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Baoyuan Wang

Publications and source records attributed to Baoyuan Wang.

At least 19 recordsLinked to original sources

Boosting MLLM Spatial Reasoning with Geometrically Referenced 3D Scene Representations

While Multimodal Large Language Models (MLLMs) have achieved remarkable success in 2D visual understanding, their ability to reason about 3D space remains limited. To address this gap, we introduce geometrically referenced 3D scene representations (GR3D). Given a set of input images, GR3D annotates objects in the images with unique IDs and encodes their 3D geometric attributes as textual references indexed by these IDs. This representation enables MLLMs to interpret 3D cues using their advanced language-based skills in mathematical reasoning, while concurrently analyzing 2D visual features in a tightly coupled way. We present a simple yet effective approach based on GR3D, which requires no additional training and is readily applicable to different MLLMs. Implemented in a zero-shot setting, our approach yields substantial improvements on challenging spatial reasoning benchmarks, boosting GPT-5 performance by 9% on VSI-Bench and 12% on MindCube. Qualitative studies further demonstrate that GR3D empowers MLLMs to perform complex spatial reasoning with highly sparse input views.

cs.CV

PartNerFace: Part-based Neural Radiance Fields for Animatable Facial Avatar Reconstruction

We present PartNerFace, a part-based neural radiance fields approach, for reconstructing animatable facial avatar from monocular RGB videos. Existing solutions either simply condition the implicit network with the morphable model parameters or learn an imaginary canonical radiance field, making them fail to generalize to unseen facial expressions and capture fine-scale motion details. To address these challenges, we first apply inverse skinning based on a parametric head model to map an observed point to the canonical space, and then model fine-scale motions with a part-based deformation field. Our key insight is that the deformation of different facial parts should be modeled differently. Specifically, our part-based deformation field consists of multiple local MLPs to adaptively partition the canonical space into different parts, where the deformation of a 3D point is computed by aggregating the prediction of all local MLPs by a soft-weighting mechanism. Extensive experiments demonstrate that our method generalizes well to unseen expressions and is capable of modeling fine-scale facial motions, outperforming state-of-the-art methods both quantitatively and qualitatively.

cs.CV

Subobject-level Image Tokenization

Patch-based image tokenization ignores the morphology of the visual world, limiting effective and efficient learning of image understanding. Inspired by subword tokenization, we introduce subobject-level adaptive token segmentation and explore several approaches, including superpixel, SAM, and a proposed Efficient and PanOptiC (EPOC) image tokenizer. Our EPOC combines boundary detection -- a simple task that can be handled well by a compact model -- with watershed segmentation, which inherently guarantees no pixels are left unsegmented. Intrinsic evaluations across 5 datasets demonstrate that EPOC's segmentation aligns well with human annotations of both object- and part-level visual morphology, producing more monosemantic tokens and offering substantial efficiency advantages. For extrinsic evaluation, we designed a token embedding that handles arbitrary-shaped tokens, and trained VLMs with different tokenizers on 4 datasets of object recognition and detailed captioning. The results reveal that subobject tokenization enables faster convergence and better generalization while using fewer visual tokens.

cs.CV

Portrait4D-v2: Pseudo Multi-View Data Creates Better 4D Head Synthesizer

In this paper, we propose a novel learning approach for feed-forward one-shot 4D head avatar synthesis. Different from existing methods that often learn from reconstructing monocular videos guided by 3DMM, we employ pseudo multi-view videos to learn a 4D head synthesizer in a data-driven manner, avoiding reliance on inaccurate 3DMM reconstruction that could be detrimental to the synthesis performance. The key idea is to first learn a 3D head synthesizer using synthetic multi-view images to convert monocular real videos into multi-view ones, and then utilize the pseudo multi-view videos to learn a 4D head synthesizer via cross-view self-reenactment. By leveraging a simple vision transformer backbone with motion-aware cross-attentions, our method exhibits superior performance compared to previous methods in terms of reconstruction fidelity, geometry consistency, and motion control accuracy. We hope our method offers novel insights into integrating 3D priors with 2D supervisions for improved 4D head avatar creation.

cs.CV

Compress to Impress: Unleashing the Potential of Compressive Memory in Real-World Long-Term Conversations

Existing retrieval-based methods have made significant strides in maintaining long-term conversations. However, these approaches face challenges in memory database management and accurate memory retrieval, hindering their efficacy in dynamic, real-world interactions. This study introduces a novel framework, COmpressive Memory-Enhanced Dialogue sYstems (COMEDY), which eschews traditional retrieval modules and memory databases. Instead, COMEDY adopts a "One-for-All" approach, utilizing a single language model to manage memory generation, compression, and response generation. Central to this framework is the concept of compressive memory, which intergrates session-specific summaries, user-bot dynamics, and past events into a concise memory format. To support COMEDY, we curated a large-scale Chinese instruction-tuning dataset, Dolphin, derived from real user-chatbot interactions. Comparative evaluations demonstrate COMEDY's superiority over traditional retrieval-based methods in producing more nuanced and human-like conversational experiences. Our codes are available at https://github.com/nuochenpku/COMEDY.

cs.CL

Portrait4D: Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data

Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn one-shot 4D head synthesis via large-scale synthetic data. The key is to first learn a part-wise 4D generative model from monocular images via adversarial learning, to synthesize multi-view images of diverse identities and full motions as training data; then leverage a transformer-based animatable triplane reconstructor to learn 4D head reconstruction using the synthetic data. A novel learning strategy is enforced to enhance the generalizability to real images by disentangling the learning process of 3D reconstruction and reenactment. Experiments demonstrate our superiority over the prior art.

cs.CV

Towards Objectively Benchmarking Social Intelligence for Language Agents at Action Level

Prominent large language models have exhibited human-level performance in many domains, even enabling the derived agents to simulate human and social interactions. While practical works have substantiated the practicability of grounding language agents in sandbox simulation or embodied simulators, current social intelligence benchmarks either stay at the language level or use subjective metrics. In pursuit of a more realistic and objective evaluation, we introduce the Social Tasks in Sandbox Simulation (STSS) benchmark, which assesses language agents \textbf{objectively} at the \textbf{action level} by scrutinizing the goal achievements within the multi-agent simulation. Additionally, we sample conversation scenarios to build a language-level benchmark to provide an economically prudent preliminary evaluation and align with prevailing benchmarks. To gauge the significance of agent architecture, we implement a target-driven planning (TDP) module as an adjunct to the existing agent. Our evaluative findings highlight that the STSS benchmark is challenging for state-of-the-art language agents. Furthermore, it effectively discriminates between distinct language agents, suggesting its usefulness as a benchmark for evaluating both language models and agent architectures.

cs.CL

HAVE-FUN: Human Avatar Reconstruction from Few-Shot Unconstrained Images

As for human avatar reconstruction, contemporary techniques commonly necessitate the acquisition of costly data and struggle to achieve satisfactory results from a small number of casual images. In this paper, we investigate this task from a few-shot unconstrained photo album. The reconstruction of human avatars from such data sources is challenging because of limited data amount and dynamic articulated poses. For handling dynamic data, we integrate a skinning mechanism with deep marching tetrahedra (DMTet) to form a drivable tetrahedral representation, which drives arbitrary mesh topologies generated by the DMTet for the adaptation of unconstrained images. To effectively mine instructive information from few-shot data, we devise a two-phase optimization method with few-shot reference and few-shot guidance. The former focuses on aligning avatar identity with reference images, while the latter aims to generate plausible appearances for unseen regions. Overall, our framework, called HaveFun, can undertake avatar reconstruction, rendering, and animation. Extensive experiments on our developed benchmarks demonstrate that HaveFun exhibits substantially superior performance in reconstructing the human body and hand. Project website: https://seanchenxy.github.io/HaveFunWeb/.

cs.CV

From Good to Great: Improving Math Reasoning with Tool-Augmented Interleaf Prompting

This paper investigates the performance of Large Language Models (LLMs) and Tool-augmented LLMs in tackling complex mathematical reasoning tasks. We introduce IMP-TIP: Improving Math Reasoning with Tool-augmented Interleaf Prompting, a framework that combines the strengths of both LLMs and Tool-augmented LLMs. IMP-TIP follows the ``From Good to Great" concept, collecting multiple potential solutions from both LLMs and their Tool-Augmented counterparts for the same math problem, and then selecting or re-generating the most accurate answer after cross-checking these solutions via tool-augmented interleaf prompting. The framework incorporates two key aspects: self-prompt and tool-augmented interleaf prompting (TIP). The former allows LLMs to autonomously refine and improve an initial prompt related to tool usage, while the latter enables LLMs to derive the final answer by dynamically analyzing the problem, cross-checking potential solutions, and revising previous reasoning hints in an interleaved manner. Experimental analysis shows that IMP-TIP achieves enhanced mathematical capabilities and outperforms traditional LLMs and tool-augmented LLMs in accuracy and reasoning diversity on math reasoning tasks. For instance, IMP-TIP can improve Tool-augmented ChatGPT on GSM8K-Hard from 56.0% to 65.2%.

math.HO

Visual Instruction Tuning with Polite Flamingo

Recent research has demonstrated that the multi-task fine-tuning of multi-modal Large Language Models (LLMs) using an assortment of annotated downstream vision-language datasets significantly enhances their performance. Yet, during this process, a side effect, which we termed as the "multi-modal alignment tax", surfaces. This side effect negatively impacts the model's ability to format responses appropriately -- for instance, its "politeness" -- due to the overly succinct and unformatted nature of raw annotations, resulting in reduced human preference. In this paper, we introduce Polite Flamingo, a multi-modal response rewriter that transforms raw annotations into a more appealing, "polite" format. Polite Flamingo is trained to reconstruct high-quality responses from their automatically distorted counterparts and is subsequently applied to a vast array of vision-language datasets for response rewriting. After rigorous filtering, we generate the PF-1M dataset and further validate its value by fine-tuning a multi-modal LLM with it. Combined with novel methodologies including U-shaped multi-stage tuning and multi-turn augmentation, the resulting model, Clever Flamingo, demonstrates its advantages in both multi-modal understanding and response politeness according to automated and human evaluations.

cs.CV

GSmoothFace: Generalized Smooth Talking Face Generation via Fine Grained 3D Face Guidance

Although existing speech-driven talking face generation methods achieve significant progress, they are far from real-world application due to the avatar-specific training demand and unstable lip movements. To address the above issues, we propose the GSmoothFace, a novel two-stage generalized talking face generation model guided by a fine-grained 3d face model, which can synthesize smooth lip dynamics while preserving the speaker's identity. Our proposed GSmoothFace model mainly consists of the Audio to Expression Prediction (A2EP) module and the Target Adaptive Face Translation (TAFT) module. Specifically, we first develop the A2EP module to predict expression parameters synchronized with the driven speech. It uses a transformer to capture the long-term audio context and learns the parameters from the fine-grained 3D facial vertices, resulting in accurate and smooth lip-synchronization performance. Afterward, the well-designed TAFT module, empowered by Morphology Augmented Face Blending (MAFB), takes the predicted expression parameters and target video as inputs to modify the facial region of the target video without distorting the background content. The TAFT effectively exploits the identity appearance and background context in the target video, which makes it possible to generalize to different speakers without retraining. Both quantitative and qualitative experiments confirm the superiority of our method in terms of realism, lip synchronization, and visual quality. See the project page for code, data, and request pre-trained models: https://zhanghm1995.github.io/GSmoothFace.

cs.CV

PICTURE: PhotorealistIC virtual Try-on from UnconstRained dEsigns

In this paper, we propose a novel virtual try-on from unconstrained designs (ucVTON) task to enable photorealistic synthesis of personalized composite clothing on input human images. Unlike prior arts constrained by specific input types, our method allows flexible specification of style (text or image) and texture (full garment, cropped sections, or texture patches) conditions. To address the entanglement challenge when using full garment images as conditions, we develop a two-stage pipeline with explicit disentanglement of style and texture. In the first stage, we generate a human parsing map reflecting the desired style conditioned on the input. In the second stage, we composite textures onto the parsing map areas based on the texture input. To represent complex and non-stationary textures that have never been achieved in previous fashion editing works, we first propose extracting hierarchical and balanced CLIP features and applying position encoding in VTON. Experiments demonstrate superior synthesis quality and personalization enabled by our method. The flexible control over style and texture mixing brings virtual try-on to a new level of user experience for online shopping and fashion design.

cs.CV

AgentAvatar: Disentangling Planning, Driving and Rendering for Photorealistic Avatar Agents

In this study, our goal is to create interactive avatar agents that can autonomously plan and animate nuanced facial movements realistically, from both visual and behavioral perspectives. Given high-level inputs about the environment and agent profile, our framework harnesses LLMs to produce a series of detailed text descriptions of the avatar agents' facial motions. These descriptions are then processed by our task-agnostic driving engine into motion token sequences, which are subsequently converted into continuous motion embeddings that are further consumed by our standalone neural-based renderer to generate the final photorealistic avatar animations. These streamlined processes allow our framework to adapt to a variety of non-verbal avatar interactions, both monadic and dyadic. Our extensive study, which includes experiments on both newly compiled and existing datasets featuring two types of agents -- one capable of monadic interaction with the environment, and the other designed for dyadic conversation -- validates the effectiveness and versatility of our approach. To our knowledge, we advanced a leap step by combining LLMs and neural rendering for generalized non-verbal prediction and photo-realistic rendering of avatar agents.

cs.CV

MDSC: Towards Evaluating the Style Consistency Between Music and Dance

We propose MDSC(Music-Dance-Style Consistency), the first evaluation metric that assesses to what degree the dance moves and music match. Existing metrics can only evaluate the motion fidelity and diversity and the degree of rhythmic matching between music and dance. MDSC measures how stylistically correlated the generated dance motion sequences and the conditioning music sequences are. We found that directly measuring the embedding distance between motion and music is not an optimal solution. We instead tackle this through modeling it as a clustering problem. Specifically, 1) we pre-train a music encoder and a motion encoder, then 2) we learn to map and align the motion and music embedding in joint space by jointly minimizing the intra-cluster distance and maximizing the inter-cluster distance, and 3) for evaluation purposes, we encode the dance moves into embedding and measure the intra-cluster and inter-cluster distances, as well as the ratio between them. We evaluate our metric on the results of several music-conditioned motion generation methods, combined with user study, we found that our proposed metric is a robust evaluation metric in measuring the music-dance style correlation.

cs.SD

AvatarGPT: All-in-One Framework for Motion Understanding, Planning, Generation and Beyond

Large Language Models(LLMs) have shown remarkable emergent abilities in unifying almost all (if not every) NLP tasks. In the human motion-related realm, however, researchers still develop siloed models for each task. Inspired by InstuctGPT, and the generalist concept behind Gato, we introduce AvatarGPT, an All-in-One framework for motion understanding, planning, generations as well as other tasks such as motion in-between synthesis. AvatarGPT treats each task as one type of instruction fine-tuned on the shared LLM. All the tasks are seamlessly interconnected with language as the universal interface, constituting a closed-loop within the framework. To achieve this, human motion sequences are first encoded as discrete tokens, which serve as the extended vocabulary of LLM. Then, an unsupervised pipeline to generate natural language descriptions of human action sequences from in-the-wild videos is developed. Finally, all tasks are jointly trained. Extensive experiments show that AvatarGPT achieves SOTA on low-level tasks, and promising results on high-level tasks, demonstrating the effectiveness of our proposed All-in-One framework. Moreover, for the first time, AvatarGPT enables a principled approach by iterative traversal of the tasks within the closed-loop for unlimited long-motion synthesis.

cs.CV

A Unified Framework for Multimodal, Multi-Part Human Motion Synthesis

The field has made significant progress in synthesizing realistic human motion driven by various modalities. Yet, the need for different methods to animate various body parts according to different control signals limits the scalability of these techniques in practical scenarios. In this paper, we introduce a cohesive and scalable approach that consolidates multimodal (text, music, speech) and multi-part (hand, torso) human motion generation. Our methodology unfolds in several steps: We begin by quantizing the motions of diverse body parts into separate codebooks tailored to their respective domains. Next, we harness the robust capabilities of pre-trained models to transcode multimodal signals into a shared latent space. We then translate these signals into discrete motion tokens by iteratively predicting subsequent tokens to form a complete sequence. Finally, we reconstruct the continuous actual motion from this tokenized sequence. Our method frames the multimodal motion generation challenge as a token prediction task, drawing from specialized codebooks based on the modality of the control signal. This approach is inherently scalable, allowing for the easy integration of new modalities. Extensive experiments demonstrated the effectiveness of our design, emphasizing its potential for broad application.

cs.CV

DialCoT Meets PPO: Decomposing and Exploring Reasoning Paths in Smaller Language Models

Chain-of-Thought (CoT) prompting has proven to be effective in enhancing the reasoning capabilities of Large Language Models (LLMs) with at least 100 billion parameters. However, it is ineffective or even detrimental when applied to reasoning tasks in Smaller Language Models (SLMs) with less than 10 billion parameters. To address this limitation, we introduce Dialogue-guided Chain-of-Thought (DialCoT) which employs a dialogue format to generate intermediate reasoning steps, guiding the model toward the final answer. Additionally, we optimize the model's reasoning path selection using the Proximal Policy Optimization (PPO) algorithm, further enhancing its reasoning capabilities. Our method offers several advantages compared to previous approaches. Firstly, we transform the process of solving complex reasoning questions by breaking them down into a series of simpler sub-questions, significantly reducing the task difficulty and making it more suitable for SLMs. Secondly, we optimize the model's reasoning path selection through the PPO algorithm. We conduct comprehensive experiments on four arithmetic reasoning datasets, demonstrating that our method achieves significant performance improvements compared to state-of-the-art competitors.

cs.CL

Orca: A Few-shot Benchmark for Chinese Conversational Machine Reading Comprehension

The conversational machine reading comprehension (CMRC) task aims to answer questions in conversations, which has been a hot research topic in recent years because of its wide applications. However, existing CMRC benchmarks in which each conversation is assigned a static passage are inconsistent with real scenarios. Thus, model's comprehension ability towards real scenarios are hard to evaluate reasonably. To this end, we propose the first Chinese CMRC benchmark Orca and further provide zero-shot/few-shot settings to evaluate model's generalization ability towards diverse domains. We collect 831 hot-topic driven conversations with 4,742 turns in total. Each turn of a conversation is assigned with a response-related passage, aiming to evaluate model's comprehension ability more reasonably. The topics of conversations are collected from social media platform and cover 33 domains, trying to be consistent with real scenarios. Importantly, answers in Orca are all well-annotated natural responses rather than the specific spans or short phrase in previous datasets. Besides, we implement three strong baselines to tackle the challenge in Orca. The results indicate the great challenge of our CMRC benchmark. Our datatset and checkpoints are available at https://github.com/nuochenpku/Orca.

cs.CL