Searcharxiv⌕ Search

arXiv subjects

Guosheng Lin

Publications and source records attributed to Guosheng Lin.

At least 109 records · Page 6Linked to original sources

Improving Video Violence Recognition with Human Interaction Learning on 3D Skeleton Point Clouds

Deep learning has proved to be very effective in video action recognition. Video violence recognition attempts to learn the human multi-dynamic behaviours in more complex scenarios. In this work, we develop a method for video violence recognition from a new perspective of skeleton points. Unlike the previous works, we first formulate 3D skeleton point clouds from human skeleton sequences extracted from videos and then perform interaction learning on these 3D skeleton point clouds. Specifically, we propose two types of Skeleton Points Interaction Learning (SPIL) strategies: (i) Local-SPIL: by constructing a specific weight distribution strategy between local regional points, Local-SPIL aims to selectively focus on the most relevant parts of them based on their features and spatial-temporal position information. In order to capture diverse types of relation information, a multi-head mechanism is designed to aggregate different features from independent heads to jointly handle different types of relationships between points. (ii) Global-SPIL: to better learn and refine the features of the unordered and unstructured skeleton points, Global-SPIL employs the self-attention layer that operates directly on the sampled points, which can help to make the output more permutation-invariant and well-suited for our task. Extensive experimental results validate the effectiveness of our approach and show that our model outperforms the existing networks and achieves new state-of-the-art performance on video violence datasets.

cs.CV↗

IT3D: Improved Text-to-3D Generation with Explicit View Synthesis

Recent strides in Text-to-3D techniques have been propelled by distilling knowledge from powerful large text-to-image diffusion models (LDMs). Nonetheless, existing Text-to-3D approaches often grapple with challenges such as over-saturation, inadequate detailing, and unrealistic outputs. This study presents a novel strategy that leverages explicitly synthesized multi-view images to address these issues. Our approach involves the utilization of image-to-image pipelines, empowered by LDMs, to generate posed high-quality images based on the renderings of coarse 3D models. Although the generated images mostly alleviate the aforementioned issues, challenges such as view inconsistency and significant content variance persist due to the inherent generative nature of large diffusion models, posing extensive difficulties in leveraging these images effectively. To overcome this hurdle, we advocate integrating a discriminator alongside a novel Diffusion-GAN dual training strategy to guide the training of 3D models. For the incorporated discriminator, the synthesized multi-view images are considered real data, while the renderings of the optimized 3D models function as fake data. We conduct a comprehensive set of experiments that demonstrate the effectiveness of our method over baseline approaches.

cs.CV↗

Collaborative Propagation on Multiple Instance Graphs for 3D Instance Segmentation with Single-point Supervision

Instance segmentation on 3D point clouds has been attracting increasing attention due to its wide applications, especially in scene understanding areas. However, most existing methods operate on fully annotated data while manually preparing ground-truth labels at point-level is very cumbersome and labor-intensive. To address this issue, we propose a novel weakly supervised method RWSeg that only requires labeling one object with one point. With these sparse weak labels, we introduce a unified framework with two branches to propagate semantic and instance information respectively to unknown regions using self-attention and a cross-graph random walk method. Specifically, we propose a Cross-graph Competing Random Walks (CRW) algorithm that encourages competition among different instance graphs to resolve ambiguities in closely placed objects, improving instance assignment accuracy. RWSeg generates high-quality instance-level pseudo labels. Experimental results on ScanNet-v2 and S3DIS datasets show that our approach achieves comparable performance with fully-supervised methods and outperforms previous weakly-supervised methods by a substantial margin.

cs.CV↗

Make-It-4D: Synthesizing a Consistent Long-Term Dynamic Scene Video from a Single Image

We study the problem of synthesizing a long-term dynamic video from only a single image. This is challenging since it requires consistent visual content movements given large camera motions. Existing methods either hallucinate inconsistent perpetual views or struggle with long camera trajectories. To address these issues, it is essential to estimate the underlying 4D (including 3D geometry and scene motion) and fill in the occluded regions. To this end, we present Make-It-4D, a novel method that can generate a consistent long-term dynamic video from a single image. On the one hand, we utilize layered depth images (LDIs) to represent a scene, and they are then unprojected to form a feature point cloud. To animate the visual content, the feature point cloud is displaced based on the scene flow derived from motion estimation and the corresponding camera pose. Such 4D representation enables our method to maintain the global consistency of the generated dynamic video. On the other hand, we fill in the occluded regions by using a pretrained diffusion model to inpaint and outpaint the input image. This enables our method to work under large camera motions. Benefiting from our design, our method can be training-free which saves a significant amount of training time. Experimental results demonstrate the effectiveness of our approach, which showcases compelling rendering results.

cs.CV↗

Self-Calibrated Cross Attention Network for Few-Shot Segmentation

The key to the success of few-shot segmentation (FSS) lies in how to effectively utilize support samples. Most solutions compress support foreground (FG) features into prototypes, but lose some spatial details. Instead, others use cross attention to fuse query features with uncompressed support FG. Query FG could be fused with support FG, however, query background (BG) cannot find matched BG features in support FG, yet inevitably integrates dissimilar features. Besides, as both query FG and BG are combined with support FG, they get entangled, thereby leading to ineffective segmentation. To cope with these issues, we design a self-calibrated cross attention (SCCA) block. For efficient patch-based attention, query and support features are firstly split into patches. Then, we design a patch alignment module to align each query patch with its most similar support patch for better cross attention. Specifically, SCCA takes a query patch as Q, and groups the patches from the same query image and the aligned patches from the support image as K&V. In this way, the query BG features are fused with matched BG features (from query patches), and thus the aforementioned issues will be mitigated. Moreover, when calculating SCCA, we design a scaled-cosine mechanism to better utilize the support features for similarity calculation. Extensive experiments conducted on PASCAL-5^i and COCO-20^i demonstrate the superiority of our model, e.g., the mIoU score under 5-shot setting on COCO-20^i is 5.6%+ better than previous state-of-the-arts. The code is available at https://github.com/Sam1224/SCCAN.

cs.CV↗

Unlimited Knowledge Distillation for Action Recognition in the Dark

Dark videos often lose essential information, which causes the knowledge learned by networks is not enough to accurately recognize actions. Existing knowledge assembling methods require massive GPU memory to distill the knowledge from multiple teacher models into a student model. In action recognition, this drawback becomes serious due to much computation required by video process. Constrained by limited computation source, these approaches are infeasible. To address this issue, we propose an unlimited knowledge distillation (UKD) in this paper. Compared with existing knowledge assembling methods, our UKD can effectively assemble different knowledge without introducing high GPU memory consumption. Thus, the number of teaching models for distillation is unlimited. With our UKD, the network's learned knowledge can be remarkably enriched. Our experiments show that the single stream network distilled with our UKD even surpasses a two-stream network. Extensive experiments are conducted on the ARID dataset.

cs.CV↗

Weakly Supervised 3D Instance Segmentation without Instance-level Annotations

3D semantic scene understanding tasks have achieved great success with the emergence of deep learning, but often require a huge amount of manually annotated training data. To alleviate the annotation cost, we propose the first weakly-supervised 3D instance segmentation method that only requires categorical semantic labels as supervision, and we do not need instance-level labels. The required semantic annotations can be either dense or extreme sparse (e.g. 0.02% of total points). Even without having any instance-related ground-truth, we design an approach to break point clouds into raw fragments and find the most confident samples for learning instance centroids. Furthermore, we construct a recomposed dataset using pseudo instances, which is used to learn our defined multilevel shape-aware objectness signal. An asymmetrical object inference algorithm is followed to process core points and boundary points with different strategies, and generate high-quality pseudo instance labels to guide iterative training. Experiments demonstrate that our method can achieve comparable results with recent fully supervised methods. By generating pseudo instance labels from categorical semantic labels, our designed approach can also assist existing methods for learning 3D instance segmentation at reduced annotation cost.

cs.CV↗

Neural Vector Fields: Implicit Representation by Explicit Learning

Deep neural networks (DNNs) are widely applied for nowadays 3D surface reconstruction tasks and such methods can be further divided into two categories, which respectively warp templates explicitly by moving vertices or represent 3D surfaces implicitly as signed or unsigned distance functions. Taking advantage of both advanced explicit learning process and powerful representation ability of implicit functions, we propose a novel 3D representation method, Neural Vector Fields (NVF). It not only adopts the explicit learning process to manipulate meshes directly, but also leverages the implicit representation of unsigned distance functions (UDFs) to break the barriers in resolution and topology. Specifically, our method first predicts the displacements from queries towards the surface and models the shapes as \textit{Vector Fields}. Rather than relying on network differentiation to obtain direction fields as most existing UDF-based methods, the produced vector fields encode the distance and direction fields both and mitigate the ambiguity at "ridge" points, such that the calculation of direction fields is straightforward and differentiation-free. The differentiation-free characteristic enables us to further learn a shape codebook via Vector Quantization, which encodes the cross-object priors, accelerates the training procedure, and boosts model generalization on cross-category reconstruction. The extensive experiments on surface reconstruction benchmarks indicate that our method outperforms those state-of-the-art methods in different evaluation scenarios including watertight vs non-watertight shapes, category-specific vs category-agnostic reconstruction, category-unseen reconstruction, and cross-domain reconstruction. Our code is released at https://github.com/Wi-sc/NVF.

cs.CV↗

Single-view 3D Mesh Reconstruction for Seen and Unseen Categories

Single-view 3D object reconstruction is a fundamental and challenging computer vision task that aims at recovering 3D shapes from single-view RGB images. Most existing deep learning based reconstruction methods are trained and evaluated on the same categories, and they cannot work well when handling objects from novel categories that are not seen during training. Focusing on this issue, this paper tackles Single-view 3D Mesh Reconstruction, to study the model generalization on unseen categories and encourage models to reconstruct objects literally. Specifically, we propose an end-to-end two-stage network, GenMesh, to break the category boundaries in reconstruction. Firstly, we factorize the complicated image-to-mesh mapping into two simpler mappings, i.e., image-to-point mapping and point-to-mesh mapping, while the latter is mainly a geometric problem and less dependent on object categories. Secondly, we devise a local feature sampling strategy in 2D and 3D feature spaces to capture the local geometry shared across objects to enhance model generalization. Thirdly, apart from the traditional point-to-point supervision, we introduce a multi-view silhouette loss to supervise the surface generation process, which provides additional regularization and further relieves the overfitting problem. The experimental results show that our method significantly outperforms the existing works on the ShapeNet and Pix3D under different scenarios and various metrics, especially for novel objects. The project link is https://github.com/Wi-sc/GenMesh.

cs.CV↗

StyleAvatar3D: Leveraging Image-Text Diffusion Models for High-Fidelity 3D Avatar Generation

The recent advancements in image-text diffusion models have stimulated research interest in large-scale 3D generative models. Nevertheless, the limited availability of diverse 3D resources presents significant challenges to learning. In this paper, we present a novel method for generating high-quality, stylized 3D avatars that utilizes pre-trained image-text diffusion models for data generation and a Generative Adversarial Network (GAN)-based 3D generation network for training. Our method leverages the comprehensive priors of appearance and geometry offered by image-text diffusion models to generate multi-view images of avatars in various styles. During data generation, we employ poses extracted from existing 3D models to guide the generation of multi-view images. To address the misalignment between poses and images in data, we investigate view-specific prompts and develop a coarse-to-fine discriminator for GAN training. We also delve into attribute-related prompts to increase the diversity of the generated avatars. Additionally, we develop a latent diffusion model within the style space of StyleGAN to enable the generation of avatars based on image inputs. Our approach demonstrates superior performance over current state-of-the-art methods in terms of visual quality and diversity of the produced avatars.

cs.CV↗

Improving Tail-Class Representation with Centroid Contrastive Learning

In vision domain, large-scale natural datasets typically exhibit long-tailed distribution which has large class imbalance between head and tail classes. This distribution poses difficulty in learning good representations for tail classes. Recent developments have shown good long-tailed model can be learnt by decoupling the training into representation learning and classifier balancing. However, these works pay insufficient consideration on the long-tailed effect on representation learning. In this work, we propose interpolative centroid contrastive learning (ICCL) to improve long-tailed representation learning. ICCL interpolates two images from a class-agnostic sampler and a class-aware sampler, and trains the model such that the representation of the interpolative image can be used to retrieve the centroids for both source classes. We demonstrate the effectiveness of our approach on multiple long-tailed image classification benchmarks. Our result shows a significant accuracy gain of 2.8% on the iNaturalist 2018 dataset with a real-world long-tailed distribution.

cs.CV↗

DeepEMD: Differentiable Earth Mover's Distance for Few-Shot Learning

In this work, we develop methods for few-shot image classification from a new perspective of optimal matching between image regions. We employ the Earth Mover's Distance (EMD) as a metric to compute a structural distance between dense image representations to determine image relevance. The EMD generates the optimal matching flows between structural elements that have the minimum matching cost, which is used to calculate the image distance for classification. To generate the important weights of elements in the EMD formulation, we design a cross-reference mechanism, which can effectively alleviate the adverse impact caused by the cluttered background and large intra-class appearance variations. To implement k-shot classification, we propose to learn a structured fully connected layer that can directly classify dense image representations with the EMD. Based on the implicit function theorem, the EMD can be inserted as a layer into the network for end-to-end training. Our extensive experiments validate the effectiveness of our algorithm which outperforms state-of-the-art methods by a significant margin on five widely used few-shot classification benchmarks, namely, miniImageNet, tieredImageNet, Fewshot-CIFAR100 (FC100), Caltech-UCSD Birds-200-2011 (CUB), and CIFAR-FewShot (CIFAR-FS). We also demonstrate the effectiveness of our method on the image retrieval task in our experiments.

cs.CV↗

StarNet: Style-Aware 3D Point Cloud Generation

This paper investigates an open research task of reconstructing and generating 3D point clouds. Most existing works of 3D generative models directly take the Gaussian prior as input for the decoder to generate 3D point clouds, which fail to learn disentangled latent codes, leading noisy interpolated results. Most of the GAN-based models fail to discriminate the local geometries, resulting in the point clouds generated not evenly distributed at the object surface, hence degrading the point cloud generation quality. Moreover, prevailing methods adopt computation-intensive frameworks, such as flow-based models and Markov chains, which take plenty of time and resources in the training phase. To resolve these limitations, this paper proposes a unified style-aware network architecture combining both point-wise distance loss and adversarial loss, StarNet which is able to reconstruct and generate high-fidelity and even 3D point clouds using a mapping network that can effectively disentangle the Gaussian prior from input's high-level attributes in the mapped latent space to generate realistic interpolated objects. Experimental results demonstrate that our framework achieves comparable state-of-the-art performance on various metrics in the point cloud reconstruction and generation tasks, but is more lightweight in model size, requires much fewer parameters and less time for model training.

cs.CV↗

ManiCLIP: Multi-Attribute Face Manipulation from Text

In this paper we present a novel multi-attribute face manipulation method based on textual descriptions. Previous text-based image editing methods either require test-time optimization for each individual image or are restricted to single attribute editing. Extending these methods to multi-attribute face image editing scenarios will introduce undesired excessive attribute change, e.g., text-relevant attributes are overly manipulated and text-irrelevant attributes are also changed. In order to address these challenges and achieve natural editing over multiple face attributes, we propose a new decoupling training scheme where we use group sampling to get text segments from same attribute categories, instead of whole complex sentences. Further, to preserve other existing face attributes, we encourage the model to edit the latent code of each attribute separately via an entropy constraint. During the inference phase, our model is able to edit new face images without any test-time optimization, even from complex textual prompts. We show extensive experiments and analysis to demonstrate the efficacy of our method, which generates natural manipulated faces with minimal text-irrelevant attribute editing. Code and pre-trained model are available at https://github.com/hwang1996/ManiCLIP.

cs.CV↗

Harmonizing Base and Novel Classes: A Class-Contrastive Approach for Generalized Few-Shot Segmentation

Current methods for few-shot segmentation (FSSeg) have mainly focused on improving the performance of novel classes while neglecting the performance of base classes. To overcome this limitation, the task of generalized few-shot semantic segmentation (GFSSeg) has been introduced, aiming to predict segmentation masks for both base and novel classes. However, the current prototype-based methods do not explicitly consider the relationship between base and novel classes when updating prototypes, leading to a limited performance in identifying true categories. To address this challenge, we propose a class contrastive loss and a class relationship loss to regulate prototype updates and encourage a large distance between prototypes from different classes, thus distinguishing the classes from each other while maintaining the performance of the base classes. Our proposed approach achieves new state-of-the-art performance for the generalized few-shot segmentation task on PASCAL VOC and MS COCO datasets.

cs.CV↗

TAPS3D: Text-Guided 3D Textured Shape Generation from Pseudo Supervision

In this paper, we investigate an open research task of generating controllable 3D textured shapes from the given textual descriptions. Previous works either require ground truth caption labeling or extensive optimization time. To resolve these issues, we present a novel framework, TAPS3D, to train a text-guided 3D shape generator with pseudo captions. Specifically, based on rendered 2D images, we retrieve relevant words from the CLIP vocabulary and construct pseudo captions using templates. Our constructed captions provide high-level semantic supervision for generated 3D shapes. Further, in order to produce fine-grained textures and increase geometry diversity, we propose to adopt low-level image regularization to enable fake-rendered images to align with the real ones. During the inference phase, our proposed model can generate 3D textured shapes from the given text without any additional optimization. We conduct extensive experiments to analyze each of our proposed components and show the efficacy of our framework in generating high-fidelity 3D textured and text-relevant shapes.

cs.CV↗

Unsupervised 3D Pose Transfer with Cross Consistency and Dual Reconstruction

The goal of 3D pose transfer is to transfer the pose from the source mesh to the target mesh while preserving the identity information (e.g., face, body shape) of the target mesh. Deep learning-based methods improved the efficiency and performance of 3D pose transfer. However, most of them are trained under the supervision of the ground truth, whose availability is limited in real-world scenarios. In this work, we present X-DualNet, a simple yet effective approach that enables unsupervised 3D pose transfer. In X-DualNet, we introduce a generator $G$ which contains correspondence learning and pose transfer modules to achieve 3D pose transfer. We learn the shape correspondence by solving an optimal transport problem without any key point annotations and generate high-quality meshes with our elastic instance normalization (ElaIN) in the pose transfer module. With $G$ as the basic component, we propose a cross consistency learning scheme and a dual reconstruction objective to learn the pose transfer without supervision. Besides that, we also adopt an as-rigid-as-possible deformer in the training process to fine-tune the body shape of the generated results. Extensive experiments on human and animal data demonstrate that our framework can successfully achieve comparable performance as the state-of-the-art supervised approaches.

cs.CV↗

SymmNeRF: Learning to Explore Symmetry Prior for Single-View View Synthesis

We study the problem of novel view synthesis of objects from a single image. Existing methods have demonstrated the potential in single-view view synthesis. However, they still fail to recover the fine appearance details, especially in self-occluded areas. This is because a single view only provides limited information. We observe that manmade objects usually exhibit symmetric appearances, which introduce additional prior knowledge. Motivated by this, we investigate the potential performance gains of explicitly embedding symmetry into the scene representation. In this paper, we propose SymmNeRF, a neural radiance field (NeRF) based framework that combines local and global conditioning under the introduction of symmetry priors. In particular, SymmNeRF takes the pixel-aligned image features and the corresponding symmetric features as extra inputs to the NeRF, whose parameters are generated by a hypernetwork. As the parameters are conditioned on the image-encoded latent codes, SymmNeRF is thus scene-independent and can generalize to new scenes. Experiments on synthetic and real-world datasets show that SymmNeRF synthesizes novel views with more details regardless of the pose transformation, and demonstrates good generalization when applied to unseen objects. Code is available at: https://github.com/xingyi-li/SymmNeRF.

cs.CV↗