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Chen Chen

Publications and source records attributed to Chen Chen.

At least 505 records · Page 28Linked to original sources

BiomedGPT: A Generalist Vision-Language Foundation Model for Diverse Biomedical Tasks

Traditional biomedical artificial intelligence (AI) models, designed for specific tasks or modalities, often exhibit limited flexibility in real-world deployment and struggle to utilize holistic information. Generalist AI holds the potential to address these limitations due to its versatility in interpreting different data types and generating tailored outputs for diverse needs. However, existing biomedical generalist AI solutions are typically heavyweight and closed source to researchers, practitioners, and patients. Here, we propose BiomedGPT, the first open-source and lightweight vision-language foundation model, designed as a generalist capable of performing various biomedical tasks. BiomedGPT achieved state-of-the-art results in 16 out of 25 experiments while maintaining a computing-friendly model scale. We also conducted human evaluations to assess the capabilities of BiomedGPT in radiology visual question answering, report generation, and summarization. BiomedGPT exhibits robust prediction ability with a low error rate of 3.8% in question answering, satisfactory performance with an error rate of 8.3% in writing complex radiology reports, and competitive summarization ability with a nearly equivalent preference score to human experts. Our method demonstrates that effective training with diverse data can lead to more practical biomedical AI for improving diagnosis and workflow efficiency.

cs.CL↗

LucidDreaming: Controllable Object-Centric 3D Generation

With the recent development of generative models, Text-to-3D generations have also seen significant growth, opening a door for creating video-game 3D assets from a more general public. Nonetheless, people without any professional 3D editing experience would find it hard to achieve precise control over the 3D generation, especially if there are multiple objects in the prompt, as using text to control often leads to missing objects and imprecise locations. In this paper, we present LucidDreaming as an effective pipeline capable of spatial and numerical control over 3D generation from only textual prompt commands or 3D bounding boxes. Specifically, our research demonstrates that Large Language Models (LLMs) possess 3D spatial awareness and can effectively translate textual 3D information into precise 3D bounding boxes. We leverage LLMs to get individual object information and their 3D bounding boxes as the initial step of our process. Then with the bounding boxes, We further propose clipped ray sampling and object-centric density blob bias to generate 3D objects aligning with the bounding boxes. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks and our pipeline can even used to insert objects into an existing NeRF scene. Moreover, we also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability. With extensive qualitative and quantitative experiments, we demonstrate that LucidDreaming achieves superior results in object placement precision and generation fidelity compared to current approaches, while maintaining flexibility and ease of use for non-expert users.

cs.CV↗

Manipulable Semantic Components: a Computational Representation of Data Visualization Scenes

Various data visualization applications such as reverse engineering and interactive authoring require a vocabulary that describes the structure of visualization scenes and the procedure to manipulate them. A few scene abstractions have been proposed, but they are restricted to specific applications for a limited set of visualization types. A unified and expressive model of data visualization scenes for different applications has been missing. To fill this gap, we present Manipulable Semantic Components (MSC), a computational representation of data visualization scenes, to support applications in scene understanding and augmentation. MSC consists of two parts: a unified object model describing the structure of a visualization scene in terms of semantic components, and a set of operations to generate and modify the scene components. We demonstrate the benefits of MSC in three applications: visualization authoring, visualization deconstruction and reuse, and animation specification.

cs.HC↗

CA-LoRA: Adapting Existing LoRA for Compressed LLMs to Enable Efficient Multi-Tasking on Personal Devices

Recently, there has been a demand to deploy Large Language Models (LLMs) on personal devices such as laptops and smartphones. These LLMs have different model variants when handling different tasks. However, personal devices have limited resources and require reduced storage overhead. To address this, there are two key methods available: the first is model compression, which compresses LLMs into smaller sizes; the second is LoRA, which can transfer an LLM to other tasks with very few parameters, avoiding the storage of multiple model variants in multi-task scenarios by only preserving LoRAs. However, our experiments show that directly combining these two methods yields sub-optimal performance. Considering that the open-source community has already contributed many LoRAs to LLMs, we propose to adapt these existing LoRAs from the LLMs to their compressed version and introduce a Compression-Aware LoRA (CA-LoRA) framework. We incorporate knowledge inheritance and recovery strategies to recover the lost knowledge caused by model compression. Experiment results demonstrate that CA-LoRA outperforms the vanilla LoRA methods applied to a compressed LLM and achieves comparable performance to the non-compressed LLM with existing LoRA modules. The source code of CA-LoRA is available at https://github.com/thunlp/CA-LoRA.

cs.CL↗

A Simple Background Augmentation Method for Object Detection with Diffusion Model

In computer vision, it is well-known that a lack of data diversity will impair model performance. In this study, we address the challenges of enhancing the dataset diversity problem in order to benefit various downstream tasks such as object detection and instance segmentation. We propose a simple yet effective data augmentation approach by leveraging advancements in generative models, specifically text-to-image synthesis technologies like Stable Diffusion. Our method focuses on generating variations of labeled real images, utilizing generative object and background augmentation via inpainting to augment existing training data without the need for additional annotations. We find that background augmentation, in particular, significantly improves the models' robustness and generalization capabilities. We also investigate how to adjust the prompt and mask to ensure the generated content comply with the existing annotations. The efficacy of our augmentation techniques is validated through comprehensive evaluations of the COCO dataset and several other key object detection benchmarks, demonstrating notable enhancements in model performance across diverse scenarios. This approach offers a promising solution to the challenges of dataset enhancement, contributing to the development of more accurate and robust computer vision models.

cs.CV↗

Detecting, Explaining, and Mitigating Memorization in Diffusion Models

Recent breakthroughs in diffusion models have exhibited exceptional image-generation capabilities. However, studies show that some outputs are merely replications of training data. Such replications present potential legal challenges for model owners, especially when the generated content contains proprietary information. In this work, we introduce a straightforward yet effective method for detecting memorized prompts by inspecting the magnitude of text-conditional predictions. Our proposed method seamlessly integrates without disrupting sampling algorithms, and delivers high accuracy even at the first generation step, with a single generation per prompt. Building on our detection strategy, we unveil an explainable approach that shows the contribution of individual words or tokens to memorization. This offers an interactive medium for users to adjust their prompts. Moreover, we propose two strategies i.e., to mitigate memorization by leveraging the magnitude of text-conditional predictions, either through minimization during inference or filtering during training. These proposed strategies effectively counteract memorization while maintaining high-generation quality. Code is available at https://github.com/YuxinWenRick/diffusion_memorization.

cs.CV↗

Frequency Guidance Matters: Skeletal Action Recognition by Frequency-Aware Mixed Transformer

Recently, transformers have demonstrated great potential for modeling long-term dependencies from skeleton sequences and thereby gained ever-increasing attention in skeleton action recognition. However, the existing transformer-based approaches heavily rely on the naive attention mechanism for capturing the spatiotemporal features, which falls short in learning discriminative representations that exhibit similar motion patterns. To address this challenge, we introduce the Frequency-aware Mixed Transformer (FreqMixFormer), specifically designed for recognizing similar skeletal actions with subtle discriminative motions. First, we introduce a frequency-aware attention module to unweave skeleton frequency representations by embedding joint features into frequency attention maps, aiming to distinguish the discriminative movements based on their frequency coefficients. Subsequently, we develop a mixed transformer architecture to incorporate spatial features with frequency features to model the comprehensive frequency-spatial patterns. Additionally, a temporal transformer is proposed to extract the global correlations across frames. Extensive experiments show that FreqMiXFormer outperforms SOTA on 3 popular skeleton action recognition datasets, including NTU RGB+D, NTU RGB+D 120, and NW-UCLA datasets.

cs.CV↗

ClickDiff: Click to Induce Semantic Contact Map for Controllable Grasp Generation with Diffusion Models

Grasp generation aims to create complex hand-object interactions with a specified object. While traditional approaches for hand generation have primarily focused on visibility and diversity under scene constraints, they tend to overlook the fine-grained hand-object interactions such as contacts, resulting in inaccurate and undesired grasps. To address these challenges, we propose a controllable grasp generation task and introduce ClickDiff, a controllable conditional generation model that leverages a fine-grained Semantic Contact Map (SCM). Particularly when synthesizing interactive grasps, the method enables the precise control of grasp synthesis through either user-specified or algorithmically predicted Semantic Contact Map. Specifically, to optimally utilize contact supervision constraints and to accurately model the complex physical structure of hands, we propose a Dual Generation Framework. Within this framework, the Semantic Conditional Module generates reasonable contact maps based on fine-grained contact information, while the Contact Conditional Module utilizes contact maps alongside object point clouds to generate realistic grasps. We evaluate the evaluation criteria applicable to controllable grasp generation. Both unimanual and bimanual generation experiments on GRAB and ARCTIC datasets verify the validity of our proposed method, demonstrating the efficacy and robustness of ClickDiff, even with previously unseen objects. Our code is available at https://github.com/adventurer-w/ClickDiff.

cs.CV↗

PEA-Diffusion: Parameter-Efficient Adapter with Knowledge Distillation in non-English Text-to-Image Generation

Text-to-image diffusion models are well-known for their ability to generate realistic images based on textual prompts. However, the existing works have predominantly focused on English, lacking support for non-English text-to-image models. The most commonly used translation methods cannot solve the generation problem related to language culture, while training from scratch on a specific language dataset is prohibitively expensive. In this paper, we are inspired to propose a simple plug-and-play language transfer method based on knowledge distillation. All we need to do is train a lightweight MLP-like parameter-efficient adapter (PEA) with only 6M parameters under teacher knowledge distillation along with a small parallel data corpus. We are surprised to find that freezing the parameters of UNet can still achieve remarkable performance on the language-specific prompt evaluation set, demonstrating that PEA can stimulate the potential generation ability of the original UNet. Additionally, it closely approaches the performance of the English text-to-image model on a general prompt evaluation set. Furthermore, our adapter can be used as a plugin to achieve significant results in downstream tasks in cross-lingual text-to-image generation. Code will be available at: https://github.com/OPPO-Mente-Lab/PEA-Diffusion

cs.CV↗

COALA: A Practical and Vision-Centric Federated Learning Platform

We present COALA, a vision-centric Federated Learning (FL) platform, and a suite of benchmarks for practical FL scenarios, which we categorize into three levels: task, data, and model. At the task level, COALA extends support from simple classification to 15 computer vision tasks, including object detection, segmentation, pose estimation, and more. It also facilitates federated multiple-task learning, allowing clients to tackle multiple tasks simultaneously. At the data level, COALA goes beyond supervised FL to benchmark both semi-supervised FL and unsupervised FL. It also benchmarks feature distribution shifts other than commonly considered label distribution shifts. In addition to dealing with static data, it supports federated continual learning for continuously changing data in real-world scenarios. At the model level, COALA benchmarks FL with split models and different models in different clients. COALA platform offers three degrees of customization for these practical FL scenarios, including configuration customization, components customization, and workflow customization. We conduct systematic benchmarking experiments for the practical FL scenarios and highlight potential opportunities for further advancements in FL. Codes are open sourced at https://github.com/SonyResearch/COALA.

cs.CV↗

Towards Multi-modal Transformers in Federated Learning

Multi-modal transformers mark significant progress in different domains, but siloed high-quality data hinders their further improvement. To remedy this, federated learning (FL) has emerged as a promising privacy-preserving paradigm for training models without direct access to the raw data held by different clients. Despite its potential, a considerable research direction regarding the unpaired uni-modal clients and the transformer architecture in FL remains unexplored. To fill this gap, this paper explores a transfer multi-modal federated learning (MFL) scenario within the vision-language domain, where clients possess data of various modalities distributed across different datasets. We systematically evaluate the performance of existing methods when a transformer architecture is utilized and introduce a novel framework called Federated modality complementary and collaboration (FedCola) by addressing the in-modality and cross-modality gaps among clients. Through extensive experiments across various FL settings, FedCola demonstrates superior performance over previous approaches, offering new perspectives on future federated training of multi-modal transformers.

cs.CV↗

A Benchmark for Fairness-Aware Graph Learning

Fairness-aware graph learning has gained increasing attention in recent years. Nevertheless, there lacks a comprehensive benchmark to evaluate and compare different fairness-aware graph learning methods, which blocks practitioners from choosing appropriate ones for broader real-world applications. In this paper, we present an extensive benchmark on ten representative fairness-aware graph learning methods. Specifically, we design a systematic evaluation protocol and conduct experiments on seven real-world datasets to evaluate these methods from multiple perspectives, including group fairness, individual fairness, the balance between different fairness criteria, and computational efficiency. Our in-depth analysis reveals key insights into the strengths and limitations of existing methods. Additionally, we provide practical guidance for applying fairness-aware graph learning methods in applications. To the best of our knowledge, this work serves as an initial step towards comprehensively understanding representative fairness-aware graph learning methods to facilitate future advancements in this area.

cs.LG↗

Free-Editor: Zero-shot Text-driven 3D Scene Editing

Text-to-Image (T2I) diffusion models have recently gained traction for their versatility and user-friendliness in 2D content generation and editing. However, training a diffusion model specifically for 3D scene editing is challenging due to the scarcity of large-scale datasets. Currently, editing 3D scenes necessitates either retraining the model to accommodate various 3D edits or developing specific methods tailored to each unique editing type. Moreover, state-of-the-art (SOTA) techniques require multiple synchronized edited images from the same scene to enable effective scene editing. Given the current limitations of T2I models, achieving consistent editing effects across multiple images remains difficult, leading to multi-view inconsistency in editing. This inconsistency undermines the performance of 3D scene editing when these images are utilized. In this study, we introduce a novel, training-free 3D scene editing technique called \textsc{Free-Editor}, which enables users to edit 3D scenes without the need for model retraining during the testing phase. Our method effectively addresses the issue of multi-view style inconsistency found in state-of-the-art (SOTA) methods through the implementation of a single-view editing scheme. Specifically, we demonstrate that editing a particular 3D scene can be achieved by modifying only a single view. To facilitate this, we present an Edit Transformer that ensures intra-view consistency and inter-view style transfer using self-view and cross-view attention mechanisms, respectively. By eliminating the need for model retraining and multi-view editing, our approach significantly reduces editing time and memory resource requirements, achieving runtimes approximately 20 times faster than SOTA methods. We have performed extensive experiments on various benchmark datasets, showcasing the diverse editing capabilities of our proposed technique.

cs.CV↗

3DEgo: 3D Editing on the Go!

We introduce 3DEgo to address a novel problem of directly synthesizing photorealistic 3D scenes from monocular videos guided by textual prompts. Conventional methods construct a text-conditioned 3D scene through a three-stage process, involving pose estimation using Structure-from-Motion (SfM) libraries like COLMAP, initializing the 3D model with unedited images, and iteratively updating the dataset with edited images to achieve a 3D scene with text fidelity. Our framework streamlines the conventional multi-stage 3D editing process into a single-stage workflow by overcoming the reliance on COLMAP and eliminating the cost of model initialization. We apply a diffusion model to edit video frames prior to 3D scene creation by incorporating our designed noise blender module for enhancing multi-view editing consistency, a step that does not require additional training or fine-tuning of T2I diffusion models. 3DEgo utilizes 3D Gaussian Splatting to create 3D scenes from the multi-view consistent edited frames, capitalizing on the inherent temporal continuity and explicit point cloud data. 3DEgo demonstrates remarkable editing precision, speed, and adaptability across a variety of video sources, as validated by extensive evaluations on six datasets, including our own prepared GS25 dataset. Project Page: https://3dego.github.io/

cs.CV↗

LatentEditor: Text Driven Local Editing of 3D Scenes

While neural fields have made significant strides in view synthesis and scene reconstruction, editing them poses a formidable challenge due to their implicit encoding of geometry and texture information from multi-view inputs. In this paper, we introduce \textsc{LatentEditor}, an innovative framework designed to empower users with the ability to perform precise and locally controlled editing of neural fields using text prompts. Leveraging denoising diffusion models, we successfully embed real-world scenes into the latent space, resulting in a faster and more adaptable NeRF backbone for editing compared to traditional methods. To enhance editing precision, we introduce a delta score to calculate the 2D mask in the latent space that serves as a guide for local modifications while preserving irrelevant regions. Our novel pixel-level scoring approach harnesses the power of InstructPix2Pix (IP2P) to discern the disparity between IP2P conditional and unconditional noise predictions in the latent space. The edited latents conditioned on the 2D masks are then iteratively updated in the training set to achieve 3D local editing. Our approach achieves faster editing speeds and superior output quality compared to existing 3D editing models, bridging the gap between textual instructions and high-quality 3D scene editing in latent space. We show the superiority of our approach on four benchmark 3D datasets, LLFF, IN2N, NeRFStudio and NeRF-Art. Project Page: https://latenteditor.github.io/

cs.CV↗

> 2π Phase Modulation using Exciton-Polaritons in a Two-Dimensional Superlattice

Active metamaterials promise to enable arbitrary, temporal control over the propagation of wavefronts of light for applications such as beam steering, optical communication modulators, and holograms. This has been done in the past using patterned silicon photonics to locally control the phase of light such that the metasurface acts as a large number of wavelets. Although phase modulation only requires refractive index modulation when the interaction length is on the order of the wavelength, this is not enough to significantly modulate the phase of light in flatland. Instead, phase modulation is achieved using a resonant mode such as a plasmon or high-Q cavity mode that enable light to accumulate a large amount of phase over a short distance and coupling it to an active material that modulates the light-matter interactions. Here, we report that electrostatic doping can modulate the light-matter interaction strength of a two-dimensional WS2 based multi quantum well (MQW) structure going from strongly-coupled, phase-accumulating exciton-polaritons to weakly-coupled exciton-trion-polaritons. As a result of this transition, 2.02π radians of phase modulation is observed using spectroscopic ellipsometry. This result demonstrates the potential of the MQW structure as a compact, lightweight electro-optical modulators for LiDAR and optical communications in the red region of visible spectrum.

physics.optics↗

Heterogeneous Subgraph Network with Prompt Learning for Interpretable Depression Detection on Social Media

Massive social media data can reflect people's authentic thoughts, emotions, communication, etc., and therefore can be analyzed for early detection of mental health problems such as depression. Existing works about early depression detection on social media lacked interpretability and neglected the heterogeneity of social media data. Furthermore, they overlooked the global interaction among users. To address these issues, we develop a novel method that leverages a Heterogeneous Subgraph Network with Prompt Learning(HSNPL) and contrastive learning mechanisms. Specifically, prompt learning is employed to map users' implicit psychological symbols with excellent interpretability while deep semantic and diverse behavioral features are incorporated by a heterogeneous information network. Then, the heterogeneous graph network with a dual attention mechanism is constructed to model the relationships among heterogeneous social information at the feature level. Furthermore, the heterogeneous subgraph network integrating subgraph attention and self-supervised contrastive learning is developed to explore complicated interactions among users and groups at the user level. Extensive experimental results demonstrate that our proposed method significantly outperforms state-of-the-art methods for depression detection on social media.

cs.SI↗

Broadband Light Harvesting from Scalable Two-Dimensional Semiconductor Heterostructures

Broadband absorption in the visible spectrum is essential in optoelectronic applications that involve power conversion such as photovoltaics and photocatalysis. Most ultrathin broadband absorbers use parasitic plasmonic structures that maximize absorption using surface plasmons and/or Fabry-Perot cavities, which limits the weight efficiency of the device. Here, we show the theoretical and experimental realization of an unpatterned/planar semiconductor thin-film absorber based on monolayer transition metal dichalcogenides (TMDCs). We experimentally demonstrate an average total absorption in the visible range (450 nm - 700 nm) of > 70% using > 4 nm of semiconductor absorbing materials scalable over large areas with vapor phase growth techniques. Our analysis suggests that a power conversion efficiency (PCE) of 15.54% and a specific power > 300 W g^-1 may be achieved in a photovoltaic cell based on this metamaterial absorber.

physics.optics↗