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Congying Han

Publications and source records attributed to Congying Han.

At least 37 records · Page 2Linked to original sources

Learning Dynamic Tetrahedra for High-Quality Talking Head Synthesis

Recent works in implicit representations, such as Neural Radiance Fields (NeRF), have advanced the generation of realistic and animatable head avatars from video sequences. These implicit methods are still confronted by visual artifacts and jitters, since the lack of explicit geometric constraints poses a fundamental challenge in accurately modeling complex facial deformations. In this paper, we introduce Dynamic Tetrahedra (DynTet), a novel hybrid representation that encodes explicit dynamic meshes by neural networks to ensure geometric consistency across various motions and viewpoints. DynTet is parameterized by the coordinate-based networks which learn signed distance, deformation, and material texture, anchoring the training data into a predefined tetrahedra grid. Leveraging Marching Tetrahedra, DynTet efficiently decodes textured meshes with a consistent topology, enabling fast rendering through a differentiable rasterizer and supervision via a pixel loss. To enhance training efficiency, we incorporate classical 3D Morphable Models to facilitate geometry learning and define a canonical space for simplifying texture learning. These advantages are readily achievable owing to the effective geometric representation employed in DynTet. Compared with prior works, DynTet demonstrates significant improvements in fidelity, lip synchronization, and real-time performance according to various metrics. Beyond producing stable and visually appealing synthesis videos, our method also outputs the dynamic meshes which is promising to enable many emerging applications.

cs.CV↗

General Method for Solving Four Types of SAT Problems

Existing methods provide varying algorithms for different types of Boolean satisfiability problems (SAT), lacking a general solution framework. Accordingly, this study proposes a unified framework DCSAT based on integer programming and reinforcement learning (RL) algorithm to solve different types of SAT problems such as MaxSAT, Weighted MaxSAT, PMS, WPMS. Specifically, we first construct a consolidated integer programming representation for four types of SAT problems by adjusting objective function coefficients. Secondly, we construct an appropriate reinforcement learning models based on the 0-1 integer programming for SAT problems. Based on the binary tree search structure, we apply the Monte Carlo tree search (MCTS) method on SAT problems. Finally, we prove that this method can find all optimal Boolean assignments based on Wiener-khinchin law of large Numbers. We experimentally verify that this paradigm can prune the unnecessary search space to find the optimal Boolean assignments for the problem. Furthermore, the proposed method can provide diverse labels for supervised learning methods for SAT problems.

cs.AI↗

CARSS: Cooperative Attention-guided Reinforcement Subpath Synthesis for Solving Traveling Salesman Problem

This paper introduces CARSS (Cooperative Attention-guided Reinforcement Subpath Synthesis), a novel approach to address the Traveling Salesman Problem (TSP) by leveraging cooperative Multi-Agent Reinforcement Learning (MARL). CARSS decomposes the TSP solving process into two distinct yet synergistic steps: "subpath generation" and "subpath merging." In the former, a cooperative MARL framework is employed to iteratively generate subpaths using multiple agents. In the latter, these subpaths are progressively merged to form a complete cycle. The algorithm's primary objective is to enhance efficiency in terms of training memory consumption, testing time, and scalability, through the adoption of a multi-agent divide and conquer paradigm. Notably, attention mechanisms play a pivotal role in feature embedding and parameterization strategies within CARSS. The training of the model is facilitated by the independent REINFORCE algorithm. Empirical experiments reveal CARSS's superiority compared to single-agent alternatives: it demonstrates reduced GPU memory utilization, accommodates training graphs nearly 2.5 times larger, and exhibits the potential for scaling to even more extensive problem sizes. Furthermore, CARSS substantially reduces testing time and optimization gaps by approximately 50% for TSP instances of up to 1000 vertices, when compared to standard decoding methods.

cs.LG↗

On the optimal pivot path of simplex method for linear programming based on reinforcement learning

Based on the existing pivot rules, the simplex method for linear programming is not polynomial in the worst case. Therefore the optimal pivot of the simplex method is crucial. This study proposes the optimal rule to find all shortest pivot paths of the simplex method for linear programming problems based on Monte Carlo tree search (MCTS). Specifically, we first propose the SimplexPseudoTree to transfer the simplex method into tree search mode while avoiding repeated basis variables. Secondly, we propose four reinforcement learning (RL) models with two actions and two rewards to make the Monte Carlo tree search suitable for the simplex method. Thirdly, we set a new action selection criterion to ameliorate the inaccurate evaluation in the initial exploration. It is proved that when the number of vertices in the feasible region is $C_n^m$, our method can generate all the shortest pivot paths, which is the polynomial of the number of variables. In addition, we experimentally validate that the proposed schedule can avoid unnecessary search and provide the optimal pivot path. Furthermore, this method can provide the best pivot labels for all kinds of supervised learning methods to solve linear programming problems.

math.OC↗

DiffBFR: Bootstrapping Diffusion Model Towards Blind Face Restoration

Blind face restoration (BFR) is important while challenging. Prior works prefer to exploit GAN-based frameworks to tackle this task due to the balance of quality and efficiency. However, these methods suffer from poor stability and adaptability to long-tail distribution, failing to simultaneously retain source identity and restore detail. We propose DiffBFR to introduce Diffusion Probabilistic Model (DPM) for BFR to tackle the above problem, given its superiority over GAN in aspects of avoiding training collapse and generating long-tail distribution. DiffBFR utilizes a two-step design, that first restores identity information from low-quality images and then enhances texture details according to the distribution of real faces. This design is implemented with two key components: 1) Identity Restoration Module (IRM) for preserving the face details in results. Instead of denoising from pure Gaussian random distribution with LQ images as the condition during the reverse process, we propose a novel truncated sampling method which starts from LQ images with part noise added. We theoretically prove that this change shrinks the evidence lower bound of DPM and then restores more original details. With theoretical proof, two cascade conditional DPMs with different input sizes are introduced to strengthen this sampling effect and reduce training difficulty in the high-resolution image generated directly. 2) Texture Enhancement Module (TEM) for polishing the texture of the image. Here an unconditional DPM, a LQ-free model, is introduced to further force the restorations to appear realistic. We theoretically proved that this unconditional DPM trained on pure HQ images contributes to justifying the correct distribution of inference images output from IRM in pixel-level space. Truncated sampling with fractional time step is utilized to polish pixel-level textures while preserving identity information.

cs.CV↗

NeuroPrim: An Attention-based Model for Solving NP-hard Spanning Tree Problems

Spanning tree problems with specialized constraints can be difficult to solve in real-world scenarios, often requiring intricate algorithmic design and exponential time. Recently, there has been growing interest in end-to-end deep neural networks for solving routing problems. However, such methods typically produce sequences of vertices, which makes it difficult to apply them to general combinatorial optimization problems where the solution set consists of edges, as in various spanning tree problems. In this paper, we propose NeuroPrim, a novel framework for solving various spanning tree problems by defining a Markov Decision Process (MDP) for general combinatorial optimization problems on graphs. Our approach reduces the action and state space using Prim's algorithm and trains the resulting model using REINFORCE. We apply our framework to three difficult problems on Euclidean space: the Degree-constrained Minimum Spanning Tree (DCMST) problem, the Minimum Routing Cost Spanning Tree (MRCST) problem, and the Steiner Tree Problem in graphs (STP). Experimental results on literature instances demonstrate that our model outperforms strong heuristics and achieves small optimality gaps of up to 250 vertices. Additionally, we find that our model has strong generalization ability, with no significant degradation observed on problem instances as large as 1000. Our results suggest that our framework can be effective for solving a wide range of combinatorial optimization problems beyond spanning tree problems.

cs.LG↗

Towards Consistent Video Editing with Text-to-Image Diffusion Models

Existing works have advanced Text-to-Image (TTI) diffusion models for video editing in a one-shot learning manner. Despite their low requirements of data and computation, these methods might produce results of unsatisfied consistency with text prompt as well as temporal sequence, limiting their applications in the real world. In this paper, we propose to address the above issues with a novel EI$^2$ model towards \textbf{E}nhancing v\textbf{I}deo \textbf{E}diting cons\textbf{I}stency of TTI-based frameworks. Specifically, we analyze and find that the inconsistent problem is caused by newly added modules into TTI models for learning temporal information. These modules lead to covariate shift in the feature space, which harms the editing capability. Thus, we design EI$^2$ to tackle the above drawbacks with two classical modules: Shift-restricted Temporal Attention Module (STAM) and Fine-coarse Frame Attention Module (FFAM). First, through theoretical analysis, we demonstrate that covariate shift is highly related to Layer Normalization, thus STAM employs a \textit{Instance Centering} layer replacing it to preserve the distribution of temporal features. In addition, {STAM} employs an attention layer with normalized mapping to transform temporal features while constraining the variance shift. As the second part, we incorporate {STAM} with a novel {FFAM}, which efficiently leverages fine-coarse spatial information of overall frames to further enhance temporal consistency. Extensive experiments demonstrate the superiority of the proposed EI$^2$ model for text-driven video editing.

cs.CV↗

DropKey

In this paper, we focus on analyzing and improving the dropout technique for self-attention layers of Vision Transformer, which is important while surprisingly ignored by prior works. In particular, we conduct researches on three core questions: First, what to drop in self-attention layers? Different from dropping attention weights in literature, we propose to move dropout operations forward ahead of attention matrix calculation and set the Key as the dropout unit, yielding a novel dropout-before-softmax scheme. We theoretically verify that this scheme helps keep both regularization and probability features of attention weights, alleviating the overfittings problem to specific patterns and enhancing the model to globally capture vital information; Second, how to schedule the drop ratio in consecutive layers? In contrast to exploit a constant drop ratio for all layers, we present a new decreasing schedule that gradually decreases the drop ratio along the stack of self-attention layers. We experimentally validate the proposed schedule can avoid overfittings in low-level features and missing in high-level semantics, thus improving the robustness and stableness of model training; Third, whether need to perform structured dropout operation as CNN? We attempt patch-based block-version of dropout operation and find that this useful trick for CNN is not essential for ViT. Given exploration on the above three questions, we present the novel DropKey method that regards Key as the drop unit and exploits decreasing schedule for drop ratio, improving ViTs in a general way. Comprehensive experiments demonstrate the effectiveness of DropKey for various ViT architectures, e.g. T2T and VOLO, as well as for various vision tasks, e.g., image classification, object detection, human-object interaction detection and human body shape recovery.

cs.CV↗

Transforming Radiance Field with Lipschitz Network for Photorealistic 3D Scene Stylization

Recent advances in 3D scene representation and novel view synthesis have witnessed the rise of Neural Radiance Fields (NeRFs). Nevertheless, it is not trivial to exploit NeRF for the photorealistic 3D scene stylization task, which aims to generate visually consistent and photorealistic stylized scenes from novel views. Simply coupling NeRF with photorealistic style transfer (PST) will result in cross-view inconsistency and degradation of stylized view syntheses. Through a thorough analysis, we demonstrate that this non-trivial task can be simplified in a new light: When transforming the appearance representation of a pre-trained NeRF with Lipschitz mapping, the consistency and photorealism across source views will be seamlessly encoded into the syntheses. That motivates us to build a concise and flexible learning framework namely LipRF, which upgrades arbitrary 2D PST methods with Lipschitz mapping tailored for the 3D scene. Technically, LipRF first pre-trains a radiance field to reconstruct the 3D scene, and then emulates the style on each view by 2D PST as the prior to learn a Lipschitz network to stylize the pre-trained appearance. In view of that Lipschitz condition highly impacts the expressivity of the neural network, we devise an adaptive regularization to balance the reconstruction and stylization. A gradual gradient aggregation strategy is further introduced to optimize LipRF in a cost-efficient manner. We conduct extensive experiments to show the high quality and robust performance of LipRF on both photorealistic 3D stylization and object appearance editing.

cs.CV↗

Comprehensive Analysis of Over-smoothing in Graph Neural Networks from Markov Chains Perspective

The over-smoothing problem is an obstacle of developing deep graph neural network (GNN). Although many approaches to improve the over-smoothing problem have been proposed, there is still a lack of comprehensive understanding and conclusion of this problem. In this work, we analyze the over-smoothing problem from the Markov chain perspective. We focus on message passing of GNN and first establish a connection between GNNs and Markov chains on the graph. GNNs are divided into two classes of operator-consistent and operator-inconsistent based on whether the corresponding Markov chains are time-homogeneous. Next we attribute the over-smoothing problem to the convergence of an arbitrary initial distribution to a stationary distribution. Based on this, we prove that although the previously proposed methods can alleviate over-smoothing, but these methods cannot avoid the over-smoothing problem. In addition, we give the conclusion of the over-smoothing problem in two types of GNNs in the Markovian sense. On the one hand, operator-consistent GNN cannot avoid over-smoothing at an exponential rate. On the other hand, operator-inconsistent GNN is not always over-smoothing. Further, we investigate the existence of the limiting distribution of the time-inhomogeneous Markov chain, from which we derive a sufficient condition for operator-inconsistent GNN to avoid over-smoothing. Finally, we design experiments to verify our findings. Results show that our proposed sufficient condition can effectively improve over-smoothing problem in operator-inconsistent GNN and enhance the performance of the model.

cs.LG↗

Generating Linear programming Instances with Controllable Rank and Condition Number

Instances generation is crucial for linear programming algorithms, which is necessary either to find the optimal pivot rules by training learning method or to evaluate and verify corresponding algorithms. This study proposes a general framework for designing linear programming instances based on the preset optimal solution. First, we give a constraint matrix generation method with controllable condition number and rank from the perspective of matrix decomposition. Based on the preset optimal solution, the bounded feasible linear programming instance is generated with the right-hand side and objective coefficient satisfying the original and dual feasibility. In addition, we provide three kind of neighborhood exchange operators and prove that instances generated under this method can fill the whole feasible and bounded case space of linear programming. We experimentally validate that the proposed schedule can generate more controllable linear programming instances, while neighborhood exchange operator can construct more complex instances.

math.OC↗

Masked Reconstruction Contrastive Learning with Information Bottleneck Principle

Contrastive learning (CL) has shown great power in self-supervised learning due to its ability to capture insight correlations among large-scale data. Current CL models are biased to learn only the ability to discriminate positive and negative pairs due to the discriminative task setting. However, this bias would lead to ignoring its sufficiency for other downstream tasks, which we call the discriminative information overfitting problem. In this paper, we propose to tackle the above problems from the aspect of the Information Bottleneck (IB) principle, further pushing forward the frontier of CL. Specifically, we present a new perspective that CL is an instantiation of the IB principle, including information compression and expression. We theoretically analyze the optimal information situation and demonstrate that minimum sufficient augmentation and information-generalized representation are the optimal requirements for achieving maximum compression and generalizability to downstream tasks. Therefore, we propose the Masked Reconstruction Contrastive Learning~(MRCL) model to improve CL models. For implementation in practice, MRCL utilizes the masking operation for stronger augmentation, further eliminating redundant and noisy information. In order to alleviate the discriminative information overfitting problem effectively, we employ the reconstruction task to regularize the discriminative task. We conduct comprehensive experiments and show the superiority of the proposed model on multiple tasks, including image classification, semantic segmentation and objective detection.

cs.CV↗

Generalized One-shot Domain Adaptation of Generative Adversarial Networks

The adaptation of a Generative Adversarial Network (GAN) aims to transfer a pre-trained GAN to a target domain with limited training data. In this paper, we focus on the one-shot case, which is more challenging and rarely explored in previous works. We consider that the adaptation from a source domain to a target domain can be decoupled into two parts: the transfer of global style like texture and color, and the emergence of new entities that do not belong to the source domain. While previous works mainly focus on style transfer, we propose a novel and concise framework to address the \textit{generalized one-shot adaptation} task for both style and entity transfer, in which a reference image and its binary entity mask are provided. Our core idea is to constrain the gap between the internal distributions of the reference and syntheses by sliced Wasserstein distance. To better achieve it, style fixation is used at first to roughly obtain the exemplary style, and an auxiliary network is introduced to the generator to disentangle entity and style transfer. Besides, to realize cross-domain correspondence, we propose the variational Laplacian regularization to constrain the smoothness of the adapted generator. Both quantitative and qualitative experiments demonstrate the effectiveness of our method in various scenarios. Code is available at \url{https://github.com/zhangzc21/Generalized-One-shot-GAN-adaptation}.

cs.CV↗

A Game-Theoretic Approach for Improving Generalization Ability of TSP Solvers

In this paper, we introduce a two-player zero-sum framework between a trainable \emph{Solver} and a \emph{Data Generator} to improve the generalization ability of deep learning-based solvers for Traveling Salesman Problem (TSP). Grounded in \textsl{Policy Space Response Oracle} (PSRO) methods, our two-player framework outputs a population of best-responding Solvers, over which we can mix and output a combined model that achieves the least exploitability against the Generator, and thereby the most generalizable performance on different TSP tasks. We conduct experiments on a variety of TSP instances with different types and sizes. Results suggest that our Solvers achieve the state-of-the-art performance even on tasks the Solver never meets, whilst the performance of other deep learning-based Solvers drops sharply due to over-fitting. To demonstrate the principle of our framework, we study the learning outcome of the proposed two-player game and demonstrate that the exploitability of the Solver population decreases during training, and it eventually approximates the Nash equilibrium along with the Generator.

cs.LG↗

PetsGAN: Rethinking Priors for Single Image Generation

Single image generation (SIG), described as generating diverse samples that have similar visual content with the given single image, is first introduced by SinGAN which builds a pyramid of GANs to progressively learn the internal patch distribution of the single image. It also shows great potentials in a wide range of image manipulation tasks. However, the paradigm of SinGAN has limitations in terms of generation quality and training time. Firstly, due to the lack of high-level information, SinGAN cannot handle the object images well as it does on the scene and texture images. Secondly, the separate progressive training scheme is time-consuming and easy to cause artifact accumulation. To tackle these problems, in this paper, we dig into the SIG problem and improve SinGAN by fully-utilization of internal and external priors. The main contributions of this paper include: 1) We introduce to SIG a regularized latent variable model. To the best of our knowledge, it is the first time to give a clear formulation and optimization goal of SIG, and all the existing methods for SIG can be regarded as special cases of this model. 2) We design a novel Prior-based end-to-end training GAN (PetsGAN) to overcome the problems of SinGAN. Our method gets rid of the time-consuming progressive training scheme and can be trained end-to-end. 3) We construct abundant qualitative and quantitative experiments to show the superiority of our method on both generated image quality, diversity, and the training speed. Moreover, we apply our method to other image manipulation tasks (e.g., style transfer, harmonization), and the results further prove the effectiveness and efficiency of our method.

cs.CV↗

DFS: A Diverse Feature Synthesis Model for Generalized Zero-Shot Learning

Generative based strategy has shown great potential in the Generalized Zero-Shot Learning task. However, it suffers severe generalization problem due to lacking of feature diversity for unseen classes to train a good classifier. In this paper, we propose to enhance the generalizability of GZSL models via improving feature diversity of unseen classes. For this purpose, we present a novel Diverse Feature Synthesis (DFS) model. Different from prior works that solely utilize semantic knowledge in the generation process, DFS leverages visual knowledge with semantic one in a unified way, thus deriving class-specific diverse feature samples and leading to robust classifier for recognizing both seen and unseen classes in the testing phase. To simplify the learning, DFS represents visual and semantic knowledge in the aligned space, making it able to produce good feature samples with a low-complexity implementation. Accordingly, DFS is composed of two consecutive generators: an aligned feature generator, transferring semantic and visual representations into aligned features; a synthesized feature generator, producing diverse feature samples of unseen classes in the aligned space. We conduct comprehensive experiments to verify the efficacy of DFS. Results demonstrate its effectiveness to generate diverse features for unseen classes, leading to superior performance on multiple benchmarks. Code will be released upon acceptance.

cs.CV↗

Blocked and Hierarchical Disentangled Representation From Information Theory Perspective

We propose a novel and theoretical model, blocked and hierarchical variational autoencoder (BHiVAE), to get better-disentangled representation. It is well known that information theory has an excellent explanatory meaning for the network, so we start to solve the disentanglement problem from the perspective of information theory. BHiVAE mainly comes from the information bottleneck theory and information maximization principle. Our main idea is that (1) Neurons block not only one neuron node is used to represent attribute, which can contain enough information; (2) Create a hierarchical structure with different attributes on different layers, so that we can segment the information within each layer to ensure that the final representation is disentangled. Furthermore, we present supervised and unsupervised BHiVAE, respectively, where the difference is mainly reflected in the separation of information between different blocks. In supervised BHiVAE, we utilize the label information as the standard to separate blocks. In unsupervised BHiVAE, without extra information, we use the Total Correlation (TC) measure to achieve independence, and we design a new prior distribution of the latent space to guide the representation learning. It also exhibits excellent disentanglement results in experiments and superior classification accuracy in representation learning.

cs.IT↗

A Robust Point Sets Matching Method

Point sets matching method is very important in computer vision, feature extraction, fingerprint matching, motion estimation and so on. This paper proposes a robust point sets matching method. We present an iterative algorithm that is robust to noise case. Firstly, we calculate all transformations between two points. Then similarity matrix are computed to measure the possibility that two transformation are both true. We iteratively update the matching score matrix by using the similarity matrix. By using matching algorithm on graph, we obtain the matching result. Experimental results obtained by our approach show robustness to outlier and jitter.

cs.CV↗