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Huamin Wang

Publications and source records attributed to Huamin Wang.

32 records · Page 2Linked to original sources

Temporal Information Reconstruction and Non-Aligned Residual in Spiking Neural Networks for Speech Classification

Recently, it can be noticed that most models based on spiking neural networks (SNNs) only use a same level temporal resolution to deal with speech classification problems, which makes these models cannot learn the information of input data at different temporal scales. Additionally, owing to the different time lengths of the data before and after the sub-modules of many models, the effective residual connections cannot be applied to optimize the training processes of these models.To solve these problems, on the one hand, we reconstruct the temporal dimension of the audio spectrum to propose a novel method named as Temporal Reconstruction (TR) by referring the hierarchical processing process of the human brain for understanding speech. Then, the reconstructed SNN model with TR can learn the information of input data at different temporal scales and model more comprehensive semantic information from audio data because it enables the networks to learn the information of input data at different temporal resolutions. On the other hand, we propose the Non-Aligned Residual (NAR) method by analyzing the audio data, which allows the residual connection can be used in two audio data with different time lengths. We have conducted plentiful experiments on the Spiking Speech Commands (SSC), the Spiking Heidelberg Digits (SHD), and the Google Speech Commands v0.02 (GSC) datasets. According to the experiment results, we have achieved the state-of-the-art (SOTA) result 81.02\% on SSC for the test classification accuracy of all SNN models, and we have obtained the SOTA result 96.04\% on SHD for the classification accuracy of all models.

cs.SD↗

FashionR2R: Texture-preserving Rendered-to-Real Image Translation with Diffusion Models

Modeling and producing lifelike clothed human images has attracted researchers' attention from different areas for decades, with the complexity from highly articulated and structured content. Rendering algorithms decompose and simulate the imaging process of a camera, while are limited by the accuracy of modeled variables and the efficiency of computation. Generative models can produce impressively vivid human images, however still lacking in controllability and editability. This paper studies photorealism enhancement of rendered images, leveraging generative power from diffusion models on the controlled basis of rendering. We introduce a novel framework to translate rendered images into their realistic counterparts, which consists of two stages: Domain Knowledge Injection (DKI) and Realistic Image Generation (RIG). In DKI, we adopt positive (real) domain finetuning and negative (rendered) domain embedding to inject knowledge into a pretrained Text-to-image (T2I) diffusion model. In RIG, we generate the realistic image corresponding to the input rendered image, with a Texture-preserving Attention Control (TAC) to preserve fine-grained clothing textures, exploiting the decoupled features encoded in the UNet structure. Additionally, we introduce SynFashion dataset, featuring high-quality digital clothing images with diverse textures. Extensive experimental results demonstrate the superiority and effectiveness of our method in rendered-to-real image translation.

cs.CV↗

Efficient GPU Cloth Simulation with Non-distance Barriers and Subspace Reuse

This paper pushes the performance of cloth simulation, making the simulation interactive even for high-resolution garment models while keeping every triangle untangled. The penetration-free guarantee is inspired by the interior point method, which converts the inequality constraints to barrier potentials. We propose a major overhaul of this modality within the projective dynamics framework by leveraging an adaptive weighting mechanism inspired by barrier formulation. This approach does not depend on the distance between mesh primitives, but on the virtual life span of a collision event and thus keeps all the vertices within feasible region. Such a non-distance barrier model allows a new way to integrate collision resolution into the simulation pipeline. Another contributor to the performance boost comes from the subspace reuse strategy. This is based on the observation that low-frequency strain propagation is near orthogonal to the deformation induced by collisions or self-collisions, often of high frequency. Subspace reuse then takes care of low-frequency residuals, while high-frequency residuals can also be effectively smoothed by GPU-based iterative solvers. We show that our method outperforms existing fast cloth simulators by at least one order while producing high-quality animations of high-resolution models.

cs.GR↗

Volumetric Homogenization for Knitwear Simulation

This paper presents volumetric homogenization, a spatially varying homogenization scheme for knitwear simulation. We are motivated by the observation that macro-scale fabric dynamics is strongly correlated with its underlying knitting patterns. Therefore, homogenization towards a single material is less effective when the knitting is complex and non-repetitive. Our method tackles this challenge by homogenizing the yarn-level material locally at volumetric elements. Assigning a virtual volume of a knitting structure enables us to model bending and twisting effects via a simple volume-preserving penalty and thus effectively alleviates the material nonlinearity. We employ an adjoint Gauss-Newton formulation to battle the dimensionality challenge of such per-element material optimization. This intuitive material model makes the forward simulation GPU-friendly. To this end, our pipeline also equips a novel domain-decomposed subspace solver crafted for GPU projective dynamics, which makes our simulator hundreds of times faster than the yarn-level simulator. Experiments validate the capability and effectiveness of volumetric homogenization. Our method produces realistic animations of knitwear matching the quality of full-scale yarn-level simulations. It is also orders of magnitude faster than existing homogenization techniques in both the training and simulation stages.

cs.GR↗

NeuroMoCo: A Neuromorphic Momentum Contrast Learning Method for Spiking Neural Networks

Recently, brain-inspired spiking neural networks (SNNs) have attracted great research attention owing to their inherent bio-interpretability, event-triggered properties and powerful perception of spatiotemporal information, which is beneficial to handling event-based neuromorphic datasets. In contrast to conventional static image datasets, event-based neuromorphic datasets present heightened complexity in feature extraction due to their distinctive time series and sparsity characteristics, which influences their classification accuracy. To overcome this challenge, a novel approach termed Neuromorphic Momentum Contrast Learning (NeuroMoCo) for SNNs is introduced in this paper by extending the benefits of self-supervised pre-training to SNNs to effectively stimulate their potential. This is the first time that self-supervised learning (SSL) based on momentum contrastive learning is realized in SNNs. In addition, we devise a novel loss function named MixInfoNCE tailored to their temporal characteristics to further increase the classification accuracy of neuromorphic datasets, which is verified through rigorous ablation experiments. Finally, experiments on DVS-CIFAR10, DVS128Gesture and N-Caltech101 have shown that NeuroMoCo of this paper establishes new state-of-the-art (SOTA) benchmarks: 83.6% (Spikformer-2-256), 98.62% (Spikformer-2-256), and 84.4% (SEW-ResNet-18), respectively.

cs.CV↗

GarmentDreamer: 3DGS Guided Garment Synthesis with Diverse Geometry and Texture Details

Traditional 3D garment creation is labor-intensive, involving sketching, modeling, UV mapping, and texturing, which are time-consuming and costly. Recent advances in diffusion-based generative models have enabled new possibilities for 3D garment generation from text prompts, images, and videos. However, existing methods either suffer from inconsistencies among multi-view images or require additional processes to separate cloth from the underlying human model. In this paper, we propose GarmentDreamer, a novel method that leverages 3D Gaussian Splatting (GS) as guidance to generate wearable, simulation-ready 3D garment meshes from text prompts. In contrast to using multi-view images directly predicted by generative models as guidance, our 3DGS guidance ensures consistent optimization in both garment deformation and texture synthesis. Our method introduces a novel garment augmentation module, guided by normal and RGBA information, and employs implicit Neural Texture Fields (NeTF) combined with Score Distillation Sampling (SDS) to generate diverse geometric and texture details. We validate the effectiveness of our approach through comprehensive qualitative and quantitative experiments, showcasing the superior performance of GarmentDreamer over state-of-the-art alternatives. Our project page is available at: https://xuan-li.github.io/GarmentDreamerDemo/.

cs.CV↗

VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality

As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.

cs.HC↗

High-quality Surface Reconstruction using Gaussian Surfels

We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. Such a design provides clear guidance to the optimizer. By treating the local z-axis as the normal direction, it greatly improves optimization stability and surface alignment. While the derivatives to the local z-axis computed from the covariance matrix are zero in this setting, we design a self-supervised normal-depth consistency loss to remedy this issue. Monocular normal priors and foreground masks are incorporated to enhance the quality of the reconstruction, mitigating issues related to highlights and background. We propose a volumetric cutting method to aggregate the information of Gaussian surfels so as to remove erroneous points in depth maps generated by alpha blending. Finally, we apply screened Poisson reconstruction method to the fused depth maps to extract the surface mesh. Experimental results show that our method demonstrates superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods.

cs.CV↗

Fast GPU-Based Two-Way Continuous Collision Handling

Step-and-project is a popular way to simulate non-penetrated deformable bodies in physically-based animation. First integrating the system in time regardless of contacts and post resolving potential intersections practically strike a good balance between plausibility and efficiency. However, existing methods could be defective and unsafe when the time step is large, taking risks of failures or demands of repetitive collision testing and resolving that severely degrade performance. In this paper, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches the optimization at both ends of the intermediate time-integrated state and the previous intersection-free state, progressively generating a piecewise-linear path and finally reaching a feasible solution for the next time step. Technically, our method interleaves between a forward step and a backward step at a low cost, until the result is conditionally converged. Due to a set of unified volume-based contact constraints, our method can flexibly and reliably handle a variety of codimensional deformable bodies, including volumetric bodies, cloth, hair and sand. The experiments show that our method is safe, robust, physically faithful and numerically efficient, especially suitable for large deformations or large time steps.

cs.GR↗

Proximal Policy Gradient: PPO with Policy Gradient

In this paper, we propose a new algorithm PPG (Proximal Policy Gradient), which is close to both VPG (vanilla policy gradient) and PPO (proximal policy optimization). The PPG objective is a partial variation of the VPG objective and the gradient of the PPG objective is exactly same as the gradient of the VPG objective. To increase the number of policy update iterations, we introduce the advantage-policy plane and design a new clipping strategy. We perform experiments in OpenAI Gym and Bullet robotics environments for ten random seeds. The performance of PPG is comparable to PPO, and the entropy decays slower than PPG. Thus we show that performance similar to PPO can be obtained by using the gradient formula from the original policy gradient theorem.

cs.LG↗

A Variational Staggered Particle Framework for Incompressible Free-Surface Flows

Smoothed particle hydrodynamics (SPH) has been extensively studied in computer graphics to animate fluids with versatile effects. However, SPH still suffers from two numerical difficulties: the particle deficiency problem, which will deteriorate the simulation accuracy, and the particle clumping problem, which usually leads to poor stability of particle simulations. We propose to solve these two problems by developing an approximate projection method for incompressible free-surface flows under a variational staggered particle framework. After particle discretization, we first categorize all fluid particles into four subsets. Then according to the classification, we propose to solve the particle deficiency problem by analytically imposing free surface boundary conditions on both the Laplacian operator and the source term. To address the particle clumping problem, we propose to extend the Taylor-series consistent pressure gradient model with kernel function correction and semi-analytical boundary conditions. Compared to previous approximate projection method [1], our incompressibility solver is stable under both compressive and tensile stress states, no pressure clumping or iterative density correction (e.g., a density constrained pressure approach) is necessary to stabilize the solver anymore. Motivated by the Helmholtz free energy functional, we additionally introduce an iterative particle shifting algorithm to improve the accuracy. It significantly reduces particle splashes near the free surface. Therefore, high-fidelity simulations of the formation and fragmentation of liquid jets and sheets are obtained for both the two-jets and milk-crown examples.

cs.GR↗

Computational Design of Skinned Quad-Robots

We present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins.Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody dynamics of the mechanical skeleton and the elastic behavior of the soft skin. The developed motion control strategy uses an alternating optimization scheme to avoid expensive full space time-optimization, interleaving space-time optimization for the skeleton and frame-by-frame optimization for the full dynamics. The output are motor torques to drive the robot to achieve a user prescribed motion trajectory.We also provide a collection of convenient engineering tools and empirical manufacturing guidance to support the fabrication of the designed quad-robot. We validate the feasibility of designs generated with our system through physics simulations and with a physically-fabricated prototype.

cs.GR↗

NeuralDrop: DNN-based Simulation of Small-Scale Liquid Flows on Solids

Small-scale liquid flows on solid surfaces provide convincing details in liquid animation, but they are difficult to be simulated with efficiency and fidelity, mostly due to the complex nature of the surface tension at the contact front where liquid, air, and solid meet. In this paper, we propose to simulate the dynamics of new liquid drops from captured real-world liquid flow data, using deep neural networks. To achieve this goal, we develop a data capture system that acquires liquid flow patterns from hundreds of real-world water drops. We then convert raw data into compact data for training neural networks, in which liquid drops are represented by their contact fronts in a Lagrangian form. Using the LSTM units based on recurrent neural networks, our neural networks serve three purposes in our simulator: predicting the contour of a contact front, predicting the color field gradient of a contact front, and finally predicting whether a contact front is going to break or not. Using these predictions, our simulator recovers the overall shape of a liquid drop at every time step, and handles merging and splitting events by simple operations. The experiment shows that our trained neural networks are able to perform predictions well. The whole simulator is robust, convenient to use, and capable of generating realistic small-scale liquid effects in animation.

cs.GR↗

DeepWarp: DNN-based Nonlinear Deformation

DeepWarp is an efficient and highly re-usable deep neural network (DNN) based nonlinear deformable simulation framework. Unlike other deep learning applications such as image recognition, where different inputs have a uniform and consistent format (e.g. an array of all the pixels in an image), the input for deformable simulation is quite variable, high-dimensional, and parametrization-unfriendly. Consequently, even though DNN is known for its rich expressivity of nonlinear functions, directly using DNN to reconstruct the force-displacement relation for general deformable simulation is nearly impossible. DeepWarp obviates this difficulty by partially restoring the force-displacement relation via warping the nodal displacement simulated using a simplistic constitutive model -- the linear elasticity. In other words, DeepWarp yields an incremental displacement fix based on a simplified (therefore incorrect) simulation result other than returning the unknown displacement directly. We contrive a compact yet effective feature vector including geodesic, potential and digression to sort training pairs of per-node linear and nonlinear displacement. DeepWarp is robust under different model shapes and tessellations. With the assistance of deformation substructuring, one DNN training is able to handle a wide range of 3D models of various geometries including most examples shown in the paper. Thanks to the linear elasticity and its constant system matrix, the underlying simulator only needs to perform one pre-factorized matrix solve at each time step, and DeepWarp is able to simulate large models in real time.

cs.GR↗