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Lei Yang

Publications and source records attributed to Lei Yang.

At least 325 records · Page 18Linked to original sources

HumanLiff: Layer-wise 3D Human Generation with Diffusion Model

3D human generation from 2D images has achieved remarkable progress through the synergistic utilization of neural rendering and generative models. Existing 3D human generative models mainly generate a clothed 3D human as an undetectable 3D model in a single pass, while rarely considering the layer-wise nature of a clothed human body, which often consists of the human body and various clothes such as underwear, outerwear, trousers, shoes, etc. In this work, we propose HumanLiff, the first layer-wise 3D human generative model with a unified diffusion process. Specifically, HumanLiff firstly generates minimal-clothed humans, represented by tri-plane features, in a canonical space, and then progressively generates clothes in a layer-wise manner. In this way, the 3D human generation is thus formulated as a sequence of diffusion-based 3D conditional generation. To reconstruct more fine-grained 3D humans with tri-plane representation, we propose a tri-plane shift operation that splits each tri-plane into three sub-planes and shifts these sub-planes to enable feature grid subdivision. To further enhance the controllability of 3D generation with 3D layered conditions, HumanLiff hierarchically fuses tri-plane features and 3D layered conditions to facilitate the 3D diffusion model learning. Extensive experiments on two layer-wise 3D human datasets, SynBody (synthetic) and TightCap (real-world), validate that HumanLiff significantly outperforms state-of-the-art methods in layer-wise 3D human generation. Our code will be available at https://skhu101.github.io/HumanLiff.

cs.CV↗

SHERF: Generalizable Human NeRF from a Single Image

Existing Human NeRF methods for reconstructing 3D humans typically rely on multiple 2D images from multi-view cameras or monocular videos captured from fixed camera views. However, in real-world scenarios, human images are often captured from random camera angles, presenting challenges for high-quality 3D human reconstruction. In this paper, we propose SHERF, the first generalizable Human NeRF model for recovering animatable 3D humans from a single input image. SHERF extracts and encodes 3D human representations in canonical space, enabling rendering and animation from free views and poses. To achieve high-fidelity novel view and pose synthesis, the encoded 3D human representations should capture both global appearance and local fine-grained textures. To this end, we propose a bank of 3D-aware hierarchical features, including global, point-level, and pixel-aligned features, to facilitate informative encoding. Global features enhance the information extracted from the single input image and complement the information missing from the partial 2D observation. Point-level features provide strong clues of 3D human structure, while pixel-aligned features preserve more fine-grained details. To effectively integrate the 3D-aware hierarchical feature bank, we design a feature fusion transformer. Extensive experiments on THuman, RenderPeople, ZJU_MoCap, and HuMMan datasets demonstrate that SHERF achieves state-of-the-art performance, with better generalizability for novel view and pose synthesis.

cs.CV↗

Dynamic Storyboard Generation in an Engine-based Virtual Environment for Video Production

Amateurs working on mini-films and short-form videos usually spend lots of time and effort on the multi-round complicated process of setting and adjusting scenes, plots, and cameras to deliver satisfying video shots. We present Virtual Dynamic Storyboard (VDS) to allow users storyboarding shots in virtual environments, where the filming staff can easily test the settings of shots before the actual filming. VDS runs on a "propose-simulate-discriminate" mode: Given a formatted story script and a camera script as input, it generates several character animation and camera movement proposals following predefined story and cinematic rules to allow an off-the-shelf simulation engine to render videos. To pick up the top-quality dynamic storyboard from the candidates, we equip it with a shot ranking discriminator based on shot quality criteria learned from professional manual-created data. VDS is comprehensively validated via extensive experiments and user studies, demonstrating its efficiency, effectiveness, and great potential in assisting amateur video production.

cs.GR↗

FedCME: Client Matching and Classifier Exchanging to Handle Data Heterogeneity in Federated Learning

Data heterogeneity across clients is one of the key challenges in Federated Learning (FL), which may slow down the global model convergence and even weaken global model performance. Most existing approaches tackle the heterogeneity by constraining local model updates through reference to global information provided by the server. This can alleviate the performance degradation on the aggregated global model. Different from existing methods, we focus the information exchange between clients, which could also enhance the effectiveness of local training and lead to generate a high-performance global model. Concretely, we propose a novel FL framework named FedCME by client matching and classifier exchanging. In FedCME, clients with large differences in data distribution will be matched in pairs, and then the corresponding pair of clients will exchange their classifiers at the stage of local training in an intermediate moment. Since the local data determines the local model training direction, our method can correct update direction of classifiers and effectively alleviate local update divergence. Besides, we propose feature alignment to enhance the training of the feature extractor. Experimental results demonstrate that FedCME performs better than FedAvg, FedProx, MOON and FedRS on popular federated learning benchmarks including FMNIST and CIFAR10, in the case where data are heterogeneous.

cs.LG↗

ConKI: Contrastive Knowledge Injection for Multimodal Sentiment Analysis

Multimodal Sentiment Analysis leverages multimodal signals to detect the sentiment of a speaker. Previous approaches concentrate on performing multimodal fusion and representation learning based on general knowledge obtained from pretrained models, which neglects the effect of domain-specific knowledge. In this paper, we propose Contrastive Knowledge Injection (ConKI) for multimodal sentiment analysis, where specific-knowledge representations for each modality can be learned together with general knowledge representations via knowledge injection based on an adapter architecture. In addition, ConKI uses a hierarchical contrastive learning procedure performed between knowledge types within every single modality, across modalities within each sample, and across samples to facilitate the effective learning of the proposed representations, hence improving multimodal sentiment predictions. The experiments on three popular multimodal sentiment analysis benchmarks show that ConKI outperforms all prior methods on a variety of performance metrics.

cs.AI↗

ZeRO++: Extremely Efficient Collective Communication for Giant Model Training

Zero Redundancy Optimizer (ZeRO) has been used to train a wide range of large language models on massive GPUs clusters due to its ease of use, efficiency, and good scalability. However, when training on low-bandwidth clusters, or at scale which forces batch size per GPU to be small, ZeRO's effective throughput is limited because of high communication volume from gathering weights in forward pass, backward pass, and averaging gradients. This paper introduces three communication volume reduction techniques, which we collectively refer to as ZeRO++, targeting each of the communication collectives in ZeRO. First is block-quantization based all-gather. Second is data remapping that trades-off communication for more memory. Third is a novel all-to-all based quantized gradient averaging paradigm as replacement of reduce-scatter collective, which preserves accuracy despite communicating low precision data. Collectively, ZeRO++ reduces communication volume of ZeRO by 4x, enabling up to 2.16x better throughput at 384 GPU scale.

cs.DC↗

Khintchine's theorem and Diophantine approximation on manifolds

In this paper we initiate a new approach to studying approximations by rational points to points on smooth submanifolds of $\mathbb{R}^n$. Our main result is a convergence Khintchine type theorem for arbitrary nondegenerate submanifolds of $\mathbb{R}^n$, which resolves a longstanding problem in the theory of Diophantine approximation. Furthermore, we refine this result using Hausdorff $s$-measures and consequently obtain the exact value of the Hausdorff dimension of $τ$-well approximable points lying on any nondegenerate submanifold for a range of Diophantine exponents $τ$ close to $1/n$. Our approach uses geometric and dynamical ideas together with a new technique of `generic and special parts'. In particular, we establish sharp upper bounds for the number of rational points of bounded height lying near the generic part of a non-degenerate manifold. In turn, we give an explicit exponentially small bound for the measure of the special part of the manifold. The latter uses a result of Bernik, Kleinbock and Margulis.

math.NT↗

RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars

Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar research. It contains massive data assets, with 243+ million complete head frames, and over 800k video sequences from 500 different identities captured by synchronized multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured by 60 synchronized, high-resolution 2K cameras in 360 degrees. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: we provide annotations with different granularities: cameras' parameters, matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and weaknesses of current methods. RenderMe-360 opens the door for future exploration in head avatars.

cs.CV↗

Target-free Extrinsic Calibration of Event-LiDAR Dyad using Edge Correspondences

Calibrating the extrinsic parameters of sensory devices is crucial for fusing multi-modal data. Recently, event cameras have emerged as a promising type of neuromorphic sensors, with many potential applications in fields such as mobile robotics and autonomous driving. When combined with LiDAR, they can provide more comprehensive information about the surrounding environment. Nonetheless, due to the distinctive representation of event cameras compared to traditional frame-based cameras, calibrating them with LiDAR presents a significant challenge. In this paper, we propose a novel method to calibrate the extrinsic parameters between a dyad of an event camera and a LiDAR without the need for a calibration board or other equipment. Our approach takes advantage of the fact that when an event camera is in motion, changes in reflectivity and geometric edges in the environment trigger numerous events, which can also be captured by LiDAR. Our proposed method leverages the edges extracted from events and point clouds and correlates them to estimate extrinsic parameters. Experimental results demonstrate that our proposed method is highly robust and effective in various scenes.

cs.RO↗

Boundary-aware Backward-Compatible Representation via Adversarial Learning in Image Retrieval

Image retrieval plays an important role in the Internet world. Usually, the core parts of mainstream visual retrieval systems include an online service of the embedding model and a large-scale vector database. For traditional model upgrades, the old model will not be replaced by the new one until the embeddings of all the images in the database are re-computed by the new model, which takes days or weeks for a large amount of data. Recently, backward-compatible training (BCT) enables the new model to be immediately deployed online by making the new embeddings directly comparable to the old ones. For BCT, improving the compatibility of two models with less negative impact on retrieval performance is the key challenge. In this paper, we introduce AdvBCT, an Adversarial Backward-Compatible Training method with an elastic boundary constraint that takes both compatibility and discrimination into consideration. We first employ adversarial learning to minimize the distribution disparity between embeddings of the new model and the old model. Meanwhile, we add an elastic boundary constraint during training to improve compatibility and discrimination efficiently. Extensive experiments on GLDv2, Revisited Oxford (ROxford), and Revisited Paris (RParis) demonstrate that our method outperforms other BCT methods on both compatibility and discrimination. The implementation of AdvBCT will be publicly available at https://github.com/Ashespt/AdvBCT.

cs.CV↗

An iterative two-grid method for strongly nonlinear elliptic boundary value problems

We design and analyze an iterative two-grid algorithm for the finite element discretizations of strongly nonlinear elliptic boundary value problems in this paper. We propose an iterative two-grid algorithm, in which a nonlinear problem is first solved on the coarse space, and then a symmetric positive definite problem is solved on the fine space. The innovation of this paper lies in the establishment of a first convergence analysis, which requires simultaneous estimation of four interconnected error estimates. We also present some numerical experiments to confirm the efficiency of the proposed algorithm.

math.NA↗

Towards Medical Artificial General Intelligence via Knowledge-Enhanced Multimodal Pretraining

Medical artificial general intelligence (MAGI) enables one foundation model to solve different medical tasks, which is very practical in the medical domain. It can significantly reduce the requirement of large amounts of task-specific data by sufficiently sharing medical knowledge among different tasks. However, due to the challenges of designing strongly generalizable models with limited and complex medical data, most existing approaches tend to develop task-specific models. To take a step towards MAGI, we propose a new paradigm called Medical-knOwledge-enhanced mulTimOdal pretRaining (MOTOR). In MOTOR, we combine two kinds of basic medical knowledge, i.e., general and specific knowledge, in a complementary manner to boost the general pretraining process. As a result, the foundation model with comprehensive basic knowledge can learn compact representations from pretraining radiographic data for better cross-modal alignment. MOTOR unifies the understanding and generation, which are two kinds of core intelligence of an AI system, into a single medical foundation model, to flexibly handle more diverse medical tasks. To enable a comprehensive evaluation and facilitate further research, we construct a medical multimodal benchmark including a wide range of downstream tasks, such as chest x-ray report generation and medical visual question answering. Extensive experiments on our benchmark show that MOTOR obtains promising results through simple task-oriented adaptation. The visualization shows that the injected knowledge successfully highlights key information in the medical data, demonstrating the excellent interpretability of MOTOR. Our MOTOR successfully mimics the human practice of fulfilling a "medical student" to accelerate the process of becoming a "specialist". We believe that our work makes a significant stride in realizing MAGI.

cs.AI↗

Toward accurate measurement of property-dependent galaxy clustering: II. Tests of the smoothed density-corrected $V_{\rm max}$ method

We present a smoothed density-corrected $V_{\rm max}$ technique for building a random catalog for property-dependent galaxy clustering estimation. This approach is essentially based on the density-corrected $V_{\rm max}$ method of Cole(2011), with three improvements to the original method. To validate the improved method, we generate two sets of flux-limited samples from two independent mock catalogs with different $k+e$ corrections. By comparing the two-point correlation functions, our results demonstrate that the random catalog created by the smoothed density-corrected $V_{\rm max}$ approach provides a more accurate and precise measurement for both sets of mock samples than the commonly used $V_{\rm max}$ method and redshift shuffled method. For flux-limited samples and color-dependent subsamples, the accuracy for the projected correlation function is well constrained within $1\%$ on the scale $0.07 h^{-1}\rm Mpc - 30 h^{-1}\rm Mpc$. The accuracy of the redshift-space correlation function is less than $2\%$ as well. Currently, it is the only approach that holds promise for achieving the goal of high-accuracy clustering measures for next-generation surveys.

astro-ph.CO↗

Search-Map-Search: A Frame Selection Paradigm for Action Recognition

Despite the success of deep learning in video understanding tasks, processing every frame in a video is computationally expensive and often unnecessary in real-time applications. Frame selection aims to extract the most informative and representative frames to help a model better understand video content. Existing frame selection methods either individually sample frames based on per-frame importance prediction, without considering interaction among frames, or adopt reinforcement learning agents to find representative frames in succession, which are costly to train and may lead to potential stability issues. To overcome the limitations of existing methods, we propose a Search-Map-Search learning paradigm which combines the advantages of heuristic search and supervised learning to select the best combination of frames from a video as one entity. By combining search with learning, the proposed method can better capture frame interactions while incurring a low inference overhead. Specifically, we first propose a hierarchical search method conducted on each training video to search for the optimal combination of frames with the lowest error on the downstream task. A feature mapping function is then learned to map the frames of a video to the representation of its target optimal frame combination. During inference, another search is performed on an unseen video to select a combination of frames whose feature representation is close to the projected feature representation. Extensive experiments based on several action recognition benchmarks demonstrate that our frame selection method effectively improves performance of action recognition models, and significantly outperforms a number of competitive baselines.

cs.CV↗

HuMMan: Multi-Modal 4D Human Dataset for Versatile Sensing and Modeling

4D human sensing and modeling are fundamental tasks in vision and graphics with numerous applications. With the advances of new sensors and algorithms, there is an increasing demand for more versatile datasets. In this work, we contribute HuMMan, a large-scale multi-modal 4D human dataset with 1000 human subjects, 400k sequences and 60M frames. HuMMan has several appealing properties: 1) multi-modal data and annotations including color images, point clouds, keypoints, SMPL parameters, and textured meshes; 2) popular mobile device is included in the sensor suite; 3) a set of 500 actions, designed to cover fundamental movements; 4) multiple tasks such as action recognition, pose estimation, parametric human recovery, and textured mesh reconstruction are supported and evaluated. Extensive experiments on HuMMan voice the need for further study on challenges such as fine-grained action recognition, dynamic human mesh reconstruction, point cloud-based parametric human recovery, and cross-device domain gaps.

cs.CV↗

OmniObject3D: Large-Vocabulary 3D Object Dataset for Realistic Perception, Reconstruction and Generation

Recent advances in modeling 3D objects mostly rely on synthetic datasets due to the lack of large-scale realscanned 3D databases. To facilitate the development of 3D perception, reconstruction, and generation in the real world, we propose OmniObject3D, a large vocabulary 3D object dataset with massive high-quality real-scanned 3D objects. OmniObject3D has several appealing properties: 1) Large Vocabulary: It comprises 6,000 scanned objects in 190 daily categories, sharing common classes with popular 2D datasets (e.g., ImageNet and LVIS), benefiting the pursuit of generalizable 3D representations. 2) Rich Annotations: Each 3D object is captured with both 2D and 3D sensors, providing textured meshes, point clouds, multiview rendered images, and multiple real-captured videos. 3) Realistic Scans: The professional scanners support highquality object scans with precise shapes and realistic appearances. With the vast exploration space offered by OmniObject3D, we carefully set up four evaluation tracks: a) robust 3D perception, b) novel-view synthesis, c) neural surface reconstruction, and d) 3D object generation. Extensive studies are performed on these four benchmarks, revealing new observations, challenges, and opportunities for future research in realistic 3D vision.

cs.CV↗

BEVHeight: A Robust Framework for Vision-based Roadside 3D Object Detection

While most recent autonomous driving system focuses on developing perception methods on ego-vehicle sensors, people tend to overlook an alternative approach to leverage intelligent roadside cameras to extend the perception ability beyond the visual range. We discover that the state-of-the-art vision-centric bird's eye view detection methods have inferior performances on roadside cameras. This is because these methods mainly focus on recovering the depth regarding the camera center, where the depth difference between the car and the ground quickly shrinks while the distance increases. In this paper, we propose a simple yet effective approach, dubbed BEVHeight, to address this issue. In essence, instead of predicting the pixel-wise depth, we regress the height to the ground to achieve a distance-agnostic formulation to ease the optimization process of camera-only perception methods. On popular 3D detection benchmarks of roadside cameras, our method surpasses all previous vision-centric methods by a significant margin. The code is available at {\url{https://github.com/ADLab-AutoDrive/BEVHeight}}.

cs.CV↗