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He Wang

Publications and source records attributed to He Wang.

At least 379 records · Page 21Linked to original sources

Curriculum DeepSDF

When learning to sketch, beginners start with simple and flexible shapes, and then gradually strive for more complex and accurate ones in the subsequent training sessions. In this paper, we design a "shape curriculum" for learning continuous Signed Distance Function (SDF) on shapes, namely Curriculum DeepSDF. Inspired by how humans learn, Curriculum DeepSDF organizes the learning task in ascending order of difficulty according to the following two criteria: surface accuracy and sample difficulty. The former considers stringency in supervising with ground truth, while the latter regards the weights of hard training samples near complex geometry and fine structure. More specifically, Curriculum DeepSDF learns to reconstruct coarse shapes at first, and then gradually increases the accuracy and focuses more on complex local details. Experimental results show that a carefully-designed curriculum leads to significantly better shape reconstructions with the same training data, training epochs and network architecture as DeepSDF. We believe that the application of shape curricula can benefit the training process of a wide variety of 3D shape representation learning methods.

cs.CV↗

PT2PC: Learning to Generate 3D Point Cloud Shapes from Part Tree Conditions

3D generative shape modeling is a fundamental research area in computer vision and interactive computer graphics, with many real-world applications. This paper investigates the novel problem of generating 3D shape point cloud geometry from a symbolic part tree representation. In order to learn such a conditional shape generation procedure in an end-to-end fashion, we propose a conditional GAN "part tree"-to-"point cloud" model (PT2PC) that disentangles the structural and geometric factors. The proposed model incorporates the part tree condition into the architecture design by passing messages top-down and bottom-up along the part tree hierarchy. Experimental results and user study demonstrate the strengths of our method in generating perceptually plausible and diverse 3D point clouds, given the part tree condition. We also propose a novel structural measure for evaluating if the generated shape point clouds satisfy the part tree conditions.

cs.CV↗

Rethinking Sampling in 3D Point Cloud Generative Adversarial Networks

In this paper, we examine the long-neglected yet important effects of point sampling patterns in point cloud GANs. Through extensive experiments, we show that sampling-insensitive discriminators (e.g.PointNet-Max) produce shape point clouds with point clustering artifacts while sampling-oversensitive discriminators (e.g.PointNet++, DGCNN) fail to guide valid shape generation. We propose the concept of sampling spectrum to depict the different sampling sensitivities of discriminators. We further study how different evaluation metrics weigh the sampling pattern against the geometry and propose several perceptual metrics forming a sampling spectrum of metrics. Guided by the proposed sampling spectrum, we discover a middle-point sampling-aware baseline discriminator, PointNet-Mix, which improves all existing point cloud generators by a large margin on sampling-related metrics. We point out that, though recent research has been focused on the generator design, the main bottleneck of point cloud GAN actually lies in the discriminator design. Our work provides both suggestions and tools for building future discriminators. We will release the code to facilitate future research.

cs.CV↗

Informative Scene Decomposition for Crowd Analysis, Comparison and Simulation Guidance

Crowd simulation is a central topic in several fields including graphics. To achieve high-fidelity simulations, data has been increasingly relied upon for analysis and simulation guidance. However, the information in real-world data is often noisy, mixed and unstructured, making it difficult for effective analysis, therefore has not been fully utilized. With the fast-growing volume of crowd data, such a bottleneck needs to be addressed. In this paper, we propose a new framework which comprehensively tackles this problem. It centers at an unsupervised method for analysis. The method takes as input raw and noisy data with highly mixed multi-dimensional (space, time and dynamics) information, and automatically structure it by learning the correlations among these dimensions. The dimensions together with their correlations fully describe the scene semantics which consists of recurring activity patterns in a scene, manifested as space flows with temporal and dynamics profiles. The effectiveness and robustness of the analysis have been tested on datasets with great variations in volume, duration, environment and crowd dynamics. Based on the analysis, new methods for data visualization, simulation evaluation and simulation guidance are also proposed. Together, our framework establishes a highly automated pipeline from raw data to crowd analysis, comparison and simulation guidance. Extensive experiments and evaluations have been conducted to show the flexibility, versatility and intuitiveness of our framework.

cs.GR↗

MeshingNet: A New Mesh Generation Method based on Deep Learning

We introduce a novel approach to automatic unstructured mesh generation using machine learning to predict an optimal finite element mesh for a previously unseen problem. The framework that we have developed is based around training an artificial neural network (ANN) to guide standard mesh generation software, based upon a prediction of the required local mesh density throughout the domain. We describe the training regime that is proposed, based upon the use of \emph{a posteriori} error estimation, and discuss the topologies of the ANNs that we have considered. We then illustrate performance using two standard test problems, a single elliptic partial differential equation (PDE) and a system of PDEs associated with linear elasticity. We demonstrate the effective generation of high quality meshes for arbitrary polygonal geometries and a range of material parameters, using a variety of user-selected error norms.

math.NA↗

Category-Level Articulated Object Pose Estimation

This project addresses the task of category-level pose estimation for articulated objects from a single depth image. We present a novel category-level approach that correctly accommodates object instances previously unseen during training. We introduce Articulation-aware Normalized Coordinate Space Hierarchy (ANCSH) - a canonical representation for different articulated objects in a given category. As the key to achieve intra-category generalization, the representation constructs a canonical object space as well as a set of canonical part spaces. The canonical object space normalizes the object orientation,scales and articulations (e.g. joint parameters and states) while each canonical part space further normalizes its part pose and scale. We develop a deep network based on PointNet++ that predicts ANCSH from a single depth point cloud, including part segmentation, normalized coordinates, and joint parameters in the canonical object space. By leveraging the canonicalized joints, we demonstrate: 1) improved performance in part pose and scale estimations using the induced kinematic constraints from joints; 2) high accuracy for joint parameter estimation in camera space.

cs.CV↗

The Online Saddle Point Problem and Online Convex Optimization with Knapsacks

We study the online saddle point problem, an online learning problem where at each iteration a pair of actions need to be chosen without knowledge of the current and future (convex-concave) payoff functions. The objective is to minimize the gap between the cumulative payoffs and the saddle point value of the aggregate payoff function, which we measure using a metric called "SP-Regret". The problem generalizes the online convex optimization framework but here we must ensure both players incur cumulative payoffs close to that of the Nash equilibrium of the sum of the games. We propose an algorithm that achieves SP-Regret proportional to $\sqrt{\ln(T)T}$ in the general case, and $\log(T)$ SP-Regret for the strongly convex-concave case. We also consider the special case where the payoff functions are bilinear and the decision sets are the probability simplex. In this setting we are able to design algorithms that reduce the bounds on SP-Regret from a linear dependence in the dimension of the problem to a \textit{logarithmic} one. We also study the problem under bandit feedback and provide an algorithm that achieves sublinear SP-Regret. We then consider an online convex optimization with knapsacks problem motivated by a wide variety of applications such as: dynamic pricing, auctions, and crowdsourcing. We relate this problem to the online saddle point problem and establish $O(\sqrt{T})$ regret using a primal-dual algorithm.

stat.ML↗

SAPIEN: A SimulAted Part-based Interactive ENvironment

Building home assistant robots has long been a pursuit for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set for articulated objects. Our SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that our SAPIEN can open a lot of research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.

cs.CV↗

SMART: Skeletal Motion Action Recognition aTtack

Adversarial attack has inspired great interest in computer vision, by showing that classification-based solutions are prone to imperceptible attack in many tasks. In this paper, we propose a method, SMART, to attack action recognizers which rely on 3D skeletal motions. Our method involves an innovative perceptual loss which ensures the imperceptibility of the attack. Empirical studies demonstrate that SMART is effective in both white-box and black-box scenarios. Its generalizability is evidenced on a variety of action recognizers and datasets. Its versatility is shown in different attacking strategies. Its deceitfulness is proven in extensive perceptual studies. Finally, SMART shows that adversarial attack on 3D skeletal motion, one type of time-series data, is significantly different from traditional adversarial attack problems.

cs.CV↗

Human-like Planning for Reaching in Cluttered Environments

Humans, in comparison to robots, are remarkably adept at reaching for objects in cluttered environments. The best existing robot planners are based on random sampling of configuration space -- which becomes excessively high-dimensional with large number of objects. Consequently, most planners often fail to efficiently find object manipulation plans in such environments. We addressed this problem by identifying high-level manipulation plans in humans, and transferring these skills to robot planners. We used virtual reality to capture human participants reaching for a target object on a tabletop cluttered with obstacles. From this, we devised a qualitative representation of the task space to abstract the decision making, irrespective of the number of obstacles. Based on this representation, human demonstrations were segmented and used to train decision classifiers. Using these classifiers, our planner produced a list of waypoints in task space. These waypoints provided a high-level plan, which could be transferred to an arbitrary robot model and used to initialise a local trajectory optimiser. We evaluated this approach through testing on unseen human VR data, a physics-based robot simulation, and a real robot (dataset and code are publicly available). We found that the human-like planner outperformed a state-of-the-art standard trajectory optimisation algorithm, and was able to generate effective strategies for rapid planning -- irrespective of the number of obstacles in the environment.

cs.RO↗

Predicting the Physical Dynamics of Unseen 3D Objects

Machines that can predict the effect of physical interactions on the dynamics of previously unseen object instances are important for creating better robots and interactive virtual worlds. In this work, we focus on predicting the dynamics of 3D objects on a plane that have just been subjected to an impulsive force. In particular, we predict the changes in state - 3D position, rotation, velocities, and stability. Different from previous work, our approach can generalize dynamics predictions to object shapes and initial conditions that were unseen during training. Our method takes the 3D object's shape as a point cloud and its initial linear and angular velocities as input. We extract shape features and use a recurrent neural network to predict the full change in state at each time step. Our model can support training with data from both a physics engine or the real world. Experiments show that we can accurately predict the changes in state for unseen object geometries and initial conditions.

cs.CV↗

Taylor expansions of groups and filtered-formality

Let $G$ be a finitely generated group, and let $\Bbbk{G}$ be its group algebra over a field of characteristic $0$. A Taylor expansion is a certain type of map from $G$ to the degree completion of the associated graded algebra of $\Bbbk{G}$ which generalizes the Magnus expansion of a free group. The group $G$ is said to be filtered-formal if its Malcev Lie algebra is isomorphic to the degree completion of its associated graded Lie algebra. We show that $G$ is filtered-formal if and only if it admits a Taylor expansion, and derive some consequences.

math.GR↗

Gravitational wave signal recognition of O1 data by deep learning

Deep learning method develops very fast as a tool for data analysis these years. Such a technique is quite promising to treat gravitational wave detection data. There are many works already in the literature which used deep learning technique to process simulated gravitational wave data. In this paper we apply deep learning to LIGO O1 data. In order to improve the weak signal recognition we adjust the convolutional neural network (CNN) a little bit. Our adjusted convolutional neural network admits comparable accuracy and efficiency of signal recognition as other deep learning works published in the literature. Based on our adjusted CNN, we can clearly recognize the eleven confirmed gravitational wave events included in O1 and O2. And more we find about 2000 gravitational wave triggers in O1 data.

astro-ph.IM↗

Spatio-temporal Manifold Learning for Human Motions via Long-horizon Modeling

Data-driven modeling of human motions is ubiquitous in computer graphics and computer vision applications, such as synthesizing realistic motions or recognizing actions. Recent research has shown that such problems can be approached by learning a natural motion manifold using deep learning to address the shortcomings of traditional data-driven approaches. However, previous methods can be sub-optimal for two reasons. First, the skeletal information has not been fully utilized for feature extraction. Unlike images, it is difficult to define spatial proximity in skeletal motions in the way that deep networks can be applied. Second, motion is time-series data with strong multi-modal temporal correlations. A frame could be followed by several candidate frames leading to different motions; long-range dependencies exist where a number of frames in the beginning correlate to a number of frames later. Ineffective modeling would either under-estimate the multi-modality and variance, resulting in featureless mean motion or over-estimate them resulting in jittery motions. In this paper, we propose a new deep network to tackle these challenges by creating a natural motion manifold that is versatile for many applications. The network has a new spatial component for feature extraction. It is also equipped with a new batch prediction model that predicts a large number of frames at once, such that long-term temporally-based objective functions can be employed to correctly learn the motion multi-modality and variances. With our system, long-duration motions can be predicted/synthesized using an open-loop setup where the motion retains the dynamics accurately. It can also be used for denoising corrupted motions and synthesizing new motions with given control signals. We demonstrate that our system can create superior results comparing to existing work in multiple applications.

cs.GR↗

Competing Against Equilibria in Zero-Sum Games with Evolving Payoffs

We study the problem of repeated play in a zero-sum game in which the payoff matrix may change, in a possibly adversarial fashion, on each round; we call these Online Matrix Games. Finding the Nash Equilibrium (NE) of a two player zero-sum game is core to many problems in statistics, optimization, and economics, and for a fixed game matrix this can be easily reduced to solving a linear program. But when the payoff matrix evolves over time our goal is to find a sequential algorithm that can compete with, in a certain sense, the NE of the long-term-averaged payoff matrix. We design an algorithm with small NE regret--that is, we ensure that the long-term payoff of both players is close to minimax optimum in hindsight. Our algorithm achieves near-optimal dependence with respect to the number of rounds and depends poly-logarithmically on the number of available actions of the players. Additionally, we show that the naive reduction, where each player simply minimizes its own regret, fails to achieve the stated objective regardless of which algorithm is used. We also consider the so-called bandit setting, where the feedback is significantly limited, and we provide an algorithm with small NE regret using one-point estimates of each payoff matrix.

cs.LG↗

Chen ranks and resonance varieties of the upper McCool groups

The group of basis-conjugating automorphisms of the free group of rank $n$, also known as the McCool group or the welded braid group $PΣ_n$, contains a much-studied subgroup, called the upper McCool group $PΣ_n^+$. Starting from the cohomology ring of $PΣ_n^+$, we find, by means of a Gröbner basis computation, a simple presentation for the infinitesimal Alexander invariant of this group, from which we determine the resonance varieties and the Chen ranks of the upper McCool groups. These computations reveal that, unlike for the pure braid group $P_n$ and the full McCool group $PΣ_n$, the Chen ranks conjecture does not hold for $PΣ_n^+$, for any $n\ge 4$. Consequently, $PΣ_n^+$ is not isomorphic to $P_n$ in that range, thus answering a question of Cohen, Pakianathan, Vershinin, and Wu. We also determine the scheme structure of the resonance varieties $\mathcal{R}_1(PΣ_n^+)$, and show that these schemes are not reduced for $n\geq 4$.

math.GR↗

Normalized Object Coordinate Space for Category-Level 6D Object Pose and Size Estimation

The goal of this paper is to estimate the 6D pose and dimensions of unseen object instances in an RGB-D image. Contrary to "instance-level" 6D pose estimation tasks, our problem assumes that no exact object CAD models are available during either training or testing time. To handle different and unseen object instances in a given category, we introduce a Normalized Object Coordinate Space (NOCS)---a shared canonical representation for all possible object instances within a category. Our region-based neural network is then trained to directly infer the correspondence from observed pixels to this shared object representation (NOCS) along with other object information such as class label and instance mask. These predictions can be combined with the depth map to jointly estimate the metric 6D pose and dimensions of multiple objects in a cluttered scene. To train our network, we present a new context-aware technique to generate large amounts of fully annotated mixed reality data. To further improve our model and evaluate its performance on real data, we also provide a fully annotated real-world dataset with large environment and instance variation. Extensive experiments demonstrate that the proposed method is able to robustly estimate the pose and size of unseen object instances in real environments while also achieving state-of-the-art performance on standard 6D pose estimation benchmarks.

cs.CV↗

Warm inflation with a generalized Langevin equation scenario

In this paper, we discuss the warm inflation model with both a Langevin equation and a generalized Langevin equation scenario. As a brief picture to illustrate the basic properties of stochastic differential equation in warm inflation, this paper is started from a simple condition with constant dissipative coefficient. In this model, we prove the perturbed inflaton field exhibits a stationary process on large scale, so the perturbed field has a scale-invariant power spectrum. Then we study the warm inflation with a generalized Langevin equation scenario. The perturbed field in such model also shows a stationary process and the power spectrum is quite similar to the one in cold inflation. If choosing an appropriate fluctuation-dissipation relation, we can get a spectrum same as the cold inflation. In a word, we attempt to show the rationality of warm inflationary scenario via statistical physics method.

gr-qc↗