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Jinghang Xu

Publications and source records attributed to Jinghang Xu.

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Batch Denoising for AIGC Service Provisioning in Wireless Edge Networks

Artificial intelligence-generated content (AIGC) service provisioning in wireless edge networks involves two phases: content generation on edge servers and content transmission to mobile devices. In this paper, we take image generation as a representative application and propose a batch denoising framework, followed by a joint optimization of content generation and transmission, with the objective of maximizing the average AIGC service quality under an end-to-end service delay constraint. Motivated by the empirical observations that (i) batch denoising effectively reduces per-step denoising delay by enhancing parallelism and (ii) early denoising steps have a greater impact on generation quality than later steps, we develop the STACKING algorithm to optimize batch denoising. The STACKING operates independently of any specific form of the content quality function and achieves lower computational complexity. Building on the batch solution, we further optimize bandwidth allocation across AIGC services. Simulation results demonstrate the superior performance of our algorithm in delivering high-quality, lower-latency AIGC services.

cs.DC

SoccerNet 2023 Challenges Results

The SoccerNet 2023 challenges were the third annual video understanding challenges organized by the SoccerNet team. For this third edition, the challenges were composed of seven vision-based tasks split into three main themes. The first theme, broadcast video understanding, is composed of three high-level tasks related to describing events occurring in the video broadcasts: (1) action spotting, focusing on retrieving all timestamps related to global actions in soccer, (2) ball action spotting, focusing on retrieving all timestamps related to the soccer ball change of state, and (3) dense video captioning, focusing on describing the broadcast with natural language and anchored timestamps. The second theme, field understanding, relates to the single task of (4) camera calibration, focusing on retrieving the intrinsic and extrinsic camera parameters from images. The third and last theme, player understanding, is composed of three low-level tasks related to extracting information about the players: (5) re-identification, focusing on retrieving the same players across multiple views, (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams, and (7) jersey number recognition, focusing on recognizing the jersey number of players from tracklets. Compared to the previous editions of the SoccerNet challenges, tasks (2-3-7) are novel, including new annotations and data, task (4) was enhanced with more data and annotations, and task (6) now focuses on end-to-end approaches. More information on the tasks, challenges, and leaderboards are available on https://www.soccer-net.org. Baselines and development kits can be found on https://github.com/SoccerNet.

cs.CV

Instance-incremental Scene Graph Generation from Real-world Point Clouds via Normalizing Flows

This work introduces a new task of instance-incremental scene graph generation: Given a scene of the point cloud, representing it as a graph and automatically increasing novel instances. A graph denoting the object layout of the scene is finally generated. It is an important task since it helps to guide the insertion of novel 3D objects into a real-world scene in vision-based applications like augmented reality. It is also challenging because the complexity of the real-world point cloud brings difficulties in learning object layout experiences from the observation data (non-empty rooms with labeled semantics). We model this task as a conditional generation problem and propose a 3D autoregressive framework based on normalizing flows (3D-ANF) to address it. First, we represent the point cloud as a graph by extracting the label semantics and contextual relationships. Next, a model based on normalizing flows is introduced to map the conditional generation of graphic elements into the Gaussian process. The mapping is invertible. Thus, the real-world experiences represented in the observation data can be modeled in the training phase, and novel instances can be autoregressively generated based on the Gaussian process in the testing phase. To evaluate the performance of our method sufficiently, we implement this new task on the indoor benchmark dataset 3DSSG-O27R16 and our newly proposed graphical dataset of outdoor scenes GPL3D. Experiments show that our method generates reliable novel graphs from the real-world point cloud and achieves state-of-the-art performance on the datasets.

cs.CV