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Jie Guo

Publications and source records attributed to Jie Guo.

At least 55 records · Page 3Linked to original sources

"I know myself better, but not really greatly": How Well Can LLMs Detect and Explain LLM-Generated Texts?

Distinguishing between human- and LLM-generated texts is crucial given the risks associated with misuse of LLMs. This paper investigates detection and explanation capabilities of current LLMs across two settings: binary (human vs. LLM-generated) and ternary classification (including an ``undecided'' class). We evaluate 6 close- and open-source LLMs of varying sizes and find that self-detection (LLMs identifying their own outputs) consistently outperforms cross-detection (identifying outputs from other LLMs), though both remain suboptimal. Introducing a ternary classification framework improves both detection accuracy and explanation quality across all models. Through comprehensive quantitative and qualitative analyses using our human-annotated dataset, we identify key explanation failures, primarily reliance on inaccurate features, hallucinations, and flawed reasoning. Our findings underscore the limitations of current LLMs in self-detection and self-explanation, highlighting the need for further research to address overfitting and enhance generalizability.

cs.CL↗

NTIRE 2025 XGC Quality Assessment Challenge: Methods and Results

This paper reports on the NTIRE 2025 XGC Quality Assessment Challenge, which will be held in conjunction with the New Trends in Image Restoration and Enhancement Workshop (NTIRE) at CVPR 2025. This challenge is to address a major challenge in the field of video and talking head processing. The challenge is divided into three tracks, including user generated video, AI generated video and talking head. The user-generated video track uses the FineVD-GC, which contains 6,284 user generated videos. The user-generated video track has a total of 125 registered participants. A total of 242 submissions are received in the development phase, and 136 submissions are received in the test phase. Finally, 5 participating teams submitted their models and fact sheets. The AI generated video track uses the Q-Eval-Video, which contains 34,029 AI-Generated Videos (AIGVs) generated by 11 popular Text-to-Video (T2V) models. A total of 133 participants have registered in this track. A total of 396 submissions are received in the development phase, and 226 submissions are received in the test phase. Finally, 6 participating teams submitted their models and fact sheets. The talking head track uses the THQA-NTIRE, which contains 12,247 2D and 3D talking heads. A total of 89 participants have registered in this track. A total of 225 submissions are received in the development phase, and 118 submissions are received in the test phase. Finally, 8 participating teams submitted their models and fact sheets. Each participating team in every track has proposed a method that outperforms the baseline, which has contributed to the development of fields in three tracks.

cs.CV↗

SGCR: Spherical Gaussians for Efficient 3D Curve Reconstruction

Neural rendering techniques have made substantial progress in generating photo-realistic 3D scenes. The latest 3D Gaussian Splatting technique has achieved high quality novel view synthesis as well as fast rendering speed. However, 3D Gaussians lack proficiency in defining accurate 3D geometric structures despite their explicit primitive representations. This is due to the fact that Gaussian's attributes are primarily tailored and fine-tuned for rendering diverse 2D images by their anisotropic nature. To pave the way for efficient 3D reconstruction, we present Spherical Gaussians, a simple and effective representation for 3D geometric boundaries, from which we can directly reconstruct 3D feature curves from a set of calibrated multi-view images. Spherical Gaussians is optimized from grid initialization with a view-based rendering loss, where a 2D edge map is rendered at a specific view and then compared to the ground-truth edge map extracted from the corresponding image, without the need for any 3D guidance or supervision. Given Spherical Gaussians serve as intermedia for the robust edge representation, we further introduce a novel optimization-based algorithm called SGCR to directly extract accurate parametric curves from aligned Spherical Gaussians. We demonstrate that SGCR outperforms existing state-of-the-art methods in 3D edge reconstruction while enjoying great efficiency.

cs.GR↗

TransparentGS: Fast Inverse Rendering of Transparent Objects with Gaussians

The emergence of neural and Gaussian-based radiance field methods has led to considerable advancements in novel view synthesis and 3D object reconstruction. Nonetheless, specular reflection and refraction continue to pose significant challenges due to the instability and incorrect overfitting of radiance fields to high-frequency light variations. Currently, even 3D Gaussian Splatting (3D-GS), as a powerful and efficient tool, falls short in recovering transparent objects with nearby contents due to the existence of apparent secondary ray effects. To address this issue, we propose TransparentGS, a fast inverse rendering pipeline for transparent objects based on 3D-GS. The main contributions are three-fold. Firstly, an efficient representation of transparent objects, transparent Gaussian primitives, is designed to enable specular refraction through a deferred refraction strategy. Secondly, we leverage Gaussian light field probes (GaussProbe) to encode both ambient light and nearby contents in a unified framework. Thirdly, a depth-based iterative probes query (IterQuery) algorithm is proposed to reduce the parallax errors in our probe-based framework. Experiments demonstrate the speed and accuracy of our approach in recovering transparent objects from complex environments, as well as several applications in computer graphics and vision.

cs.GR↗

Bernstein Bounds for Caustics

Systematically simulating specular light transport requires an exhaustive search for primitive tuples containing admissible paths. Given the extreme inefficiency of enumerating all combinations, we propose to significantly reduce the search domain by sampling such tuples. The challenge is to design proper sampling probabilities that keep the noise level controllable. Our key insight is that by bounding the range of irradiance contributed by each primitive tuple at a given position, we can sample a subset of primitive tuples with potentially high contributions. Although low-contribution tuples are assigned a negligible probability, the overall variance remains low. Therefore, we derive vertex position and irradiance bounds for each primitive tuple, introducing a bounding property of rational functions on the Bernstein basis. When formulating position and irradiance expressions into rational functions, we handle non-rational components through remainder variables to maintain validity. Finally, we carefully design the sampling probabilities by optimizing the upper bound of the variance, expressed only using the position and irradiance bound. The proposed primitive sampling is intrinsically unbiased. It can be seamlessly combined with various unbiased and biased root-finding techniques within a local primitive domain. Extensive evaluations show that our method enables fast and reliable rendering of complex caustic effects.

cs.GR↗

ArtCrafter: Text-Image Aligning Style Transfer via Embedding Reframing

Recent years have witnessed significant advancements in text-guided style transfer, primarily attributed to innovations in diffusion models. These models excel in conditional guidance, utilizing text or images to direct the sampling process. However, despite their capabilities, direct conditional guidance approaches often face challenges in balancing the expressiveness of textual semantics with the diversity of output results while capturing stylistic features. To address these challenges, we introduce ArtCrafter, a novel framework for text-to-image style transfer. Specifically, we introduce an attention-based style extraction module, meticulously engineered to capture the subtle stylistic elements within an image. This module features a multi-layer architecture that leverages the capabilities of perceiver attention mechanisms to integrate fine-grained information. Additionally, we present a novel text-image aligning augmentation component that adeptly balances control over both modalities, enabling the model to efficiently map image and text embeddings into a shared feature space. We achieve this through attention operations that enable smooth information flow between modalities. Lastly, we incorporate an explicit modulation that seamlessly blends multimodal enhanced embeddings with original embeddings through an embedding reframing design, empowering the model to generate diverse outputs. Extensive experiments demonstrate that ArtCrafter yields impressive results in visual stylization, exhibiting exceptional levels of stylistic intensity, controllability, and diversity.

cs.CV↗

Improving Performance of Automatic Keyword Extraction (AKE) Methods Using PoS-Tagging and Enhanced Semantic-Awareness

Automatic keyword extraction (AKE) has gained more importance with the increasing amount of digital textual data that modern computing systems process. It has various applications in information retrieval (IR) and natural language processing (NLP), including text summarisation, topic analysis and document indexing. This paper proposes a simple but effective post-processing-based universal approach to improve the performance of any AKE methods, via an enhanced level of semantic-awareness supported by PoS-tagging. To demonstrate the performance of the proposed approach, we considered word types retrieved from a PoS-tagging step and two representative sources of semantic information - specialised terms defined in one or more context-dependent thesauri, and named entities in Wikipedia. The above three steps can be simply added to the end of any AKE methods as part of a post-processor, which simply re-evaluate all candidate keywords following some context-specific and semantic-aware criteria. For five state-of-the-art (SOTA) AKE methods, our experimental results with 17 selected datasets showed that the proposed approach improved their performances both consistently (up to 100% in terms of improved cases) and significantly (between 10.2% and 53.8%, with an average of 25.8%, in terms of F1-score and across all five methods), especially when all the three enhancement steps are used. Our results have profound implications considering the ease to apply our proposed approach to any AKE methods and to further extend it.

cs.CL↗

InterDance:Reactive 3D Dance Generation with Realistic Duet Interactions

Humans perform a variety of interactive motions, among which duet dance is one of the most challenging interactions. However, in terms of human motion generative models, existing works are still unable to generate high-quality interactive motions, especially in the field of duet dance. On the one hand, it is due to the lack of large-scale high-quality datasets. On the other hand, it arises from the incomplete representation of interactive motion and the lack of fine-grained optimization of interactions. To address these challenges, we propose, InterDance, a large-scale duet dance dataset that significantly enhances motion quality, data scale, and the variety of dance genres. Built upon this dataset, we propose a new motion representation that can accurately and comprehensively describe interactive motion. We further introduce a diffusion-based framework with an interaction refinement guidance strategy to optimize the realism of interactions progressively. Extensive experiments demonstrate the effectiveness of our dataset and algorithm.

cs.CV↗

Large Language Models and Artificial Intelligence Generated Content Technologies Meet Communication Networks

Artificial intelligence generated content (AIGC) technologies, with a predominance of large language models (LLMs), have demonstrated remarkable performance improvements in various applications, which have attracted great interests from both academia and industry. Although some noteworthy advancements have been made in this area, a comprehensive exploration of the intricate relationship between AIGC and communication networks remains relatively limited. To address this issue, this paper conducts an exhaustive survey from dual standpoints: firstly, it scrutinizes the integration of LLMs and AIGC technologies within the domain of communication networks; secondly, it investigates how the communication networks can further bolster the capabilities of LLMs and AIGC. Additionally, this research explores the promising applications along with the challenges encountered during the incorporation of these AI technologies into communication networks. Through these detailed analyses, our work aims to deepen the understanding of how LLMs and AIGC can synergize with and enhance the development of advanced intelligent communication networks, contributing to a more profound comprehension of next-generation intelligent communication networks.

cs.IT↗

Gaussian unsteerable channels and computable quantifications of Gaussian steering

The current quantum resource theory for Gaussian steering for continuous-variable systems is flawed and incomplete. Its primary shortcoming stems from an inadequate comprehension of the architecture of Gaussian channels transforming Gaussian unsteerable states into Gaussian unsteerable states, resulting in a restricted selection of free operations. In the present paper, we explore in depth the structure of such $(m+n)$-mode Gaussian channels, and introduce the class of the Gaussian unsteerable channels and the class of maximal Gaussian unsteerable channels, both of them may be chosen as the free operations, which completes the resource theory for Gaussian steering from $A$ to $B$ by Alice's Gaussian measurements. We also propose two quantifications $\mathcal{J}_{j}$ $(j=1,2)$ of $(m+n)$-mode Gaussian steering from $A$ to $B$. The computation of the value of $\mathcal{J}_{j}$ is straightforward and efficient, as it solely relies on the covariance matrices of Gaussian states, eliminating the need for any optimization procedures. Though $\mathcal{J}_{j}$s are not genuine Gaussian steering measures, they have some nice properties such as non-increasing under certain Gaussian unsteerable channels. Additionally, we compare ${\mathcal J}_2$ with the Gaussian steering measure $\mathcal N_3$, which is based on the Uhlmann fidelity, revealing that ${\mathcal J}_2$ is an upper bound of $\mathcal N_3$ at certain class of $(1+1)$-mode Gaussian pure states. As an illustration, we apply $\mathcal J_2$ to discuss the behaviour of Gaussian steering for a special class of $(1+1)$-mode Gaussian states in Markovian environments, which uncovers the intriguing phenomenon of rapid decay in quantum steering.

quant-ph↗

Lodge++: High-quality and Long Dance Generation with Vivid Choreography Patterns

We propose Lodge++, a choreography framework to generate high-quality, ultra-long, and vivid dances given the music and desired genre. To handle the challenges in computational efficiency, the learning of complex and vivid global choreography patterns, and the physical quality of local dance movements, Lodge++ adopts a two-stage strategy to produce dances from coarse to fine. In the first stage, a global choreography network is designed to generate coarse-grained dance primitives that capture complex global choreography patterns. In the second stage, guided by these dance primitives, a primitive-based dance diffusion model is proposed to further generate high-quality, long-sequence dances in parallel, faithfully adhering to the complex choreography patterns. Additionally, to improve the physical plausibility, Lodge++ employs a penetration guidance module to resolve character self-penetration, a foot refinement module to optimize foot-ground contact, and a multi-genre discriminator to maintain genre consistency throughout the dance. Lodge++ is validated by extensive experiments, which show that our method can rapidly generate ultra-long dances suitable for various dance genres, ensuring well-organized global choreography patterns and high-quality local motion.

cs.CV↗

GlossyGS: Inverse Rendering of Glossy Objects with 3D Gaussian Splatting

Reconstructing objects from posed images is a crucial and complex task in computer graphics and computer vision. While NeRF-based neural reconstruction methods have exhibited impressive reconstruction ability, they tend to be time-comsuming. Recent strategies have adopted 3D Gaussian Splatting (3D-GS) for inverse rendering, which have led to quick and effective outcomes. However, these techniques generally have difficulty in producing believable geometries and materials for glossy objects, a challenge that stems from the inherent ambiguities of inverse rendering. To address this, we introduce GlossyGS, an innovative 3D-GS-based inverse rendering framework that aims to precisely reconstruct the geometry and materials of glossy objects by integrating material priors. The key idea is the use of micro-facet geometry segmentation prior, which helps to reduce the intrinsic ambiguities and improve the decomposition of geometries and materials. Additionally, we introduce a normal map prefiltering strategy to more accurately simulate the normal distribution of reflective surfaces. These strategies are integrated into a hybrid geometry and material representation that employs both explicit and implicit methods to depict glossy objects. We demonstrate through quantitative analysis and qualitative visualization that the proposed method is effective to reconstruct high-fidelity geometries and materials of glossy objects, and performs favorably against state-of-the-arts.

cs.CV↗

Spectral-GS: Taming 3D Gaussian Splatting with Spectral Entropy

Recently, 3D Gaussian Splatting (3D-GS) has achieved impressive results in novel view synthesis, demonstrating high fidelity and efficiency. However, it easily exhibits needle-like artifacts, especially when increasing the sampling rate. Mip-Splatting tries to remove these artifacts with a 3D smoothing filter for frequency constraints and a 2D Mip filter for approximated supersampling. Unfortunately, it tends to produce over-blurred results, and sometimes needle-like Gaussians still persist. Our spectral analysis of the covariance matrix during optimization and densification reveals that current 3D-GS lacks shape awareness, relying instead on spectral radius and view positional gradients to determine splitting. As a result, needle-like Gaussians with small positional gradients and low spectral entropy fail to split and overfit high-frequency details. Furthermore, both the filters used in 3D-GS and Mip-Splatting reduce the spectral entropy and increase the condition number during zooming in to synthesize novel view, causing view inconsistencies and more pronounced artifacts. Our Spectral-GS, based on spectral analysis, introduces 3D shape-aware splitting and 2D view-consistent filtering strategies, effectively addressing these issues, enhancing 3D-GS's capability to represent high-frequency details without noticeable artifacts, and achieving high-quality photorealistic rendering.

cs.CV↗

Parameterize Structure with Differentiable Template for 3D Shape Generation

Structural representation is crucial for reconstructing and generating editable 3D shapes with part semantics. Recent 3D shape generation works employ complicated networks and structure definitions relying on hierarchical annotations and pay less attention to the details inside parts. In this paper, we propose the method that parameterizes the shared structure in the same category using a differentiable template and corresponding fixed-length parameters. Specific parameters are fed into the template to calculate cuboids that indicate a concrete shape. We utilize the boundaries of three-view drawings of each cuboid to further describe the inside details. Shapes are represented with the parameters and three-view details inside cuboids, from which the SDF can be calculated to recover the object. Benefiting from our fixed-length parameters and three-view details, our networks for reconstruction and generation are simple and effective to learn the latent space. Our method can reconstruct or generate diverse shapes with complicated details, and interpolate them smoothly. Extensive evaluations demonstrate the superiority of our method on reconstruction from point cloud, generation, and interpolation.

cs.CV↗

On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategy

3D Gaussian Splatting has garnered extensive attention and application in real-time neural rendering. Concurrently, concerns have been raised about the limitations of this technology in aspects such as point cloud storage, performance, and robustness in sparse viewpoints, leading to various improvements. However, there has been a notable lack of attention to the fundamental problem of projection errors introduced by the local affine approximation inherent in the splatting itself, and the consequential impact of these errors on the quality of photo-realistic rendering. This paper addresses the projection error function of 3D Gaussian Splatting, commencing with the residual error from the first-order Taylor expansion of the projection function. The analysis establishes a correlation between the error and the Gaussian mean position. Subsequently, leveraging function optimization theory, this paper analyzes the function's minima to provide an optimal projection strategy for Gaussian Splatting referred to Optimal Gaussian Splatting, which can accommodate a variety of camera models. Experimental validation further confirms that this projection methodology reduces artifacts, resulting in a more convincingly realistic rendering.

cs.CV↗

IRSAM: Advancing Segment Anything Model for Infrared Small Target Detection

The recent Segment Anything Model (SAM) is a significant advancement in natural image segmentation, exhibiting potent zero-shot performance suitable for various downstream image segmentation tasks. However, directly utilizing the pretrained SAM for Infrared Small Target Detection (IRSTD) task falls short in achieving satisfying performance due to a notable domain gap between natural and infrared images. Unlike a visible light camera, a thermal imager reveals an object's temperature distribution by capturing infrared radiation. Small targets often show a subtle temperature transition at the object's boundaries. To address this issue, we propose the IRSAM model for IRSTD, which improves SAM's encoder-decoder architecture to learn better feature representation of infrared small objects. Specifically, we design a Perona-Malik diffusion (PMD)-based block and incorporate it into multiple levels of SAM's encoder to help it capture essential structural features while suppressing noise. Additionally, we devise a Granularity-Aware Decoder (GAD) to fuse the multi-granularity feature from the encoder to capture structural information that may be lost in long-distance modeling. Extensive experiments on the public datasets, including NUAA-SIRST, NUDT-SIRST, and IRSTD-1K, validate the design choice of IRSAM and its significant superiority over representative state-of-the-art methods. The source code are available at: github.com/IPIC-Lab/IRSAM.

cs.CV↗

Specular Polynomials

Finding valid light paths that involve specular vertices in Monte Carlo rendering requires solving many non-linear, transcendental equations in high-dimensional space. Existing approaches heavily rely on Newton iterations in path space, which are limited to obtaining at most a single solution each time and easily diverge when initialized with improper seeds. We propose specular polynomials, a Newton iteration-free methodology for finding a complete set of admissible specular paths connecting two arbitrary endpoints in a scene. The core is a reformulation of specular constraints into polynomial systems, which makes it possible to reduce the task to a univariate root-finding problem. We first derive bivariate systems utilizing rational coordinate mapping between the coordinates of consecutive vertices. Subsequently, we adopt the hidden variable resultant method for variable elimination, converting the problem into finding zeros of the determinant of univariate matrix polynomials. This can be effectively solved through Laplacian expansion for one bounce and a bisection solver for more bounces. Our solution is generic, completely deterministic, accurate for the case of one bounce, and GPU-friendly. We develop efficient CPU and GPU implementations and apply them to challenging glints and caustic rendering. Experiments on various scenarios demonstrate the superiority of specular polynomial-based solutions compared to Newton iteration-based counterparts.

cs.GR↗

Lodge: A Coarse to Fine Diffusion Network for Long Dance Generation Guided by the Characteristic Dance Primitives

We propose Lodge, a network capable of generating extremely long dance sequences conditioned on given music. We design Lodge as a two-stage coarse to fine diffusion architecture, and propose the characteristic dance primitives that possess significant expressiveness as intermediate representations between two diffusion models. The first stage is global diffusion, which focuses on comprehending the coarse-level music-dance correlation and production characteristic dance primitives. In contrast, the second-stage is the local diffusion, which parallelly generates detailed motion sequences under the guidance of the dance primitives and choreographic rules. In addition, we propose a Foot Refine Block to optimize the contact between the feet and the ground, enhancing the physical realism of the motion. Our approach can parallelly generate dance sequences of extremely long length, striking a balance between global choreographic patterns and local motion quality and expressiveness. Extensive experiments validate the efficacy of our method.

cs.CV↗