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Lin Gao

Publications and source records attributed to Lin Gao.

At least 55 records · Page 3Linked to original sources

NeRF-Texture: Synthesizing Neural Radiance Field Textures

Texture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D geometry space, such as grass, leaves, and fabrics, which cannot be effectively modeled using only 2D image textures. We propose a novel texture synthesis method with Neural Radiance Fields (NeRF) to capture and synthesize textures from given multi-view images. In the proposed NeRF texture representation, a scene with fine geometric details is disentangled into the meso-structure textures and the underlying base shape. This allows textures with meso-structure to be effectively learned as latent features situated on the base shape, which are fed into a NeRF decoder trained simultaneously to represent the rich view-dependent appearance. Using this implicit representation, we can synthesize NeRF-based textures through patch matching of latent features. However, inconsistencies between the metrics of the reconstructed content space and the latent feature space may compromise the synthesis quality. To enhance matching performance, we further regularize the distribution of latent features by incorporating a clustering constraint. In addition to generating NeRF textures over a planar domain, our method can also synthesize NeRF textures over curved surfaces, which are practically useful. Experimental results and evaluations demonstrate the effectiveness of our approach.

cs.CV↗

A graphical user interface software for lattice QCD based on Python acceleration technology

A graphical user interface (GUI) software is provided for lattice QCD simulations, aimed at streamlining the process. The current version of the software employs the Metropolis algorithm with the Wilson gauge action. It is implemented in Python, utilizing Just-In-Time (JIT) compilation to enhance computational speed while preserving Python's simplicity and extensibility. Additionally, the program supports parallel computations to evaluate physical quantities at different inverse coupling \(β\) values, allowing users to specify the number of CPU cores. The software also enables the use of various initial conditions, as well as the specification of the save directory, file names, and background settings. Through this software, users can observe the configurations and behaviors of the plaquette under different \(β\) values.

hep-lat↗

Real-time 3D-aware Portrait Video Relighting

Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.

cs.CV↗

Retargeting Visual Data with Deformation Fields

Seam carving is an image editing method that enable content-aware resizing, including operations like removing objects. However, the seam-finding strategy based on dynamic programming or graph-cut limits its applications to broader visual data formats and degrees of freedom for editing. Our observation is that describing the editing and retargeting of images more generally by a displacement field yields a generalisation of content-aware deformations. We propose to learn a deformation with a neural network that keeps the output plausible while trying to deform it only in places with low information content. This technique applies to different kinds of visual data, including images, 3D scenes given as neural radiance fields, or even polygon meshes. Experiments conducted on different visual data show that our method achieves better content-aware retargeting compared to previous methods.

cs.CV↗

Fine-Tuned Large Language Model for Visualization System: A Study on Self-Regulated Learning in Education

Large Language Models (LLMs) have shown great potential in intelligent visualization systems, especially for domain-specific applications. Integrating LLMs into visualization systems presents challenges, and we categorize these challenges into three alignments: domain problems with LLMs, visualization with LLMs, and interaction with LLMs. To achieve these alignments, we propose a framework and outline a workflow to guide the application of fine-tuned LLMs to enhance visual interactions for domain-specific tasks. These alignment challenges are critical in education because of the need for an intelligent visualization system to support beginners' self-regulated learning. Therefore, we apply the framework to education and introduce Tailor-Mind, an interactive visualization system designed to facilitate self-regulated learning for artificial intelligence beginners. Drawing on insights from a preliminary study, we identify self-regulated learning tasks and fine-tuning objectives to guide visualization design and tuning data construction. Our focus on aligning visualization with fine-tuned LLM makes Tailor-Mind more like a personalized tutor. Tailor-Mind also supports interactive recommendations to help beginners better achieve their learning goals. Model performance evaluations and user studies confirm that Tailor-Mind improves the self-regulated learning experience, effectively validating the proposed framework.

cs.HC↗

4Dynamic: Text-to-4D Generation with Hybrid Priors

Due to the fascinating generative performance of text-to-image diffusion models, growing text-to-3D generation works explore distilling the 2D generative priors into 3D, using the score distillation sampling (SDS) loss, to bypass the data scarcity problem. The existing text-to-3D methods have achieved promising results in realism and 3D consistency, but text-to-4D generation still faces challenges, including lack of realism and insufficient dynamic motions. In this paper, we propose a novel method for text-to-4D generation, which ensures the dynamic amplitude and authenticity through direct supervision provided by a video prior. Specifically, we adopt a text-to-video diffusion model to generate a reference video and divide 4D generation into two stages: static generation and dynamic generation. The static 3D generation is achieved under the guidance of the input text and the first frame of the reference video, while in the dynamic generation stage, we introduce a customized SDS loss to ensure multi-view consistency, a video-based SDS loss to improve temporal consistency, and most importantly, direct priors from the reference video to ensure the quality of geometry and texture. Moreover, we design a prior-switching training strategy to avoid conflicts between different priors and fully leverage the benefits of each prior. In addition, to enrich the generated motion, we further introduce a dynamic modeling representation composed of a deformation network and a topology network, which ensures dynamic continuity while modeling topological changes. Our method not only supports text-to-4D generation but also enables 4D generation from monocular videos. The comparison experiments demonstrate the superiority of our method compared to existing methods.

cs.CV↗

Study of topological quantities of lattice QCD with a modified Wasserstein generative adversarial network

We propose a modified Wasserstein generative adversarial network (M-WGAN) to study the distribution of the topological charge in lattice QCD based on Monte Carlo simulations. We construct new generator and discriminator in M-WGAN to support the generation of high-quality distribution. Our results show that the M-WGAN scheme of machine learning should be helpful for us to calculate efficiently the 1D distribution of topological charge compared with the method by the MC simulation alone.

hep-lat↗

SketchDream: Sketch-based Text-to-3D Generation and Editing

Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.

cs.GR↗

DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred Shading

Reconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and editing the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGS in novel view synthesis and editing tasks.

cs.CV↗

Joint Coverage and Power Control in Highly Dynamic and Massive UAV Networks: An Aggregative Game-theoretic Learning Approach

Unmanned aerial vehicles (UAV) ad-hoc network is a significant contingency plan for communication after a natural disaster, such as typhoon and earthquake. To achieve efficient and rapid networks deployment, we employ noncooperative game theory and amended binary log-linear algorithm (BLLA) seeking for the Nash equilibrium which achieves the optimal network performance. We not only take channel overlap and power control into account but also consider coverage and the complexity of interference. However, extensive UAV game theoretical models show limitations in post-disaster scenarios which require large-scale UAV network deployments. Besides, the highly dynamic post-disaster scenarios cause strategies updating constraint and strategy-deciding error on UAV ad-hoc networks. To handle these problems, we employ aggregative game which could capture and cover those characteristics. Moreover, we propose a novel synchronous payoff-based binary log-linear learning algorithm (SPBLLA) to lessen information exchange and reduce time consumption. Ultimately, the experiments indicate that, under the same strategy-deciding error rate, SPBLLA's learning rate is manifestly faster than that of the revised BLLA. Hence, the new model and algorithm are more suitable and promising for large-scale highly dynamic scenarios.

eess.SY↗

Recent Advances in 3D Gaussian Splatting

The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian Splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from the fast rendering speed, the explicit representation of 3D Gaussian Splatting facilitates editing tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid change and growing number of works in this field, we present a literature review of recent 3D Gaussian Splatting methods, which can be roughly classified into 3D reconstruction, 3D editing, and other downstream applications by functionality. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian Splatting are also illustrated for a better understanding of this technique. This survey aims to help beginners get into this field quickly and provide experienced researchers with a comprehensive overview, which can stimulate the future development of the 3D Gaussian Splatting representation.

cs.CV↗

Unsigned Orthogonal Distance Fields: An Accurate Neural Implicit Representation for Diverse 3D Shapes

Neural implicit representation of geometric shapes has witnessed considerable advancements in recent years. However, common distance field based implicit representations, specifically signed distance field (SDF) for watertight shapes or unsigned distance field (UDF) for arbitrary shapes, routinely suffer from degradation of reconstruction accuracy when converting to explicit surface points and meshes. In this paper, we introduce a novel neural implicit representation based on unsigned orthogonal distance fields (UODFs). In UODFs, the minimal unsigned distance from any spatial point to the shape surface is defined solely in one orthogonal direction, contrasting with the multi-directional determination made by SDF and UDF. Consequently, every point in the 3D UODFs can directly access its closest surface points along three orthogonal directions. This distinctive feature leverages the accurate reconstruction of surface points without interpolation errors. We verify the effectiveness of UODFs through a range of reconstruction examples, extending from simple watertight or non-watertight shapes to complex shapes that include hollows, internal or assembling structures.

cs.CV↗

A study of topological quantities of lattice QCD by a modified DCGAN frame

A modified deep convolutional generative adversarial network (M-DCGAN) frame is proposed to study the N-dimensional (ND) topological quantities in lattice QCD based on the Monte Carlo (MC) simulations. We construct a new scaling structure including fully connected layers to support the generation of high-quality high-dimensional images for the M-DCGAN. Our results show that the M-DCGAN scheme of the Machine learning should be helpful for us to calculate efficiently the 1D distribution of topological charge and the 4D topological charge density compared with the case by the MC simulation alone.

hep-lat↗

Mesh-based Gaussian Splatting for Real-time Large-scale Deformation

Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).

cs.GR↗

Sketch Beautification: Learning Part Beautification and Structure Refinement for Sketches of Man-made Objects

We present a novel freehand sketch beautification method, which takes as input a freely drawn sketch of a man-made object and automatically beautifies it both geometrically and structurally. Beautifying a sketch is challenging because of its highly abstract and heavily diverse drawing manner. Existing methods are usually confined to the distribution of their limited training samples and thus cannot beautify freely drawn sketches with rich variations. To address this challenge, we adopt a divide-and-combine strategy. Specifically, we first parse an input sketch into semantic components, beautify individual components by a learned part beautification module based on part-level implicit manifolds, and then reassemble the beautified components through a structure beautification module. With this strategy, our method can go beyond the training samples and handle novel freehand sketches. We demonstrate the effectiveness of our system with extensive experiments and a perceptive study.

cs.CV↗

Joint Participation Incentive and Network Pricing Design for Federated Learning

Federated learning protects users' data privacy through sharing users' local model parameters (instead of raw data) with a server. However, when massive users train a large machine learning model through federated learning, the dynamically varying and often heavy communication overhead can put significant pressure on the network operator. The operator may choose to dynamically change the network prices in response, which will eventually affect the payoffs of the server and users. This paper considers the under-explored yet important issue of the joint design of participation incentives (for encouraging users' contribution to federated learning) and network pricing (for managing network resources). Due to heterogeneous users' private information and multi-dimensional decisions, the optimization problems in Stage I of multi-stage games are non-convex. Nevertheless, we are able to analytically derive the corresponding optimal contract and pricing mechanism through proper transformations of constraints, variables, and functions, under both vertical and horizontal interaction structures of the participants. We show that the vertical structure is better than the horizontal one, as it avoids the interests misalignment between the server and the network operator. Numerical results based on real-world datasets show that our proposed mechanisms decrease server's cost by up to 24.87% comparing with the state-of-the-art benchmarks.

cs.NI↗

Tri-MipRF: Tri-Mip Representation for Efficient Anti-Aliasing Neural Radiance Fields

Despite the tremendous progress in neural radiance fields (NeRF), we still face a dilemma of the trade-off between quality and efficiency, e.g., MipNeRF presents fine-detailed and anti-aliased renderings but takes days for training, while Instant-ngp can accomplish the reconstruction in a few minutes but suffers from blurring or aliasing when rendering at various distances or resolutions due to ignoring the sampling area. To this end, we propose a novel Tri-Mip encoding that enables both instant reconstruction and anti-aliased high-fidelity rendering for neural radiance fields. The key is to factorize the pre-filtered 3D feature spaces in three orthogonal mipmaps. In this way, we can efficiently perform 3D area sampling by taking advantage of 2D pre-filtered feature maps, which significantly elevates the rendering quality without sacrificing efficiency. To cope with the novel Tri-Mip representation, we propose a cone-casting rendering technique to efficiently sample anti-aliased 3D features with the Tri-Mip encoding considering both pixel imaging and observing distance. Extensive experiments on both synthetic and real-world datasets demonstrate our method achieves state-of-the-art rendering quality and reconstruction speed while maintaining a compact representation that reduces 25% model size compared against Instant-ngp.

cs.CV↗

Robust Pose Transfer with Dynamic Details using Neural Video Rendering

Pose transfer of human videos aims to generate a high fidelity video of a target person imitating actions of a source person. A few studies have made great progress either through image translation with deep latent features or neural rendering with explicit 3D features. However, both of them rely on large amounts of training data to generate realistic results, and the performance degrades on more accessible internet videos due to insufficient training frames. In this paper, we demonstrate that the dynamic details can be preserved even trained from short monocular videos. Overall, we propose a neural video rendering framework coupled with an image-translation-based dynamic details generation network (D2G-Net), which fully utilizes both the stability of explicit 3D features and the capacity of learning components. To be specific, a novel texture representation is presented to encode both the static and pose-varying appearance characteristics, which is then mapped to the image space and rendered as a detail-rich frame in the neural rendering stage. Moreover, we introduce a concise temporal loss in the training stage to suppress the detail flickering that is made more visible due to high-quality dynamic details generated by our method. Through extensive comparisons, we demonstrate that our neural human video renderer is capable of achieving both clearer dynamic details and more robust performance even on accessible short videos with only 2k - 4k frames.

cs.CV↗