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Guan-Ming Su

Publications and source records attributed to Guan-Ming Su.

17 recordsLinked to original sources

Audio-Visual Continual Test-Time Adaptation without Forgetting

Audio-visual continual test-time adaptation involves continually adapting a source audio-visual model at test-time, to unlabeled non-stationary domains, where either or both modalities can be distributionally shifted, which hampers online cross-modal learning and eventually leads to poor accuracy. While previous works have tackled this problem, we find that SOTA methods suffer from catastrophic forgetting where the model's performance drops well below even the source model due to continual parameter updates at test-time. In this work, we first show that adapting only the modality fusion layer to a target domain not only improves performance on that domain but can also enhance performance on subsequent domains. Based on this strong cross-task transferability of the fusion layer's parameters, we propose a method, $\texttt{AVReCAP}$, that improves test-time performance of the models without access to any source data. Our approach works by using a selective parameter retrieval mechanism that dynamically retrieves the best fusion layer parameters from a buffer using only a small batch of test data. These parameters are then integrated into the model, adapted to the current test distribution, and saved back for future use. Extensive experiments on benchmark datasets involving unimodal and bimodal corruptions show our proposed $\texttt{AVReCAP}$ significantly outperforms existing methods while minimizing catastrophic forgetting.

cs.LG

Low-Bitrate Video Compression through Semantic-Conditioned Diffusion

Traditional video codecs optimized for pixel fidelity collapse at ultra-low bitrates and produce severe artifacts. This failure arises from a fundamental misalignment between pixel accuracy and human perception. We propose a semantic video compression framework named DiSCo that transmits only the most meaningful information while relying on generative priors for detail synthesis. The source video is decomposed into three compact modalities: a textual description, a spatiotemporally degraded video, and optional sketches or poses that respectively capture semantic, appearance, and motion cues. A conditional video diffusion model then reconstructs high-quality, temporally coherent videos from these compact representations. Temporal forward filling, token interleaving, and modality-specific codecs are proposed to improve multimodal generation and modality compactness. Experiments show that our method outperforms baseline semantic and traditional codecs by 2-10X on perceptual metrics at low bitrates.

cs.CV

Zero-Shot Personalized Camera Motion Control for Image-to-Video Synthesis

Specifying nuanced and compelling camera motion remains a significant hurdle for non-expert creators using generative tools, creating an "expressive gap" where generic text prompts fail to capture cinematic vision. This barrier limits individual creativity and restricts the accessibility of cinematic production for small-scale industries and educational content creators. To address this, we present a zero-shot diffusion-based framework for personalized camera motion control, enabling the transfer of cinematic movements from a single reference video onto a user-provided static image without requiring 3D data, predefined trajectories, or complex graphical interfaces. Our technical contribution involves an inference-time optimization strategy using dual Low-Rank Adaptation (LoRA) networks, with an orthogonality regularizer that encourages separation between spatial appearance and temporal motion updates, alongside a homography-based refinement strategy that provides weak geometric guidance. We evaluate our approach using a new metric, CameraScore, and two distinct user studies. A 72-participant perceptual study demonstrates that our method significantly outperforms existing baselines in motion accuracy (90.45% preference) and scene preservation (70.31% preference). Furthermore, a 12-participant task-based interaction study confirms that our workflow significantly improves usability and creative control (p < 0.001) compared to standard text- or preset-based prompts. We hope this work lays a foundation for future advancements in camera motion transfer across diverse scenes.

cs.CV

Geometry-Guided Camera Motion Understanding in VideoLLMs

Camera motion is a fundamental geometric signal that shapes visual perception and cinematic style, yet current video-capable vision-language models (VideoLLMs) rarely represent it explicitly and often fail on fine-grained motion primitives. We address this gap with a framework of $\textbf{benchmarking}$, $\textbf{diagnosis}$, and $\textbf{injection}$. We curate $\textbf{CameraMotionDataset}$, a large-scale synthetic dataset with explicit camera control, formulate camera motion as constraint-aware multi-label recognition, and construct a VQA benchmark--$\textbf{CameraMotionVQA}$. Across diverse off-the-shelf VideoLLMs, we observe substantial errors in recognizing camera motion primitives. Probing experiments on a Qwen2.5-VL vision encoder suggest that camera motion cues are weakly represented, especially in deeper ViT blocks, helping explain the observed failure modes. To bridge this gap without costly training or fine-tuning, we propose a lightweight, model-agnostic pipeline that extracts geometric camera cues from 3D foundation models (3DFMs), predicts constrained motion primitives with a temporal classifier, and injects them into downstream VideoLLM inference via structured prompting. Experiments demonstrate improved motion recognition and more camera-aware model responses, highlighting geometry-driven cue extraction and structured prompting as practical steps toward a camera-aware VideoLLM and VLA system. The dataset and benchmark is publicly available at https://hf.co/datasets/fengyee/camera-motion-dataset-and-benchmark.

cs.CV

SyncTrack4D: Cross-Video Motion Alignment and Video Synchronization for Multi-Video 4D Gaussian Splatting

Modeling dynamic 3D scenes is challenging due to their high-dimensional nature, which requires aggregating information from multiple views to reconstruct time-evolving 3D geometry and motion. We present a novel multi-video 4D Gaussian Splatting (4DGS) approach designed to handle real-world, unsynchronized video sets. Our approach, SyncTrack4D, directly leverages dense 4D track representation of dynamic scene parts as cues for simultaneous cross-video synchronization and 4DGS reconstruction. We first compute dense per-video 4D feature tracks and cross-video track correspondences by Fused Gromov-Wasserstein optimal transport approach. Next, we perform global frame-level temporal alignment to maximize overlapping motion of matched 4D tracks. Finally, we achieve sub-frame synchronization through our multi-video 4D Gaussian splatting built upon a motion-spline scaffold representation. The final output is a synchronized 4DGS representation with dense, explicit 3D trajectories, and temporal offsets for each video. We evaluate our approach on the Panoptic Studio and SyncNeRF Blender, demonstrating sub-frame synchronization accuracy with an average temporal error below 0.26 frames, and high-fidelity 4D reconstruction reaching 26.3 PSNR scores on the Panoptic Studio dataset. To the best of our knowledge, our work is the first general 4D Gaussian Splatting approach for unsynchronized video sets, without assuming the existence of predefined scene objects or prior models.

cs.CV

INT-DTT+: Low-Complexity Data-Dependent Transforms for Video Coding

Discrete trigonometric transforms (DTTs), such as the DCT-2 and the DST-7, are widely used in video codecs for their balance between coding performance and computational efficiency. In contrast, data-dependent transforms, such as the Karhunen-Loève transform (KLT) and graph-based separable transforms (GBSTs), offer better energy compaction but lack symmetries that can be exploited to reduce computational complexity. This paper bridges this gap by introducing a general framework to design low-complexity data-dependent transforms. Our approach builds on DTT+, a family of GBSTs derived from rank-one updates of the DTT graphs, which can adapt to signal statistics while retaining a structure amenable to fast computation. We first propose a graph learning algorithm for DTT+ that estimates the rank-one updates for rows and column graphs jointly, capturing the statistical properties of the overall block. Then, we exploit the progressive structure of DTT+ to decompose the kernel into a base DTT and a structured Cauchy matrix. By leveraging low-complexity integer DTTs and sparsifying the Cauchy matrix, we construct an integer approximation to DTT+, termed INT-DTT+. This approximation significantly reduces both computational and memory complexities with respect to the separable KLT with minimal performance loss. We validate our approach in the context of mode-dependent transforms for the VVC standard, following a rate-distortion optimized transform (RDOT) design approach. Integrated into the explicit multiple transform selection (MTS) framework of VVC in a rate-distortion optimization setup, INT-DTT+ achieves more than 3% BD-rate savings over the VVC MTS baseline, with complexity comparable to the integer DCT-2 once the base DTT coefficients are available.

eess.IV

Standardizing Generative Face Video Compression using Supplemental Enhancement Information

This paper proposes a Generative Face Video Compression (GFVC) approach using Supplemental Enhancement Information (SEI), where a series of compact spatial and temporal representations of a face video signal (e.g., 2D/3D keypoints, facial semantics and compact features) can be coded using SEI messages and inserted into the coded video bitstream. At the time of writing, the proposed GFVC approach using SEI messages has been included into a draft amendment of the Versatile Supplemental Enhancement Information (VSEI) standard by the Joint Video Experts Team (JVET) of ISO/IEC JTC 1/SC 29 and ITU-T SG21, which will be standardized as a new version of ITU-T H.274 | ISO/IEC 23002-7. To the best of the authors' knowledge, the JVET work on the proposed SEI-based GFVC approach is the first standardization activity for generative video compression. The proposed SEI approach has not only advanced the reconstruction quality of early-day Model-Based Coding (MBC) via the state-of-the-art generative technique, but also established a new SEI definition for future GFVC applications and deployment. Experimental results illustrate that the proposed SEI-based GFVC approach can achieve remarkable rate-distortion performance compared with the latest Versatile Video Coding (VVC) standard, whilst also potentially enabling a wide variety of functionalities including user-specified animation/filtering and metaverse-related applications.

cs.CV

Event Camera Guided Visual Media Restoration & 3D Reconstruction: A Survey

Event camera sensors are bio-inspired sensors which asynchronously capture per-pixel brightness changes and output a stream of events encoding the polarity, location and time of these changes. These systems are witnessing rapid advancements as an emerging field, driven by their low latency, reduced power consumption, and ultra-high capture rates. This survey explores the evolution of fusing event-stream captured with traditional frame-based capture, highlighting how this synergy significantly benefits various video restoration and 3D reconstruction tasks. The paper systematically reviews major deep learning contributions to image/video enhancement and restoration, focusing on two dimensions: temporal enhancement (such as frame interpolation and motion deblurring) and spatial enhancement (including super-resolution, low-light and HDR enhancement, and artifact reduction). This paper also explores how the 3D reconstruction domain evolves with the advancement of event driven fusion. Diverse topics are covered, with in-depth discussions on recent works for improving visual quality under challenging conditions. Additionally, the survey compiles a comprehensive list of openly available datasets, enabling reproducible research and benchmarking. By consolidating recent progress and insights, this survey aims to inspire further research into leveraging event camera systems, especially in combination with deep learning, for advanced visual media restoration and enhancement.

cs.CV

Deciphering the Soliton-Halo Relation in Fuzzy Dark Matter

Soliton cores at the center of fuzzy dark matter (FDM) halos provide a promising way to distinguish FDM from other dark matter models. However, the relation between solitons and their host halos remains contentious. Here, we rigorously examine this soliton-halo relation (SHR) using a rich set of cosmological simulations across various FDM particle masses, halo masses, and redshifts. We explicitly demonstrate thermal equilibrium between solitons and surrounding halo granules, energy equipartition within halos, and an FDM concentration-mass-nonisothermality relation. For each FDM halo, we confirm that its density profile outside the central soliton matches a collisionless N-body simulation from the same initial condition, serving as stringent numerical convergence tests. Our refined SHR agrees well with virialized halos in simulations, with a $1σ$ deviation of less than $30\%$. These findings not only reaffirm the SHR proposed by Schive et al. (2014) but also offer a more comprehensive understanding that extends its applicability. The simulation code GAMER is accessible at https://github.com/gamer-project/gamer. A Python script for computing the theoretical SHR is available at https://github.com/calab-ntu/fdm-soliton-halo-relation.

astro-ph.CO

Cosmological zoom-in simulation of fuzzy dark matter down to z = 0: tidal evolution of subhaloes in a Milky Way-sized halo

Subhaloes are critical in distinguishing dark matter models, yet their evolution within galactic haloes, particularly in the Fuzzy Dark Matter (FDM) model, remains challenging to fully investigate in numerical simulations. In this work, we employ the fluid-wave hybrid scheme recently implemented in the GAMER-2 code to perform a cosmological zoom-in simulation of a Milky Way-sized halo with an FDM particle mass of m = 2 x 10^(-23) eV. It simultaneously resolves the solitonic core of the host halo and tracks the complex tidal evolution of subhaloes down to redshift z = 0. We examine the internal structure of subhaloes by analyzing their density profiles, velocity dispersions, and density power spectra across various redshifts. Our findings show that partially tidally stripped subhaloes deviate from the core-halo mass relation; their solitons remain intact and are enveloped by smaller granules predominantly from the host halo. Furthermore, our simulation unravels a complex tidal evolution of FDM subhaloes. On the one hand, we observe a subhalo core undergoing complete tidal disruption at z ~ 0.14, which later reemerges near the outskirts of the host halo around z ~ 0. This disruption event, characterized by a core contaminated with interference fringes from the host halo's wave function, occurs earlier than previously predicted. On the other hand, FDM subhaloes have denser cores before infall due to the presence of central solitons, making them more resilient to tidal disruption than their N-body counterparts. Our results demonstrate GAMER-2's capability to resolve non-linear FDM substructure down to z = 0, paving the way for future studies of larger FDM subhalo samples with heavier particle masses. The simulation code GAMER-2 and the simulation setup used in this work are available at https://github.com/gamer-project/gamer.

astro-ph.CO

Parametric Shadow Control for Portrait Generation in Text-to-Image Diffusion Models

Text-to-image diffusion models excel at generating diverse portraits, but lack intuitive shadow control. Existing editing approaches, as post-processing, struggle to offer effective manipulation across diverse styles. Additionally, these methods either rely on expensive real-world light-stage data collection or require extensive computational resources for training. To address these limitations, we introduce Shadow Director, a method that extracts and manipulates hidden shadow attributes within well-trained diffusion models. Our approach uses a small estimation network that requires only a few thousand synthetic images and hours of training-no costly real-world light-stage data needed. Shadow Director enables parametric and intuitive control over shadow shape, placement, and intensity during portrait generation while preserving artistic integrity and identity across diverse styles. Despite training only on synthetic data built on real-world identities, it generalizes effectively to generated portraits with diverse styles, making it a more accessible and resource-friendly solution.

cs.CV

V-Trans4Style: Visual Transition Recommendation for Video Production Style Adaptation

We introduce V-Trans4Style, an innovative algorithm tailored for dynamic video content editing needs. It is designed to adapt videos to different production styles like documentaries, dramas, feature films, or a specific YouTube channel's video-making technique. Our algorithm recommends optimal visual transitions to help achieve this flexibility using a more bottom-up approach. We first employ a transformer-based encoder-decoder network to learn recommending temporally consistent and visually seamless sequences of visual transitions using only the input videos. We then introduce a style conditioning module that leverages this model to iteratively adjust the visual transitions obtained from the decoder through activation maximization. We demonstrate the efficacy of our method through experiments conducted on our newly introduced AutoTransition++ dataset. It is a 6k video version of AutoTransition Dataset that additionally categorizes its videos into different production style categories. Our encoder-decoder model outperforms the state-of-the-art transition recommendation method, achieving improvements of 10% to 80% in Recall@K and mean rank values over baseline. Our style conditioning module results in visual transitions that improve the capture of the desired video production style characteristics by an average of around 12% in comparison to other methods when measured with similarity metrics. We hope that our work serves as a foundation for exploring and understanding video production styles further.

cs.CV

Analysis of Coding Gain Due to In-Loop Reshaping

Reshaping, a point operation that alters the characteristics of signals, has been shown capable of improving the compression ratio in video coding practices. Out-of-loop reshaping that directly modifies the input video signal was first adopted as the supplemental enhancement information (SEI) for the HEVC/H.265 without the need to alter the core design of the video codec. VVC/H.266 further improves the coding efficiency by adopting in-loop reshaping that modifies the residual signal being processed in the hybrid coding loop. In this paper, we theoretically analyze the rate-distortion performance of the in-loop reshaping and use experiments to verify the theoretical result. We prove that the in-loop reshaping can improve coding efficiency when the entropy coder adopted in the coding pipeline is suboptimal, which is in line with the practical scenarios that video codecs operate in. We derive the PSNR gain in a closed form and show that the theoretically predicted gain is consistent with that measured from experiments using standard testing video sequences.

eess.IV

Galactic disc heating by density granulation in fuzzy dark matter simulations

Fuzzy dark matter (FDM), an attractive dark matter candidate comprising ultralight bosons (axions) with a particle mass $m_a\sim10^{-22}$ eV, is motivated by the small-scale challenges of cold dark matter and features a kpc-size de Broglie wavelength. Quantum wave interference inside an FDM halo gives rise to stochastically fluctuating density granulation; the resulting gravitational perturbations could drive significant disc thickening, providing a natural explanation for galactic thick discs. Here we present the first self-consistent simulations of FDM haloes and stellar discs, exploring $m_a=0.2-1.2\times10^{-22}$ eV and halo masses $M_\text{h} = 0.7-2.8\times10^{11}$ M$_\odot$. Disc thickening is observed in all simulated systems. The disc heating rates are approximately constant in time and increase substantially with decreasing $m_a$, reaching $dh/dt \simeq 0.04$ ($0.4$) kpc Gyr$^{-1}$ and $dσ_z^2/dt \simeq4$ ($150$) km$^2$s$^{-2}$Gyr$^{-1}$ for $m_a=1.2$ ($0.2$) $\times10^{-22}$ eV and $M_\text{h} =7\times10^{10} \text{M}_\odot$, where $h$ is the disc scale height and $σ_z$ is the vertical velocity dispersion. These simulated heating rates agree within a factor of two with the theoretical estimates of Chiang et al., confirming that the rough estimate of Church et al. overpredicts the granulation-driven disc heating rate by two orders of magnitude. However, the simulation-inferred heating rates scale less steeply than the theoretically predicted relation $dσ^2_z/dt \propto m_a^{-3}$. Finally, we examine the applicability of the Fokker-Planck approximation in FDM granulation modelling and the robustness of the $m_a$ exclusion bound derived from the Galactic disc kinematics.

astro-ph.GA

"May I Speak?": Multi-modal Attention Guidance in Social VR Group Conversations

In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the difficulties posed by a confined field of view and the absence of detailed gesture tracking in VR, our proposed method aims to mitigate the challenges of noticing new speakers attempting to join the conversation. This approach tailors attention guidance, providing a nuanced experience for highly engaged participants while offering subtler cues for those less engaged, thereby enriching the overall meeting dynamics. Through group interview studies, we gathered insights to guide our design, resulting in a prototype that employs "light" as a diegetic guidance mechanism, complemented by spatial audio. The combination creates an intuitive and immersive meeting environment, effectively directing users' attention to new speakers. An evaluation study, comparing our method to state-of-the-art attention guidance approaches, demonstrated significantly faster response times (p < 0.001), heightened perceived conversation satisfaction (p < 0.001), and preference (p < 0.001) for our method. Our findings contribute to the understanding of design implications for VR social attention guidance, opening avenues for future research and development.

cs.HC

Adaptive Dithering Using Curved Markov-Gaussian Noise in the Quantized Domain for Mapping SDR to HDR Image

High Dynamic Range (HDR) imaging is gaining increased attention due to its realistic content, for not only regular displays but also smartphones. Before sufficient HDR content is distributed, HDR visualization still relies mostly on converting Standard Dynamic Range (SDR) content. SDR images are often quantized, or bit depth reduced, before SDR-to-HDR conversion, e.g. for video transmission. Quantization can easily lead to banding artefacts. In some computing and/or memory I/O limited environment, the traditional solution using spatial neighborhood information is not feasible. Our method includes noise generation (offline) and noise injection (online), and operates on pixels of the quantized image. We vary the magnitude and structure of the noise pattern adaptively based on the luma of the quantized pixel and the slope of the inverse-tone mapping function. Subjective user evaluations confirm the superior performance of our technique.

cs.CV

Impact Analysis of Baseband Quantizer on Coding Efficiency for HDR Video

Digitally acquired high dynamic range (HDR) video baseband signal can take 10 to 12 bits per color channel. It is economically important to be able to reuse the legacy 8 or 10-bit video codecs to efficiently compress the HDR video. Linear or nonlinear mapping on the intensity can be applied to the baseband signal to reduce the dynamic range before the signal is sent to the codec, and we refer to this range reduction step as a baseband quantization. We show analytically and verify using test sequences that the use of the baseband quantizer lowers the coding efficiency. Experiments show that as the baseband quantizer is strengthened by 1.6 bits, the drop of PSNR at a high bitrate is up to 1.60dB. Our result suggests that in order to achieve high coding efficiency, information reduction of videos in terms of quantization error should be introduced in the video codec instead of on the baseband signal.

cs.MM