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Hao Zhu

Publications and source records attributed to Hao Zhu.

At least 163 records · Page 9Linked to original sources

Continuous 3D Myocardial Motion Tracking via Echocardiography

Myocardial motion tracking stands as an essential clinical tool in the prevention and detection of cardiovascular diseases (CVDs), the foremost cause of death globally. However, current techniques suffer from incomplete and inaccurate motion estimation of the myocardium in both spatial and temporal dimensions, hindering the early identification of myocardial dysfunction. To address these challenges, this paper introduces the Neural Cardiac Motion Field (NeuralCMF). NeuralCMF leverages implicit neural representation (INR) to model the 3D structure and the comprehensive 6D forward/backward motion of the heart. This method surpasses pixel-wise limitations by offering the capability to continuously query the precise shape and motion of the myocardium at any specific point throughout the cardiac cycle, enhancing the detailed analysis of cardiac dynamics beyond traditional speckle tracking. Notably, NeuralCMF operates without the need for paired datasets, and its optimization is self-supervised through the physics knowledge priors in both space and time dimensions, ensuring compatibility with both 2D and 3D echocardiogram video inputs. Experimental validations across three representative datasets support the robustness and innovative nature of the NeuralCMF, marking significant advantages over existing state-of-the-art methods in cardiac imaging and motion tracking.

eess.IV↗

Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance

In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed in-the-wild dataset. Project page: https://fudan-generative-vision.github.io/champ.

cs.CV↗

DevEval: A Manually-Annotated Code Generation Benchmark Aligned with Real-World Code Repositories

How to evaluate the coding abilities of Large Language Models (LLMs) remains an open question. We find that existing benchmarks are poorly aligned with real-world code repositories and are insufficient to evaluate the coding abilities of LLMs. To address the knowledge gap, we propose a new benchmark named DevEval, which has three advances. (1) DevEval aligns with real-world repositories in multiple dimensions, e.g., code distributions and dependency distributions. (2) DevEval is annotated by 13 developers and contains comprehensive annotations (e.g., requirements, original repositories, reference code, and reference dependencies). (3) DevEval comprises 1,874 testing samples from 117 repositories, covering 10 popular domains (e.g., Internet, Database). Based on DevEval, we propose repository-level code generation and evaluate 8 popular LLMs on DevEval (e.g., gpt-4, gpt-3.5, StarCoder 2, DeepSeek Coder, CodeLLaMa). Our experiments reveal these LLMs' coding abilities in real-world code repositories. For example, in our experiments, the highest Pass@1 of gpt-4-turbo is only 53.04%. We also analyze LLMs' failed cases and summarize their shortcomings. We hope DevEval can facilitate the development of LLMs in real code repositories. DevEval, prompts, and LLMs' predictions have been released.

cs.CL↗

Tree-based Ensemble Learning for Out-of-distribution Detection

Being able to successfully determine whether the testing samples has similar distribution as the training samples is a fundamental question to address before we can safely deploy most of the machine learning models into practice. In this paper, we propose TOOD detection, a simple yet effective tree-based out-of-distribution (TOOD) detection mechanism to determine if a set of unseen samples will have similar distribution as of the training samples. The TOOD detection mechanism is based on computing pairwise hamming distance of testing samples' tree embeddings, which are obtained by fitting a tree-based ensemble model through in-distribution training samples. Our approach is interpretable and robust for its tree-based nature. Furthermore, our approach is efficient, flexible to various machine learning tasks, and can be easily generalized to unsupervised setting. Extensive experiments are conducted to show the proposed method outperforms other state-of-the-art out-of-distribution detection methods in distinguishing the in-distribution from out-of-distribution on various tabular, image, and text data.

cs.LG↗

SOTOPIA-$π$: Interactive Learning of Socially Intelligent Language Agents

Humans learn social skills through both imitation and social interaction. This social learning process is largely understudied by existing research on building language agents. Motivated by this gap, we propose an interactive learning method, SOTOPIA-$π$, improving the social intelligence of language agents. This method leverages behavior cloning and self-reinforcement training on filtered social interaction data according to large language model (LLM) ratings. We show that our training method allows a 7B LLM to reach the social goal completion ability of an expert model (GPT-4-based agent), while improving the safety of language agents and maintaining general QA ability on the MMLU benchmark. We also find that this training paradigm uncovers some difficulties in LLM-based evaluation of social intelligence: LLM-based evaluators overestimate the abilities of the language agents trained specifically for social interaction.

cs.CL↗

WebArena: A Realistic Web Environment for Building Autonomous Agents

With advances in generative AI, there is now potential for autonomous agents to manage daily tasks via natural language commands. However, current agents are primarily created and tested in simplified synthetic environments, leading to a disconnect with real-world scenarios. In this paper, we build an environment for language-guided agents that is highly realistic and reproducible. Specifically, we focus on agents that perform tasks on the web, and create an environment with fully functional websites from four common domains: e-commerce, social forum discussions, collaborative software development, and content management. Our environment is enriched with tools (e.g., a map) and external knowledge bases (e.g., user manuals) to encourage human-like task-solving. Building upon our environment, we release a set of benchmark tasks focusing on evaluating the functional correctness of task completions. The tasks in our benchmark are diverse, long-horizon, and designed to emulate tasks that humans routinely perform on the internet. We experiment with several baseline agents, integrating recent techniques such as reasoning before acting. The results demonstrate that solving complex tasks is challenging: our best GPT-4-based agent only achieves an end-to-end task success rate of 14.41%, significantly lower than the human performance of 78.24%. These results highlight the need for further development of robust agents, that current state-of-the-art large language models are far from perfect performance in these real-life tasks, and that WebArena can be used to measure such progress.

cs.AI↗

SOTOPIA: Interactive Evaluation for Social Intelligence in Language Agents

Humans are social beings; we pursue social goals in our daily interactions, which is a crucial aspect of social intelligence. Yet, AI systems' abilities in this realm remain elusive. We present SOTOPIA, an open-ended environment to simulate complex social interactions between artificial agents and evaluate their social intelligence. In our environment, agents role-play and interact under a wide variety of scenarios; they coordinate, collaborate, exchange, and compete with each other to achieve complex social goals. We simulate the role-play interaction between LLM-based agents and humans within this task space and evaluate their performance with a holistic evaluation framework called SOTOPIA-Eval. With SOTOPIA, we find significant differences between these models in terms of their social intelligence, and we identify a subset of SOTOPIA scenarios, SOTOPIA-hard, that is generally challenging for all models. We find that on this subset, GPT-4 achieves a significantly lower goal completion rate than humans and struggles to exhibit social commonsense reasoning and strategic communication skills. These findings demonstrate SOTOPIA's promise as a general platform for research on evaluating and improving social intelligence in artificial agents.

cs.AI↗

STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians

Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.

cs.CV↗

What Are Tools Anyway? A Survey from the Language Model Perspective

Language models (LMs) are powerful yet mostly for text generation tasks. Tools have substantially enhanced their performance for tasks that require complex skills. However, many works adopt the term "tool" in different ways, raising the question: What is a tool anyway? Subsequently, where and how do tools help LMs? In this survey, we provide a unified definition of tools as external programs used by LMs, and perform a systematic review of LM tooling scenarios and approaches. Grounded on this review, we empirically study the efficiency of various tooling methods by measuring their required compute and performance gains on various benchmarks, and highlight some challenges and potential future research in the field.

cs.CL↗

Data-driven Forced Oscillation Localization using Inferred Impulse Responses

Poorly damped oscillations pose threats to the stability and reliability of interconnected power systems. In this work, we propose a comprehensive data-driven framework for inferring the sources of forced oscillation (FO) using solely synchrophasor measurements. During normal grid operations, fast-rate ambient data are collected to recover the impulse responses in the small-signal regime, without requiring the system model. When FO events occur, the source is estimated based on the frequency domain analysis by fitting the least-squares (LS) error for the FO data using the impulse responses recovered previously. Although the proposed framework is purely data-driven, the result has been established theoretically via model-based analysis of linearized dynamics under a few realistic assumptions. Numerical validations demonstrate its applicability to realistic power systems including nonlinear, higher-order dynamics with control effects using the IEEE 68-bus system, and the 240-bus system from the IEEE-NASPI FO source location contest. The generalizability of the proposed methodology has been validated using different types of measurements and partial sensor coverage conditions.

eess.SY↗

DevEval: Evaluating Code Generation in Practical Software Projects

How to evaluate Large Language Models (LLMs) in code generation is an open question. Many benchmarks have been proposed but are inconsistent with practical software projects, e.g., unreal program distributions, insufficient dependencies, and small-scale project contexts. Thus, the capabilities of LLMs in practical projects are still unclear. In this paper, we propose a new benchmark named DevEval, aligned with Developers' experiences in practical projects. DevEval is collected through a rigorous pipeline, containing 2,690 samples from 119 practical projects and covering 10 domains. Compared to previous benchmarks, DevEval aligns to practical projects in multiple dimensions, e.g., real program distributions, sufficient dependencies, and enough-scale project contexts. We assess five popular LLMs on DevEval (e.g., gpt-4, gpt-3.5-turbo, CodeLLaMa, and StarCoder) and reveal their actual abilities in code generation. For instance, the highest Pass@1 of gpt-3.5-turbo only is 42 in our experiments. We also discuss the challenges and future directions of code generation in practical projects. We open-source DevEval and hope it can facilitate the development of code generation in practical projects.

cs.SE↗

Timed-Elastic-Band Based Variable Splitting for Autonomous Trajectory Planning

Existing trajectory planning methods are struggling to handle the issue of autonomous track swinging during navigation, resulting in significant errors when reaching the destination. In this article, we address autonomous trajectory planning problems, which aims at developing innovative solutions to enhance the adaptability and robustness of unmanned systems in navigating complex and dynamic environments. We first introduce the variable splitting (VS) method as a constrained optimization method to reimagine the renowned Timed-Elastic-Band (TEB) algorithm, resulting in a novel collision avoidance approach named Timed-Elastic-Band based variable splitting (TEB-VS). The proposed TEB-VS demonstrates superior navigation stability, while maintaining nearly identical resource consumption to TEB. We then analyze the convergence of the proposed TEB-VS method. To evaluate the effectiveness and efficiency of TEB-VS, extensive experiments have been conducted using TurtleBot2 in both simulated environments and real-world datasets.

eess.SY↗

Interference of Two-Dimensional Bose-Einstein Condensates in Micro-Gravity

We investigate the interference of two-dimensional Bose-Einstein condensates in micro-gravity, which influenced by the interaction strength, initial momentum, gravitational potential and phase difference. We demonstrate that the gravitational potential from the Earth can change the density distribution and phase distribution of the condensate's wave function. As time evolves, a portion of the gravitational potential energy of the microscopic particles can be converted into kinetic energy, which changes the motion of the microscopic particles, and leads to the varying of the density and phase distribution of the wave function. Nevertheless, the influences of the Earth's gravity on the wave function can be eliminated by the micro-gravity environment, which confirmed by many micro-gravity cold atom experiments. Our results present the influences of gravity and other parameters on interference of Bose-Einstein condensates, which help us to reveal the intrinsic natures of the related theoretical predictions and experimental phenomena. Furthermore, our work builds a bridge between the related physical phenomena and our physical intuition about the Bose-Einstein condensates in micro-gravity environment.

cond-mat.quant-gas↗

Risk-Constrained Reinforcement Learning for Inverter-Dominated Power System Controls

This paper develops a risk-aware controller for grid-forming inverters (GFMs) to minimize large frequency oscillations in GFM inverter-dominated power systems. To tackle the high variability from loads/renewables, we incorporate a mean-variance risk constraint into the classical linear quadratic regulator (LQR) formulation for this problem. The risk constraint aims to bound the time-averaged cost of state variability and thus can improve the worst-case performance for large disturbances. The resulting risk-constrained LQR problem is solved through the dual reformulation to a minimax problem, by using a reinforcement learning (RL) method termed as stochastic gradient-descent with max-oracle (SGDmax). In particular, the zero-order policy gradient (ZOPG) approach is used to simplify the gradient estimation using simulated system trajectories. Numerical tests conducted on the IEEE 68-bus system have validated the convergence of our proposed SGDmax for GFM model and corroborate the effectiveness of the risk constraint in improving the worst-case performance while reducing the variability of the overall control cost.

math.OC↗

VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior

Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid expression motion and rigid head motion. For expression motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For natural head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons.

cs.CV↗

FINER: Flexible spectral-bias tuning in Implicit NEural Representation by Variable-periodic Activation Functions

Implicit Neural Representation (INR), which utilizes a neural network to map coordinate inputs to corresponding attributes, is causing a revolution in the field of signal processing. However, current INR techniques suffer from a restricted capability to tune their supported frequency set, resulting in imperfect performance when representing complex signals with multiple frequencies. We have identified that this frequency-related problem can be greatly alleviated by introducing variable-periodic activation functions, for which we propose FINER. By initializing the bias of the neural network within different ranges, sub-functions with various frequencies in the variable-periodic function are selected for activation. Consequently, the supported frequency set of FINER can be flexibly tuned, leading to improved performance in signal representation. We demonstrate the capabilities of FINER in the contexts of 2D image fitting, 3D signed distance field representation, and 5D neural radiance fields optimization, and we show that it outperforms existing INRs.

cs.CV↗

Hierarchical Prompting Assists Large Language Model on Web Navigation

Large language models (LLMs) struggle on processing complicated observations in interactive decision making tasks. To alleviate this issue, we propose a simple hierarchical prompting approach. Diverging from previous prompting approaches that always put the full observation (e.g. a web page) to the prompt, we propose to first construct an action-aware observation which is more condensed and relevant with a dedicated SUMMARIZER prompt. The ACTOR prompt then predicts the next action based on the summarized observation. While our method has broad applicability, we particularly demonstrate its efficacy in the complex domain of web navigation where a full observation often contains redundant and irrelevant information. Our approach outperforms the previous state-of-the-art prompting mechanics by 6.2% on task success rate, demonstrating its potential on interactive decision making tasks with long observation traces.

cs.CL↗

PaintHuman: Towards High-fidelity Text-to-3D Human Texturing via Denoised Score Distillation

Recent advances in zero-shot text-to-3D human generation, which employ the human model prior (eg, SMPL) or Score Distillation Sampling (SDS) with pre-trained text-to-image diffusion models, have been groundbreaking. However, SDS may provide inaccurate gradient directions under the weak diffusion guidance, as it tends to produce over-smoothed results and generate body textures that are inconsistent with the detailed mesh geometry. Therefore, directly leverage existing strategies for high-fidelity text-to-3D human texturing is challenging. In this work, we propose a model called PaintHuman to addresses the challenges from two aspects. We first propose a novel score function, Denoised Score Distillation (DSD), which directly modifies the SDS by introducing negative gradient components to iteratively correct the gradient direction and generate high-quality textures. In addition, we use the depth map as a geometric guidance to ensure the texture is semantically aligned to human mesh surfaces. To guarantee the quality of rendered results, we employ geometry-aware networks to predict surface materials and render realistic human textures. Extensive experiments, benchmarked against state-of-the-art methods, validate the efficacy of our approach.

cs.CV↗