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Hao Zhao

Publications and source records attributed to Hao Zhao.

At least 163 records · Page 9Linked to original sources

Long Is More for Alignment: A Simple but Tough-to-Beat Baseline for Instruction Fine-Tuning

There is a consensus that instruction fine-tuning of LLMs requires high-quality data, but what are they? LIMA (NeurIPS 2023) and AlpaGasus (ICLR 2024) are state-of-the-art methods for selecting such high-quality examples, either via manual curation or using GPT-3.5-Turbo as a quality scorer. We show that the extremely simple baseline of selecting the 1,000 instructions with longest responses -- that intuitively contain more learnable information and are harder to overfit -- from standard datasets can consistently outperform these sophisticated methods according to GPT-4 and PaLM-2 as judges, while remaining competitive on the Open LLM benchmarks that test factual knowledge. We demonstrate this for several LLMs (Llama-2-7B, Llama-2-13B, Mistral-7B-v0.1) and datasets (Alpaca-52k, Evol-Instruct-70k). In addition, a lightweight refinement of such long instructions can further improve the abilities of the fine-tuned LLMs, and allows us to obtain competitive results on MT-Bench and the 2nd highest-ranked Llama-2-7B-based model on AlpacaEval 2.0, while training on only 1,000 examples and no extra preference data. We also conduct a thorough analysis of our models to ensure that their enhanced performance is not simply due to GPT-4's preference for longer responses. Overall, our findings suggest that fine-tuning on the longest responses should be the default baseline for any work on instruction fine-tuning. We provide our code at https://github.com/tml-epfl/long-is-more-for-alignment.

cs.CL↗

Camera Relocalization in Shadow-free Neural Radiance Fields

Camera relocalization is a crucial problem in computer vision and robotics. Recent advancements in neural radiance fields (NeRFs) have shown promise in synthesizing photo-realistic images. Several works have utilized NeRFs for refining camera poses, but they do not account for lighting changes that can affect scene appearance and shadow regions, causing a degraded pose optimization process. In this paper, we propose a two-staged pipeline that normalizes images with varying lighting and shadow conditions to improve camera relocalization. We implement our scene representation upon a hash-encoded NeRF which significantly boosts up the pose optimization process. To account for the noisy image gradient computing problem in grid-based NeRFs, we further propose a re-devised truncated dynamic low-pass filter (TDLF) and a numerical gradient averaging technique to smoothen the process. Experimental results on several datasets with varying lighting conditions demonstrate that our method achieves state-of-the-art results in camera relocalization under varying lighting conditions. Code and data will be made publicly available.

cs.CV↗

Blending Distributed NeRFs with Tri-stage Robust Pose Optimization

Due to the limited model capacity, leveraging distributed Neural Radiance Fields (NeRFs) for modeling extensive urban environments has become a necessity. However, current distributed NeRF registration approaches encounter aliasing artifacts, arising from discrepancies in rendering resolutions and suboptimal pose precision. These factors collectively deteriorate the fidelity of pose estimation within NeRF frameworks, resulting in occlusion artifacts during the NeRF blending stage. In this paper, we present a distributed NeRF system with tri-stage pose optimization. In the first stage, precise poses of images are achieved by bundle adjusting Mip-NeRF 360 with a coarse-to-fine strategy. In the second stage, we incorporate the inverting Mip-NeRF 360, coupled with the truncated dynamic low-pass filter, to enable the achievement of robust and precise poses, termed Frame2Model optimization. On top of this, we obtain a coarse transformation between NeRFs in different coordinate systems. In the third stage, we fine-tune the transformation between NeRFs by Model2Model pose optimization. After obtaining precise transformation parameters, we proceed to implement NeRF blending, showcasing superior performance metrics in both real-world and simulation scenarios. Codes and data will be publicly available at https://github.com/boilcy/Distributed-NeRF.

cs.CV↗

Rip-NeRF: Anti-aliasing Radiance Fields with Ripmap-Encoded Platonic Solids

Despite significant advancements in Neural Radiance Fields (NeRFs), the renderings may still suffer from aliasing and blurring artifacts, since it remains a fundamental challenge to effectively and efficiently characterize anisotropic areas induced by the cone-casting procedure. This paper introduces a Ripmap-Encoded Platonic Solid representation to precisely and efficiently featurize 3D anisotropic areas, achieving high-fidelity anti-aliasing renderings. Central to our approach are two key components: Platonic Solid Projection and Ripmap encoding. The Platonic Solid Projection factorizes the 3D space onto the unparalleled faces of a certain Platonic solid, such that the anisotropic 3D areas can be projected onto planes with distinguishable characterization. Meanwhile, each face of the Platonic solid is encoded by the Ripmap encoding, which is constructed by anisotropically pre-filtering a learnable feature grid, to enable featurzing the projected anisotropic areas both precisely and efficiently by the anisotropic area-sampling. Extensive experiments on both well-established synthetic datasets and a newly captured real-world dataset demonstrate that our Rip-NeRF attains state-of-the-art rendering quality, particularly excelling in the fine details of repetitive structures and textures, while maintaining relatively swift training times.

cs.CV↗

Spectrally Pruned Gaussian Fields with Neural Compensation

Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at https://runyiyang.github.io/projects/SUNDAE/.

cs.CV↗

FlexiFilm: Long Video Generation with Flexible Conditions

Generating long and consistent videos has emerged as a significant yet challenging problem. While most existing diffusion-based video generation models, derived from image generation models, demonstrate promising performance in generating short videos, their simple conditioning mechanism and sampling strategy-originally designed for image generation-cause severe performance degradation when adapted to long video generation. This results in prominent temporal inconsistency and overexposure. Thus, in this work, we introduce FlexiFilm, a new diffusion model tailored for long video generation. Our framework incorporates a temporal conditioner to establish a more consistent relationship between generation and multi-modal conditions, and a resampling strategy to tackle overexposure. Empirical results demonstrate FlexiFilm generates long and consistent videos, each over 30 seconds in length, outperforming competitors in qualitative and quantitative analyses. Project page: https://y-ichen.github.io/FlexiFilm-Page/

cs.CV↗

Real-fluid Transport Property Computations Based on the Boltzmann-weighted Full-dimensional Potential Model

The intermolecular potential plays crucial roles in real-fluid interactions away from the ideal-gas equilibrium, such as supercritical fluid, high-enthalpy fluid, plasma interactions, etc. We propose a Boltzmann-weighted Full-dimensional (BWF) potential model for real-fluid computations. It includes diverse intermolecular interactions so as to determine the potential well, molecular diameter, dipole moment, polarizability of species without introducing bath gases, allowing more accurate descriptions of potential surfaces with more potential parameters. The anisotropy and temperature dependence of potential parameters are also considered by applying the Boltzmann weighting on all orientations. Through the high-level Symmetry-Adapted Perturbation Theory calculations, full-dimensional potential energy surface datasets are obtained in 432 orientations for each species. Subsequently, the Boltzmann-weighted Full-dimensional potential parameters are derived by training the dataset exceeding 5*106 data, including nonpolar and polar molecules, radicals, long-chain molecules, and ions. These BWF transport properties calculated by the BWF potential have been compared against the Lennard-Jones transport properties as well as experimental viscosity, mass diffusivity, and thermal conductivity coefficients. It shows discrepancies of viscosity coefficients within 1% and 5% for nonpolar and polar molecules, respectively. Furthermore, this potential model is applied to study radicals, long-chain molecules, and ions, for which the experimental data is rarely accessed in high accuracy. It indicates significant prediction improvements of complex interactions between various particles. The new transport properties are also embedded to predict the laminar flame speeds and the flame extinction limits of methane, dimethyl ether, and n-heptane at elevated pressures, confirming its predictivity and effectiveness.

physics.app-ph↗

SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis

Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. Traditional Generative Adversarial Networks (GAN) struggle to maintain consistent facial identity, while Neural Radiance Fields (NeRF) methods, although they can address this issue, often produce mismatched lip movements, inadequate facial expressions, and unstable head poses. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial expressions, and head poses. The absence of these synchronizations is a fundamental flaw, leading to unrealistic and artificial outcomes. To address the critical issue of synchronization, identified as the "devil" in creating realistic talking heads, we introduce SyncTalk. This NeRF-based method effectively maintains subject identity, enhancing synchronization and realism in talking head synthesis. SyncTalk employs a Face-Sync Controller to align lip movements with speech and innovatively uses a 3D facial blendshape model to capture accurate facial expressions. Our Head-Sync Stabilizer optimizes head poses, achieving more natural head movements. The Portrait-Sync Generator restores hair details and blends the generated head with the torso for a seamless visual experience. Extensive experiments and user studies demonstrate that SyncTalk outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk

cs.CV↗

Block-Map-Based Localization in Large-Scale Environment

Accurate localization is an essential technology for the flexible navigation of robots in large-scale environments. Both SLAM-based and map-based localization will increase the computing load due to the increase in map size, which will affect downstream tasks such as robot navigation and services. To this end, we propose a localization system based on Block Maps (BMs) to reduce the computational load caused by maintaining large-scale maps. Firstly, we introduce a method for generating block maps and the corresponding switching strategies, ensuring that the robot can estimate the state in large-scale environments by loading local map information. Secondly, global localization according to Branch-and-Bound Search (BBS) in the 3D map is introduced to provide the initial pose. Finally, a graph-based optimization method is adopted with a dynamic sliding window that determines what factors are being marginalized whether a robot is exposed to a BM or switching to another one, which maintains the accuracy and efficiency of pose tracking. Comparison experiments are performed on publicly available large-scale datasets. Results show that the proposed method can track the robot pose even though the map scale reaches more than 6 kilometers, while efficient and accurate localization is still guaranteed on NCLT and M2DGR.

cs.RO↗

Self-Aligning Depth-regularized Radiance Fields for Asynchronous RGB-D Sequences

It has been shown that learning radiance fields with depth rendering and depth supervision can effectively promote the quality and convergence of view synthesis. However, this paradigm requires input RGB-D sequences to be synchronized, hindering its usage in the UAV city modeling scenario. As there exists asynchrony between RGB images and depth images due to high-speed flight, we propose a novel time-pose function, which is an implicit network that maps timestamps to $\rm SE(3)$ elements. To simplify the training process, we also design a joint optimization scheme to jointly learn the large-scale depth-regularized radiance fields and the time-pose function. Our algorithm consists of three steps: (1) time-pose function fitting, (2) radiance field bootstrapping, (3) joint pose error compensation and radiance field refinement. In addition, we propose a large synthetic dataset with diverse controlled mismatches and ground truth to evaluate this new problem setting systematically. Through extensive experiments, we demonstrate that our method outperforms baselines without regularization. We also show qualitatively improved results on a real-world asynchronous RGB-D sequence captured by drone. Codes, data, and models will be made publicly available.

cs.CV↗

Adaptive Surface Normal Constraint for Geometric Estimation from Monocular Images

We introduce a novel approach to learn geometries such as depth and surface normal from images while incorporating geometric context. The difficulty of reliably capturing geometric context in existing methods impedes their ability to accurately enforce the consistency between the different geometric properties, thereby leading to a bottleneck of geometric estimation quality. We therefore propose the Adaptive Surface Normal (ASN) constraint, a simple yet efficient method. Our approach extracts geometric context that encodes the geometric variations present in the input image and correlates depth estimation with geometric constraints. By dynamically determining reliable local geometry from randomly sampled candidates, we establish a surface normal constraint, where the validity of these candidates is evaluated using the geometric context. Furthermore, our normal estimation leverages the geometric context to prioritize regions that exhibit significant geometric variations, which makes the predicted normals accurately capture intricate and detailed geometric information. Through the integration of geometric context, our method unifies depth and surface normal estimations within a cohesive framework, which enables the generation of high-quality 3D geometry from images. We validate the superiority of our approach over state-of-the-art methods through extensive evaluations and comparisons on diverse indoor and outdoor datasets, showcasing its efficiency and robustness.

cs.CV↗

P-MapNet: Far-seeing Map Generator Enhanced by both SDMap and HDMap Priors

Autonomous vehicles are gradually entering city roads today, with the help of high-definition maps (HDMaps). However, the reliance on HDMaps prevents autonomous vehicles from stepping into regions without this expensive digital infrastructure. This fact drives many researchers to study online HDMap generation algorithms, but the performance of these algorithms at far regions is still unsatisfying. We present P-MapNet, in which the letter P highlights the fact that we focus on incorporating map priors to improve model performance. Specifically, we exploit priors in both SDMap and HDMap. On one hand, we extract weakly aligned SDMap from OpenStreetMap, and encode it as an additional conditioning branch. Despite the misalignment challenge, our attention-based architecture adaptively attends to relevant SDMap skeletons and significantly improves performance. On the other hand, we exploit a masked autoencoder to capture the prior distribution of HDMap, which can serve as a refinement module to mitigate occlusions and artifacts. We benchmark on the nuScenes and Argoverse2 datasets. Through comprehensive experiments, we show that: (1) our SDMap prior can improve online map generation performance, using both rasterized (by up to $+18.73$ $\rm mIoU$) and vectorized (by up to $+8.50$ $\rm mAP$) output representations. (2) our HDMap prior can improve map perceptual metrics by up to $6.34\%$. (3) P-MapNet can be switched into different inference modes that covers different regions of the accuracy-efficiency trade-off landscape. (4) P-MapNet is a far-seeing solution that brings larger improvements on longer ranges. Codes and models are publicly available at https://jike5.github.io/P-MapNet.

cs.CV↗

SA-GS: Scale-Adaptive Gaussian Splatting for Training-Free Anti-Aliasing

In this paper, we present a Scale-adaptive method for Anti-aliasing Gaussian Splatting (SA-GS). While the state-of-the-art method Mip-Splatting needs modifying the training procedure of Gaussian splatting, our method functions at test-time and is training-free. Specifically, SA-GS can be applied to any pretrained Gaussian splatting field as a plugin to significantly improve the field's anti-alising performance. The core technique is to apply 2D scale-adaptive filters to each Gaussian during test time. As pointed out by Mip-Splatting, observing Gaussians at different frequencies leads to mismatches between the Gaussian scales during training and testing. Mip-Splatting resolves this issue using 3D smoothing and 2D Mip filters, which are unfortunately not aware of testing frequency. In this work, we show that a 2D scale-adaptive filter that is informed of testing frequency can effectively match the Gaussian scale, thus making the Gaussian primitive distribution remain consistent across different testing frequencies. When scale inconsistency is eliminated, sampling rates smaller than the scene frequency result in conventional jaggedness, and we propose to integrate the projected 2D Gaussian within each pixel during testing. This integration is actually a limiting case of super-sampling, which significantly improves anti-aliasing performance over vanilla Gaussian Splatting. Through extensive experiments using various settings and both bounded and unbounded scenes, we show SA-GS performs comparably with or better than Mip-Splatting. Note that super-sampling and integration are only effective when our scale-adaptive filtering is activated. Our codes, data and models are available at https://github.com/zsy1987/SA-GS.

cs.CV↗

Ultraman: Single Image 3D Human Reconstruction with Ultra Speed and Detail

3D human body reconstruction has been a challenge in the field of computer vision. Previous methods are often time-consuming and difficult to capture the detailed appearance of the human body. In this paper, we propose a new method called \emph{Ultraman} for fast reconstruction of textured 3D human models from a single image. Compared to existing techniques, \emph{Ultraman} greatly improves the reconstruction speed and accuracy while preserving high-quality texture details. We present a set of new frameworks for human reconstruction consisting of three parts, geometric reconstruction, texture generation and texture mapping. Firstly, a mesh reconstruction framework is used, which accurately extracts 3D human shapes from a single image. At the same time, we propose a method to generate a multi-view consistent image of the human body based on a single image. This is finally combined with a novel texture mapping method to optimize texture details and ensure color consistency during reconstruction. Through extensive experiments and evaluations, we demonstrate the superior performance of \emph{Ultraman} on various standard datasets. In addition, \emph{Ultraman} outperforms state-of-the-art methods in terms of human rendering quality and speed. Upon acceptance of the article, we will make the code and data publicly available.

cs.CV↗

MonoOcc: Digging into Monocular Semantic Occupancy Prediction

Monocular Semantic Occupancy Prediction aims to infer the complete 3D geometry and semantic information of scenes from only 2D images. It has garnered significant attention, particularly due to its potential to enhance the 3D perception of autonomous vehicles. However, existing methods rely on a complex cascaded framework with relatively limited information to restore 3D scenes, including a dependency on supervision solely on the whole network's output, single-frame input, and the utilization of a small backbone. These challenges, in turn, hinder the optimization of the framework and yield inferior prediction results, particularly concerning smaller and long-tailed objects. To address these issues, we propose MonoOcc. In particular, we (i) improve the monocular occupancy prediction framework by proposing an auxiliary semantic loss as supervision to the shallow layers of the framework and an image-conditioned cross-attention module to refine voxel features with visual clues, and (ii) employ a distillation module that transfers temporal information and richer knowledge from a larger image backbone to the monocular semantic occupancy prediction framework with low cost of hardware. With these advantages, our method yields state-of-the-art performance on the camera-based SemanticKITTI Scene Completion benchmark. Codes and models can be accessed at https://github.com/ucaszyp/MonoOcc

cs.CV↗

FastMAC: Stochastic Spectral Sampling of Correspondence Graph

3D correspondence, i.e., a pair of 3D points, is a fundamental concept in computer vision. A set of 3D correspondences, when equipped with compatibility edges, forms a correspondence graph. This graph is a critical component in several state-of-the-art 3D point cloud registration approaches, e.g., the one based on maximal cliques (MAC). However, its properties have not been well understood. So we present the first study that introduces graph signal processing into the domain of correspondence graph. We exploit the generalized degree signal on correspondence graph and pursue sampling strategies that preserve high-frequency components of this signal. To address time-consuming singular value decomposition in deterministic sampling, we resort to a stochastic approximate sampling strategy. As such, the core of our method is the stochastic spectral sampling of correspondence graph. As an application, we build a complete 3D registration algorithm termed as FastMAC, that reaches real-time speed while leading to little to none performance drop. Through extensive experiments, we validate that FastMAC works for both indoor and outdoor benchmarks. For example, FastMAC can accelerate MAC by 80 times while maintaining high registration success rate on KITTI. Codes are publicly available at https://github.com/Forrest-110/FastMAC.

cs.CV↗

Key Patch Proposer: Key Patches Contain Rich Information

In this paper, we introduce a novel algorithm named Key Patch Proposer (KPP) designed to select key patches in an image without additional training. Our experiments showcase KPP's robust capacity to capture semantic information by both reconstruction and classification tasks. The efficacy of KPP suggests its potential application in active learning for semantic segmentation. Our source code is publicly available at https://github.com/CA-TT-AC/key-patch-proposer.

cs.CV↗

Latency-aware Road Anomaly Segmentation in Videos: A Photorealistic Dataset and New Metrics

In the past several years, road anomaly segmentation is actively explored in the academia and drawing growing attention in the industry. The rationale behind is straightforward: if the autonomous car can brake before hitting an anomalous object, safety is promoted. However, this rationale naturally calls for a temporally informed setting while existing methods and benchmarks are designed in an unrealistic frame-wise manner. To bridge this gap, we contribute the first video anomaly segmentation dataset for autonomous driving. Since placing various anomalous objects on busy roads and annotating them in every frame are dangerous and expensive, we resort to synthetic data. To improve the relevance of this synthetic dataset to real-world applications, we train a generative adversarial network conditioned on rendering G-buffers for photorealism enhancement. Our dataset consists of 120,000 high-resolution frames at a 60 FPS framerate, as recorded in 7 different towns. As an initial benchmarking, we provide baselines using latest supervised and unsupervised road anomaly segmentation methods. Apart from conventional ones, we focus on two new metrics: temporal consistency and latencyaware streaming accuracy. We believe the latter is valuable as it measures whether an anomaly segmentation algorithm can truly prevent a car from crashing in a temporally informed setting.

cs.CV↗