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Jianfeng Zhang

Publications and source records attributed to Jianfeng Zhang.

At least 109 records · Page 6Linked to original sources

AvatarGen: A 3D Generative Model for Animatable Human Avatars

Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to generate high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only geometry-aware clothed human synthesis with high-fidelity appearances but also disentangled human animation controllability, while only requiring 2D images for training. Specifically, we decompose the generative 3D human synthesis into pose-guided mapping and canonical representation with predefined human pose and shape, such that the canonical representation can be explicitly driven to different poses and shapes with the guidance of a 3D parametric human model SMPL. AvatarGen further introduces a deformation network to learn non-rigid deformations for modeling fine-grained geometric details and pose-dependent dynamics. To improve the geometry quality of the generated human avatars, it leverages the signed distance field as geometric proxy, which allows more direct regularization from the 3D geometric priors of SMPL. Benefiting from these designs, our method can generate animatable 3D human avatars with high-quality appearance and geometry modeling, significantly outperforming previous 3D GANs. Furthermore, it is competent for many applications, e.g., single-view reconstruction, re-animation, and text-guided synthesis/editing. Code and pre-trained model will be available at http://jeff95.me/projects/avatargen.html.

cs.CV↗

Mean Field Game Master Equations with Anti-monotonicity Conditions

It is well known that the monotonicity condition, either in Lasry-Lions sense or in displacement sense, is crucial for the global well-posedness of mean field game master equations, as well as for the uniqueness of mean field equilibria and solutions to mean field game systems. In the literature, the monotonicity conditions are always taken in a fixed direction. In this paper we propose a new type of monotonicity condition in the opposite direction, which we call the anti-monotonicity condition, and establish the global well-posedness for mean field game master equations with nonseparable Hamiltonians. Our anti-monotonicity condition allows our data to violate both the Lasry-Lions monotonicity and the displacement monotonicity conditions.

math.PR↗

Multi-timescale Event Detection in Nonintrusive Load Monitoring based on MDL Principle

Load event detection is the fundamental step for the event-based non-intrusive load monitoring (NILM). However, existing event detection methods with fixed parameters may fail in coping with the inherent multi-timescale characteristics of events and their event detection accuracy is easily affected by the load fluctuation. In this regard, this paper extends our previously designed two-stage event detection framework, and proposes a novel multi-timescale event detection method based on the principle of minimum description length (MDL). Following the completion of step-like event detection in the first stage, a long-transient event detection scheme with variable-length sliding window is designed for the second stage, which is intended to provide the observation and characterization of the same event at different time scales. In that, the context information in the aggregated load data is mined by motif discovery, and then based on the MDL principle, the proper observation scales are selected for different events and the corresponding detection results are determined. In the post-processing step, a load fluctuation location method based on voice activity detection (VAD) is proposed to identify and remove the unreasonable events caused by fluctuations. Based on newly proposed evaluation metrics, the comparison tests on public and private datasets demonstrate that our method achieves higher detection accuracy and integrity for events of various appliances across different scenarios.

eess.SP↗

Viscosity solutions for obstacle problems on Wasserstein space

This paper is a continuation of our accompanying paper [Talbi, Touzi and Zhang (2021)], where we characterized the mean field optimal stopping problem by an obstacle equation on the Wasserstein space of probability measures, provided that the value function is smooth. Our purpose here is to establish this characterization under weaker regularity requirements. We shall define a notion of viscosity solutions for such equation, and prove existence, stability, and comparison principle.

math.PR↗

Mean Field Games of Controls: Propagation of Monotonicities

The theory of Mean Field Game of Controls considers a class of mean field games where the interaction is through the joint distribution of the state and control. It is well known that, for standard mean field games, certain monotonicity condition is crucial to guarantee the uniqueness of mean field equilibria and then the global wellposedness for master equations. In the literature, the monotonicity condition could be the Lasry-Lions monotonicity, the displacement monotonicity, or the anti-monotonicity conditions. In this paper, we investigate all these three types of monotonicity conditions for Mean Field Games of Controls and show their propagation along the solutions to the master equations with common noises. In particular, we extend the displacement monotonicity to semi-monotonicity, whose propagation result is new even for standard mean field games. This is the first step towards the global wellposedness theory for master equations of Mean Field Games of Controls.

math.PR↗

A New Probabilistic V-Net Model with Hierarchical Spatial Feature Transform for Efficient Abdominal Multi-Organ Segmentation

Accurate and robust abdominal multi-organ segmentation from CT imaging of different modalities is a challenging task due to complex inter- and intra-organ shape and appearance variations among abdominal organs. In this paper, we propose a probabilistic multi-organ segmentation network with hierarchical spatial-wise feature modulation to capture flexible organ semantic variants and inject the learnt variants into different scales of feature maps for guiding segmentation. More specifically, we design an input decomposition module via a conditional variational auto-encoder to learn organ-specific distributions on the low dimensional latent space and model richer organ semantic variations that is conditioned on input images.Then by integrating these learned variations into the V-Net decoder hierarchically via spatial feature transformation, which has the ability to convert the variations into conditional Affine transformation parameters for spatial-wise feature maps modulating and guiding the fine-scale segmentation. The proposed method is trained on the publicly available AbdomenCT-1K dataset and evaluated on two other open datasets, i.e., 100 challenging/pathological testing patient cases from AbdomenCT-1K fully-supervised abdominal organ segmentation benchmark and 90 cases from TCIA+&BTCV dataset. Highly competitive or superior quantitative segmentation results have been achieved using these datasets for four abdominal organs of liver, kidney, spleen and pancreas with reported Dice scores improved by 7.3% for kidneys and 9.7% for pancreas, while being ~7 times faster than two strong baseline segmentation methods(nnUNet and CoTr).

eess.IV↗

AvatarGen: a 3D Generative Model for Animatable Human Avatars

Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to synthesize high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only non-rigid human generation with diverse appearance but also full control over poses and viewpoints, while only requiring 2D images for training. Specifically, it extends the recent 3D GANs to clothed human generation by utilizing a coarse human body model as a proxy to warp the observation space into a standard avatar under a canonical space. To model non-rigid dynamics, it introduces a deformation network to learn pose-dependent deformations in the canonical space. To improve geometry quality of the generated human avatars, it leverages signed distance field as geometric representation, which allows more direct regularization from the body model on the geometry learning. Benefiting from these designs, our method can generate animatable human avatars with high-quality appearance and geometry modeling, significantly outperforming previous 3D GANs. Furthermore, it is competent for many applications, e.g., single-view reconstruction, reanimation, and text-guided synthesis. Code and pre-trained model will be available.

cs.CV↗

Mean Field Games Master Equations with Non-separable Hamiltonians and Displacement Monotonicity

In this manuscript, we propose a structural condition on non-separable Hamiltonians, which we term displacement monotonicity condition, to study second order mean field games master equations. A rate of dissipation of a bilinear form is brought to bear a global (in time) well-posedness theory, based on a--priori uniform Lipschitz estimates on the solution in the measure variable. Displacement monotonicity being sometimes in dichotomy with the widely used Lasry-Lions monotonicity condition, the novelties of this work persist even when restricted to separable Hamiltonians.

math.AP↗

Geometry-Guided Progressive NeRF for Generalizable and Efficient Neural Human Rendering

In this work we develop a generalizable and efficient Neural Radiance Field (NeRF) pipeline for high-fidelity free-viewpoint human body synthesis under settings with sparse camera views. Though existing NeRF-based methods can synthesize rather realistic details for human body, they tend to produce poor results when the input has self-occlusion, especially for unseen humans under sparse views. Moreover, these methods often require a large number of sampling points for rendering, which leads to low efficiency and limits their real-world applicability. To address these challenges, we propose a Geometry-guided Progressive NeRF (GP-NeRF). In particular, to better tackle self-occlusion, we devise a geometry-guided multi-view feature integration approach that utilizes the estimated geometry prior to integrate the incomplete information from input views and construct a complete geometry volume for the target human body. Meanwhile, for achieving higher rendering efficiency, we introduce a progressive rendering pipeline through geometry guidance, which leverages the geometric feature volume and the predicted density values to progressively reduce the number of sampling points and speed up the rendering process. Experiments on the ZJU-MoCap and THUman datasets show that our method outperforms the state-of-the-arts significantly across multiple generalization settings, while the time cost is reduced > 70% via applying our efficient progressive rendering pipeline.

cs.CV↗

PoseTriplet: Co-evolving 3D Human Pose Estimation, Imitation, and Hallucination under Self-supervision

Existing self-supervised 3D human pose estimation schemes have largely relied on weak supervisions like consistency loss to guide the learning, which, inevitably, leads to inferior results in real-world scenarios with unseen poses. In this paper, we propose a novel self-supervised approach that allows us to explicitly generate 2D-3D pose pairs for augmenting supervision, through a self-enhancing dual-loop learning framework. This is made possible via introducing a reinforcement-learning-based imitator, which is learned jointly with a pose estimator alongside a pose hallucinator; the three components form two loops during the training process, complementing and strengthening one another. Specifically, the pose estimator transforms an input 2D pose sequence to a low-fidelity 3D output, which is then enhanced by the imitator that enforces physical constraints. The refined 3D poses are subsequently fed to the hallucinator for producing even more diverse data, which are, in turn, strengthened by the imitator and further utilized to train the pose estimator. Such a co-evolution scheme, in practice, enables training a pose estimator on self-generated motion data without relying on any given 3D data. Extensive experiments across various benchmarks demonstrate that our approach yields encouraging results significantly outperforming the state of the art and, in some cases, even on par with results of fully-supervised methods. Notably, it achieves 89.1% 3D PCK on MPI-INF-3DHP under self-supervised cross-dataset evaluation setup, improving upon the previous best self-supervised methods by 8.6%. Code can be found at: https://github.com/Garfield-kh/PoseTriplet

cs.CV↗

Wellposedness of Second Order Master Equations for Mean Field Games with Nonsmooth Data

In this paper we study second order master equations arising from mean field games with common noise over arbitrary time duration. A classical solution typically requires the monotonicity condition (or small time duration) and sufficiently smooth data. While keeping the monotonicity condition, our goal is to relax the regularity of the data, which is an open problem in the literature. In particular, we do not require any differentiability in terms of the measures, which prevents us from obtaining classical solutions. We shall propose three weaker notions of solutions, named as {\it good solutions}, {\it weak solutions}, and {\it weak-viscosity solutions}, respectively, and establish the wellposedness of the master equation under all three notions. We emphasize that, due to the game nature, one cannot expect comparison principle even for classical solutions. The key for the global (in time) wellposedness is the uniform a priori estimate for the Lipschitz continuity of the solution in the measures. The monotonicity condition is crucial for this uniform estimate and thus is crucial for the existence of the global solution, but is not needed for the uniqueness in such Lipschitz class. To facilitate our analysis, we construct a smooth mollifier for functions on Wasserstein space, which is new in the literature and is interesting in its own right. Following the same approach of our wellposedness results, we prove the convergence of the Nash system, a high dimensional system of PDEs arising from the corresponding $N$-player game, under mild regularity requirements. We shall also prove a propagation of chaos property for the associated optimal trajectories.

math.AP↗

Direct Multi-view Multi-person 3D Pose Estimation

We present Multi-view Pose transformer (MvP) for estimating multi-person 3D poses from multi-view images. Instead of estimating 3D joint locations from costly volumetric representation or reconstructing the per-person 3D pose from multiple detected 2D poses as in previous methods, MvP directly regresses the multi-person 3D poses in a clean and efficient way, without relying on intermediate tasks. Specifically, MvP represents skeleton joints as learnable query embeddings and let them progressively attend to and reason over the multi-view information from the input images to directly regress the actual 3D joint locations. To improve the accuracy of such a simple pipeline, MvP presents a hierarchical scheme to concisely represent query embeddings of multi-person skeleton joints and introduces an input-dependent query adaptation approach. Further, MvP designs a novel geometrically guided attention mechanism, called projective attention, to more precisely fuse the cross-view information for each joint. MvP also introduces a RayConv operation to integrate the view-dependent camera geometry into the feature representations for augmenting the projective attention. We show experimentally that our MvP model outperforms the state-of-the-art methods on several benchmarks while being much more efficient. Notably, it achieves 92.3% AP25 on the challenging Panoptic dataset, improving upon the previous best approach [36] by 9.8%. MvP is general and also extendable to recovering human mesh represented by the SMPL model, thus useful for modeling multi-person body shapes. Code and models are available at https://github.com/sail-sg/mvp.

cs.CV↗

Pressure induced superconductivity in WB2 and ReB2 through modifying the B layers

The recent discovery of superconductivity up to 32 K in the pressurized MoB2 reignites the interests in exploring high-Tc superconductors in transition-metal diborides. Inspired by that work, we turn our attention to the 5d transition-metal diborides. Here we systematically investigate the responses of both structural and physical properties of WB2 and ReB2 to external pressure, which possess different types of boron layers. Similar to MoB2, the pressure-induced superconductivity was also observed in WB2 above 60 GPa with a maximum Tc of 15 K at 100 GPa, while no superconductivity was detected in ReB2 in this pressure range. Interestingly, the structures at ambient pressure for both WB2 and ReB2 persist to high pressure without structural phase transitions. Theoretical calculations suggest that the ratio of flat boron layers in this class of transition-metal diborides may be crucial for the appearance of high Tc. The combined theoretical and experimental results highlight the effect of geometry of boron layers on superconductivity and shed light on the exploration of novel high-Tc superconductors in borides.

cond-mat.supr-con↗

Knothe-Rosenblatt transport for Unsupervised Domain Adaptation

Unsupervised domain adaptation (UDA) aims at exploiting related but different data sources to tackle a common task in a target domain. UDA remains a central yet challenging problem in machine learning. In this paper, we present an approach tailored to moderate-dimensional tabular problems which are hugely important in industrial applications and less well-served by the plethora of methods designed for image and language data. Knothe-Rosenblatt Domain Adaptation (KRDA) is based on the Knothe-Rosenblatt transport: we exploit autoregressive density estimation algorithms to accurately model the different sources by an autoregressive model using a mixture of Gaussians. KRDA then takes advantage of the triangularity of the autoregressive models to build an explicit mapping of the source samples into the target domain. We show that the transfer map built by KRDA preserves each component quantiles of the observations, hence aligning the representations of the different data sets in the same target domain. Finally, we show that KRDA has state-of-the-art performance on both synthetic and real world UDA problems.

cs.LG↗

Body Meshes as Points

We consider the challenging multi-person 3D body mesh estimation task in this work. Existing methods are mostly two-stage based--one stage for person localization and the other stage for individual body mesh estimation, leading to redundant pipelines with high computation cost and degraded performance for complex scenes (e.g., occluded person instances). In this work, we present a single-stage model, Body Meshes as Points (BMP), to simplify the pipeline and lift both efficiency and performance. In particular, BMP adopts a new method that represents multiple person instances as points in the spatial-depth space where each point is associated with one body mesh. Hinging on such representations, BMP can directly predict body meshes for multiple persons in a single stage by concurrently localizing person instance points and estimating the corresponding body meshes. To better reason about depth ordering of all the persons within the same scene, BMP designs a simple yet effective inter-instance ordinal depth loss to obtain depth-coherent body mesh estimation. BMP also introduces a novel keypoint-aware augmentation to enhance model robustness to occluded person instances. Comprehensive experiments on benchmarks Panoptic, MuPoTS-3D and 3DPW clearly demonstrate the state-of-the-art efficiency of BMP for multi-person body mesh estimation, together with outstanding accuracy. Code can be found at: https://github.com/jfzhang95/BMP.

cs.CV↗

Pressure-induced Superconductivity at 32 K in MoB2

Since the discovery of superconductivity in MgB2 (Tc ~ 39 K), the search for superconductivity in related materials with similar structures or ingredients has never stopped. Although about 100 binary borides have been explored, only few of them show superconductivity with relatively low Tc. In this work, we report the discovery of superconductivity up to 32 K in MoB2 under pressure which is the highest Tc in transition-metal borides. Although the Tc can be well explained by theoretical calculations in the framework of electron-phonon coupling, the d-electrons and phonon modes of transition metal Mo atoms play utterly important roles in the emergence of superconductivity in MoB2, distinctly different from the case of well-known MgB2. Our study sheds light on the exploration of high-Tc superconductors in transition metal borides.

cond-mat.supr-con↗

PoseAug: A Differentiable Pose Augmentation Framework for 3D Human Pose Estimation

Existing 3D human pose estimators suffer poor generalization performance to new datasets, largely due to the limited diversity of 2D-3D pose pairs in the training data. To address this problem, we present PoseAug, a new auto-augmentation framework that learns to augment the available training poses towards a greater diversity and thus improve generalization of the trained 2D-to-3D pose estimator. Specifically, PoseAug introduces a novel pose augmentor that learns to adjust various geometry factors (e.g., posture, body size, view point and position) of a pose through differentiable operations. With such differentiable capacity, the augmentor can be jointly optimized with the 3D pose estimator and take the estimation error as feedback to generate more diverse and harder poses in an online manner. Moreover, PoseAug introduces a novel part-aware Kinematic Chain Space for evaluating local joint-angle plausibility and develops a discriminative module accordingly to ensure the plausibility of the augmented poses. These elaborate designs enable PoseAug to generate more diverse yet plausible poses than existing offline augmentation methods, and thus yield better generalization of the pose estimator. PoseAug is generic and easy to be applied to various 3D pose estimators. Extensive experiments demonstrate that PoseAug brings clear improvements on both intra-scenario and cross-scenario datasets. Notably, it achieves 88.6% 3D PCK on MPI-INF-3DHP under cross-dataset evaluation setup, improving upon the previous best data augmentation based method by 9.1%. Code can be found at: https://github.com/jfzhang95/PoseAug.

cs.CV↗

Non-Equivalence of Stochastic Optimal Control Problems with Open and Closed Loop Controls

For an optimal control problem of an Itô's type stochastic differential equation, the control process could be taken as open-loop or closed-loop forms. In the standard literature, provided appropriate regularity, the value functions under these two types of controls are equal and are the unique (viscosity) solution to the corresponding (path-dependent) HJB equation. In this short note, we provide a counterexample in the path dependent setting showing that these value functions can be different in general.

math.OC↗