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Dan Xu

Publications and source records attributed to Dan Xu.

At least 73 records · Page 4Linked to original sources

Physics-informed Imitative Reinforcement Learning for Real-world Driving

Recent advances in imitative reinforcement learning (IRL) have considerably enhanced the ability of autonomous agents to assimilate expert demonstrations, leading to rapid skill acquisition in a range of demanding tasks. However, such learning-based agents face significant challenges when transferring knowledge to highly dynamic closed-loop environments. Their performance is significantly impacted by the conflicting optimization objectives of imitation learning (IL) and reinforcement learning (RL), sample inefficiency, and the complexity of uncovering the hidden world model and physics. To address this challenge, we propose a physics-informed IRL that is entirely data-driven. It leverages both expert demonstration data and exploratory data with a joint optimization objective, allowing the underlying physical principles of vehicle dynamics to emerge naturally from the training process. The performance is evaluated through empirical experiments and results exceed popular IL, RL and IRL algorithms in closed-loop settings on Waymax benchmark. Our approach exhibits 37.8% reduction in collision rate and 22.2% reduction in off-road rate compared to the baseline method.

cs.RO↗

Taming LLMs by Scaling Learning Rates with Gradient Grouping

Training large language models (LLMs) poses challenges due to their massive scale and heterogeneous architectures. While adaptive optimizers like AdamW help address gradient variations, they still struggle with efficient and effective parameter-wise learning rate estimation, resulting in training instability, slow convergence, and poor compatibility with parameter-efficient fine-tuning (PEFT) techniques. This work introduces Scaling with Gradient Grouping (SGG), an optimizer wrapper that improves adaptive learning rate estimation by dynamic grouping and group-specific scaling. SGG first groups gradient statistics in each layer into clusters and then applies cluster-specific scaling to calibrate learning rates for each parameter, thus imposing collective group-wise constraints while maintaining precise per-parameter adaptation. Experiments on diverse (M)LLM benchmarks show that SGG integrates seamlessly with existing optimizers, and offers consistent gains and faster convergence over baselines, with various model sizes. Its stability across varying batch sizes and learning rates establishes SGG as a robust choice for LLM optimization.

cs.LG↗

HAMF: A Hybrid Attention-Mamba Framework for Joint Scene Context Understanding and Future Motion Representation Learning

Motion forecasting represents a critical challenge in autonomous driving systems, requiring accurate prediction of surrounding agents' future trajectories. While existing approaches predict future motion states with the extracted scene context feature from historical agent trajectories and road layouts, they suffer from the information degradation during the scene feature encoding. To address the limitation, we propose HAMF, a novel motion forecasting framework that learns future motion representations with the scene context encoding jointly, to coherently combine the scene understanding and future motion state prediction. We first embed the observed agent states and map information into 1D token sequences, together with the target multi-modal future motion features as a set of learnable tokens. Then we design a unified Attention-based encoder, which synergistically combines self-attention and cross-attention mechanisms to model the scene context information and aggregate future motion features jointly. Complementing the encoder, we implement the Mamba module in the decoding stage to further preserve the consistency and correlations among the learned future motion representations, to generate the accurate and diverse final trajectories. Extensive experiments on Argoverse 2 benchmark demonstrate that our hybrid Attention-Mamba model achieves state-of-the-art motion forecasting performance with the simple and lightweight architecture.

cs.CV↗

MM-Ego: Towards Building Egocentric Multimodal LLMs for Video QA

This research aims to comprehensively explore building a multimodal foundation model for egocentric video understanding. To achieve this goal, we work on three fronts. First, as there is a lack of QA data for egocentric video understanding, we automatically generate 7M high-quality QA samples for egocentric videos ranging from 30 seconds to one hour long in Ego4D based on human-annotated data. This is one of the largest egocentric QA datasets. Second, we contribute a challenging egocentric QA benchmark with 629 videos and 7,026 questions to evaluate the models' ability in recognizing and memorizing visual details across videos of varying lengths. We introduce a new de-biasing evaluation method to help mitigate the unavoidable language bias present in the models being evaluated. Third, we propose a specialized multimodal architecture featuring a novel "Memory Pointer Prompting" mechanism. This design includes a \textit{global glimpse} step to gain an overarching understanding of the entire video and identify key visual information, followed by a fallback step that utilizes the key visual information to generate responses. This enables the model to more effectively comprehend extended video content. With the data, benchmark, and model, we build MM-Ego, an egocentric multimodal LLM that shows powerful performance on egocentric video understanding.

cs.CV↗

Audio-visual Controlled Video Diffusion with Masked Selective State Spaces Modeling for Natural Talking Head Generation

Talking head synthesis is vital for virtual avatars and human-computer interaction. However, most existing methods are typically limited to accepting control from a single primary modality, restricting their practical utility. To this end, we introduce \textbf{ACTalker}, an end-to-end video diffusion framework that supports both multi-signals control and single-signal control for talking head video generation. For multiple control, we design a parallel mamba structure with multiple branches, each utilizing a separate driving signal to control specific facial regions. A gate mechanism is applied across all branches, providing flexible control over video generation. To ensure natural coordination of the controlled video both temporally and spatially, we employ the mamba structure, which enables driving signals to manipulate feature tokens across both dimensions in each branch. Additionally, we introduce a mask-drop strategy that allows each driving signal to independently control its corresponding facial region within the mamba structure, preventing control conflicts. Experimental results demonstrate that our method produces natural-looking facial videos driven by diverse signals and that the mamba layer seamlessly integrates multiple driving modalities without conflict. The project website can be found at https://harlanhong.github.io/publications/actalker/index.html.

cs.CV↗

Synergizing Motion and Appearance: Multi-Scale Compensatory Codebooks for Talking Head Video Generation

Talking head video generation aims to generate a realistic talking head video that preserves the person's identity from a source image and the motion from a driving video. Despite the promising progress made in the field, it remains a challenging and critical problem to generate videos with accurate poses and fine-grained facial details simultaneously. Essentially, facial motion is often highly complex to model precisely, and the one-shot source face image cannot provide sufficient appearance guidance during generation due to dynamic pose changes. To tackle the problem, we propose to jointly learn motion and appearance codebooks and perform multi-scale codebook compensation to effectively refine both the facial motion conditions and appearance features for talking face image decoding. Specifically, the designed multi-scale motion and appearance codebooks are learned simultaneously in a unified framework to store representative global facial motion flow and appearance patterns. Then, we present a novel multi-scale motion and appearance compensation module, which utilizes a transformer-based codebook retrieval strategy to query complementary information from the two codebooks for joint motion and appearance compensation. The entire process produces motion flows of greater flexibility and appearance features with fewer distortions across different scales, resulting in a high-quality talking head video generation framework. Extensive experiments on various benchmarks validate the effectiveness of our approach and demonstrate superior generation results from both qualitative and quantitative perspectives when compared to state-of-the-art competitors.

cs.CV↗

GaussHDR: High Dynamic Range Gaussian Splatting via Learning Unified 3D and 2D Local Tone Mapping

High dynamic range (HDR) novel view synthesis (NVS) aims to reconstruct HDR scenes by leveraging multi-view low dynamic range (LDR) images captured at different exposure levels. Current training paradigms with 3D tone mapping often result in unstable HDR reconstruction, while training with 2D tone mapping reduces the model's capacity to fit LDR images. Additionally, the global tone mapper used in existing methods can impede the learning of both HDR and LDR representations. To address these challenges, we present GaussHDR, which unifies 3D and 2D local tone mapping through 3D Gaussian splatting. Specifically, we design a residual local tone mapper for both 3D and 2D tone mapping that accepts an additional context feature as input. We then propose combining the dual LDR rendering results from both 3D and 2D local tone mapping at the loss level. Finally, recognizing that different scenes may exhibit varying balances between the dual results, we introduce uncertainty learning and use the uncertainties for adaptive modulation. Extensive experiments demonstrate that GaussHDR significantly outperforms state-of-the-art methods in both synthetic and real-world scenarios.

cs.CV↗

Flow-NeRF: Joint Learning of Geometry, Poses, and Dense Flow within Unified Neural Representations

Learning accurate scene reconstruction without pose priors in neural radiance fields is challenging due to inherent geometric ambiguity. Recent development either relies on correspondence priors for regularization or uses off-the-shelf flow estimators to derive analytical poses. However, the potential for jointly learning scene geometry, camera poses, and dense flow within a unified neural representation remains largely unexplored. In this paper, we present Flow-NeRF, a unified framework that simultaneously optimizes scene geometry, camera poses, and dense optical flow all on-the-fly. To enable the learning of dense flow within the neural radiance field, we design and build a bijective mapping for flow estimation, conditioned on pose. To make the scene reconstruction benefit from the flow estimation, we develop an effective feature enhancement mechanism to pass canonical space features to world space representations, significantly enhancing scene geometry. We validate our model across four important tasks, i.e., novel view synthesis, depth estimation, camera pose prediction, and dense optical flow estimation, using several datasets. Our approach surpasses previous methods in almost all metrics for novel-view view synthesis and depth estimation and yields both qualitatively sound and quantitatively accurate novel-view flow. Our project page is https://zhengxunzhi.github.io/flownerf/.

cs.CV↗

F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting

This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.

cs.CV↗

Multi-Attribute Multi-Grained Adaptation of Pre-Trained Language Models for Text Understanding from Bayesian Perspective

Current neural networks often employ multi-domain-learning or attribute-injecting mechanisms to incorporate non-independent and identically distributed (non-IID) information for text understanding tasks by capturing individual characteristics and the relationships among samples. However, the extent of the impact of non-IID information and how these methods affect pre-trained language models (PLMs) remains unclear. This study revisits the assumption that non-IID information enhances PLMs to achieve performance improvements from a Bayesian perspective, which unearths and integrates non-IID and IID features. Furthermore, we proposed a multi-attribute multi-grained framework for PLM adaptations (M2A), which combines multi-attribute and multi-grained views to mitigate uncertainty in a lightweight manner. We evaluate M2A through prevalent text-understanding datasets and demonstrate its superior performance, mainly when data are implicitly non-IID, and PLMs scale larger.

cs.CL↗

Vision-aware Multimodal Prompt Tuning for Uploadable Multi-source Few-shot Domain Adaptation

Conventional multi-source domain few-shot adaptation (MFDA) faces the challenge of further reducing the load on edge-side devices in low-resource scenarios. Considering the native language-supervised advantage of CLIP and the plug-and-play nature of prompt to transfer CLIP efficiently, this paper introduces an uploadable multi-source few-shot domain adaptation (UMFDA) schema. It belongs to a decentralized edge collaborative learning in the edge-side models that must maintain a low computational load. And only a limited amount of annotations in source domain data is provided, with most of the data being unannotated. Further, this paper proposes a vision-aware multimodal prompt tuning framework (VAMP) under the decentralized schema, where the vision-aware prompt guides the text domain-specific prompt to maintain semantic discriminability and perceive the domain information. The cross-modal semantic and domain distribution alignment losses optimize each edge-side model, while text classifier consistency and semantic diversity losses promote collaborative learning among edge-side models. Extensive experiments were conducted on OfficeHome and DomainNet datasets to demonstrate the effectiveness of the proposed VAMP in the UMFDA, which outperformed the previous prompt tuning methods.

cs.CV↗

Taming Video Diffusion Prior with Scene-Grounding Guidance for 3D Gaussian Splatting from Sparse Inputs

Despite recent successes in novel view synthesis using 3D Gaussian Splatting (3DGS), modeling scenes with sparse inputs remains a challenge. In this work, we address two critical yet overlooked issues in real-world sparse-input modeling: extrapolation and occlusion. To tackle these issues, we propose to use a reconstruction by generation pipeline that leverages learned priors from video diffusion models to provide plausible interpretations for regions outside the field of view or occluded. However, the generated sequences exhibit inconsistencies that do not fully benefit subsequent 3DGS modeling. To address the challenge of inconsistencies, we introduce a novel scene-grounding guidance based on rendered sequences from an optimized 3DGS, which tames the diffusion model to generate consistent sequences. This guidance is training-free and does not require any fine-tuning of the diffusion model. To facilitate holistic scene modeling, we also propose a trajectory initialization method. It effectively identifies regions that are outside the field of view and occluded. We further design a scheme tailored for 3DGS optimization with generated sequences. Experiments demonstrate that our method significantly improves upon the baseline and achieves state-of-the-art performance on challenging benchmarks.

cs.CV↗

Empowering Sparse-Input Neural Radiance Fields with Dual-Level Semantic Guidance from Dense Novel Views

Neural Radiance Fields (NeRF) have shown remarkable capabilities for photorealistic novel view synthesis. One major deficiency of NeRF is that dense inputs are typically required, and the rendering quality will drop drastically given sparse inputs. In this paper, we highlight the effectiveness of rendered semantics from dense novel views, and show that rendered semantics can be treated as a more robust form of augmented data than rendered RGB. Our method enhances NeRF's performance by incorporating guidance derived from the rendered semantics. The rendered semantic guidance encompasses two levels: the supervision level and the feature level. The supervision-level guidance incorporates a bi-directional verification module that decides the validity of each rendered semantic label, while the feature-level guidance integrates a learnable codebook that encodes semantic-aware information, which is queried by each point via the attention mechanism to obtain semantic-relevant predictions. The overall semantic guidance is embedded into a self-improved pipeline. We also introduce a more challenging sparse-input indoor benchmark, where the number of inputs is limited to as few as 6. Experiments demonstrate the effectiveness of our method and it exhibits superior performance compared to existing approaches.

cs.CV↗

Human-Centric Foundation Models: Perception, Generation and Agentic Modeling

Human understanding and generation are critical for modeling digital humans and humanoid embodiments. Recently, Human-centric Foundation Models (HcFMs) inspired by the success of generalist models, such as large language and vision models, have emerged to unify diverse human-centric tasks into a single framework, surpassing traditional task-specific approaches. In this survey, we present a comprehensive overview of HcFMs by proposing a taxonomy that categorizes current approaches into four groups: (1) Human-centric Perception Foundation Models that capture fine-grained features for multi-modal 2D and 3D understanding. (2) Human-centric AIGC Foundation Models that generate high-fidelity, diverse human-related content. (3) Unified Perception and Generation Models that integrate these capabilities to enhance both human understanding and synthesis. (4) Human-centric Agentic Foundation Models that extend beyond perception and generation to learn human-like intelligence and interactive behaviors for humanoid embodied tasks. We review state-of-the-art techniques, discuss emerging challenges and future research directions. This survey aims to serve as a roadmap for researchers and practitioners working towards more robust, versatile, and intelligent digital human and embodiments modeling.

cs.CV↗

I Think, Therefore I Diffuse: Enabling Multimodal In-Context Reasoning in Diffusion Models

This paper presents ThinkDiff, a novel alignment paradigm that empowers text-to-image diffusion models with multimodal in-context understanding and reasoning capabilities by integrating the strengths of vision-language models (VLMs). Existing multimodal diffusion finetuning methods largely focus on pixel-level reconstruction rather than in-context reasoning, and are constrained by the complexity and limited availability of reasoning-based datasets. ThinkDiff addresses these challenges by leveraging vision-language training as a proxy task, aligning VLMs with the decoder of an encoder-decoder large language model (LLM) instead of a diffusion decoder. This proxy task builds on the observation that the $\textbf{LLM decoder}$ shares the same input feature space with $\textbf{diffusion decoders}$ that use the corresponding $\textbf{LLM encoder}$ for prompt embedding. As a result, aligning VLMs with diffusion decoders can be simplified through alignment with the LLM decoder. Without complex training and datasets, ThinkDiff effectively unleashes understanding, reasoning, and composing capabilities in diffusion models. Experiments demonstrate that ThinkDiff significantly improves accuracy from 19.2% to 46.3% on the challenging CoBSAT benchmark for multimodal in-context reasoning generation, with only 5 hours of training on 4 A100 GPUs. Additionally, ThinkDiff demonstrates exceptional performance in composing multiple images and texts into logically coherent images. Project page: https://mizhenxing.github.io/ThinkDiff.

cs.LG↗

Free-viewpoint Human Animation with Pose-correlated Reference Selection

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

cs.CV↗

LeC$^2$O-NeRF: Learning Continuous and Compact Large-Scale Occupancy for Urban Scenes

In NeRF, a critical problem is to effectively estimate the occupancy to guide empty-space skipping and point sampling. Grid-based methods work well for small-scale scenes. However, on large-scale scenes, they are limited by predefined bounding boxes, grid resolutions, and high memory usage for grid updates, and thus struggle to speed up training for large-scale, irregularly bounded and complex urban scenes without sacrificing accuracy. In this paper, we propose to learn a continuous and compact large-scale occupancy network, which can classify 3D points as occupied or unoccupied points. We train this occupancy network end-to-end together with the radiance field in a self-supervised manner by three designs. First, we propose a novel imbalanced occupancy loss to regularize the occupancy network. It makes the occupancy network effectively control the ratio of unoccupied and occupied points, motivated by the prior that most of 3D scene points are unoccupied. Second, we design an imbalanced architecture containing a large scene network and a small empty space network to separately encode occupied and unoccupied points classified by the occupancy network. This imbalanced structure can effectively model the imbalanced nature of occupied and unoccupied regions. Third, we design an explicit density loss to guide the occupancy network, making the density of unoccupied points smaller. As far as we know, we are the first to learn a continuous and compact occupancy of large-scale NeRF by a network. In our experiments, our occupancy network can quickly learn more compact, accurate and smooth occupancy compared to the occupancy grid. With our learned occupancy as guidance for empty space skipping on challenging large-scale benchmarks, our method consistently obtains higher accuracy compared to the occupancy grid, and our method can speed up state-of-the-art NeRF methods without sacrificing accuracy.

cs.CV↗

DreamHead: Learning Spatial-Temporal Correspondence via Hierarchical Diffusion for Audio-driven Talking Head Synthesis

Audio-driven talking head synthesis strives to generate lifelike video portraits from provided audio. The diffusion model, recognized for its superior quality and robust generalization, has been explored for this task. However, establishing a robust correspondence between temporal audio cues and corresponding spatial facial expressions with diffusion models remains a significant challenge in talking head generation. To bridge this gap, we present DreamHead, a hierarchical diffusion framework that learns spatial-temporal correspondences in talking head synthesis without compromising the model's intrinsic quality and adaptability.~DreamHead learns to predict dense facial landmarks from audios as intermediate signals to model the spatial and temporal correspondences.~Specifically, a first hierarchy of audio-to-landmark diffusion is first designed to predict temporally smooth and accurate landmark sequences given audio sequence signals. Then, a second hierarchy of landmark-to-image diffusion is further proposed to produce spatially consistent facial portrait videos, by modeling spatial correspondences between the dense facial landmark and appearance. Extensive experiments show that proposed DreamHead can effectively learn spatial-temporal consistency with the designed hierarchical diffusion and produce high-fidelity audio-driven talking head videos for multiple identities.

cs.MM↗