

Offline imitation from observations aims to solve MDPs where only task-specific expert states and task-agnostic non-expert state-action pairs are available. Offline imitation is useful in real-world scenarios where arbitrary interactions are costly and expert actions are unavailable. The state-of-the-art "DIstribution Correction Estimation" (DICE) methods minimize divergence of state occupancy between expert and learner policies and retrieve a policy with weighted behavior cloning; however, their results are unstable when learning from incomplete trajectories, due to a non-robust optimization in the dual domain. To address the issue, in this paper, we propose Trajectory-Aware Imitation Learning from Observations (TAILO). TAILO uses a discounted sum along the future trajectory as the weight for weighted behavior cloning. The terms for the sum are scaled by the output of a discriminator, which aims to identify expert states. Despite simplicity, TAILO works well if there exist trajectories or segments of expert behavior in the task-agnostic data, a common assumption in prior work. In experiments across multiple testbeds, we find TAILO to be more robust and effective, particularly with incomplete trajectories.

cs.LG

Occupancy Planes for Single-view RGB-D Human Reconstruction

Single-view RGB-D human reconstruction with implicit functions is often formulated as per-point classification. Specifically, a set of 3D locations within the view-frustum of the camera are first projected independently onto the image and a corresponding feature is subsequently extracted for each 3D location. The feature of each 3D location is then used to classify independently whether the corresponding 3D point is inside or outside the observed object. This procedure leads to sub-optimal results because correlations between predictions for neighboring locations are only taken into account implicitly via the extracted features. For more accurate results we propose the occupancy planes (OPlanes) representation, which enables to formulate single-view RGB-D human reconstruction as occupancy prediction on planes which slice through the camera's view frustum. Such a representation provides more flexibility than voxel grids and enables to better leverage correlations than per-point classification. On the challenging S3D data we observe a simple classifier based on the OPlanes representation to yield compelling results, especially in difficult situations with partial occlusions due to other objects and partial visibility, which haven't been addressed by prior work.

cs.CV

CEIP: Combining Explicit and Implicit Priors for Reinforcement Learning with Demonstrations

Although reinforcement learning has found widespread use in dense reward settings, training autonomous agents with sparse rewards remains challenging. To address this difficulty, prior work has shown promising results when using not only task-specific demonstrations but also task-agnostic albeit somewhat related demonstrations. In most cases, the available demonstrations are distilled into an implicit prior, commonly represented via a single deep net. Explicit priors in the form of a database that can be queried have also been shown to lead to encouraging results. To better benefit from available demonstrations, we develop a method to Combine Explicit and Implicit Priors (CEIP). CEIP exploits multiple implicit priors in the form of normalizing flows in parallel to form a single complex prior. Moreover, CEIP uses an effective explicit retrieval and push-forward mechanism to condition the implicit priors. In three challenging environments, we find the proposed CEIP method to improve upon sophisticated state-of-the-art techniques.

cs.LG

Learnable Polyphase Sampling for Shift Invariant and Equivariant Convolutional Networks

We propose learnable polyphase sampling (LPS), a pair of learnable down/upsampling layers that enable truly shift-invariant and equivariant convolutional networks. LPS can be trained end-to-end from data and generalizes existing handcrafted downsampling layers. It is widely applicable as it can be integrated into any convolutional network by replacing down/upsampling layers. We evaluate LPS on image classification and semantic segmentation. Experiments show that LPS is on-par with or outperforms existing methods in both performance and shift consistency. For the first time, we achieve true shift-equivariance on semantic segmentation (PASCAL VOC), i.e., 100% shift consistency, outperforming baselines by an absolute 3.3%.

cs.CV