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Lin Gao

Publications and source records attributed to Lin Gao.

At least 91 records · Page 5Linked to original sources

TM-NET: Deep Generative Networks for Textured Meshes

We introduce TM-NET, a novel deep generative model for synthesizing textured meshes in a part-aware manner. Once trained, the network can generate novel textured meshes from scratch or predict textures for a given 3D mesh, without image guidance. Plausible and diverse textures can be generated for the same mesh part, while texture compatibility between parts in the same shape is achieved via conditional generation. Specifically, our method produces texture maps for individual shape parts, each as a deformable box, leading to a natural UV map with minimal distortion. The network separately embeds part geometry (via a PartVAE) and part texture (via a TextureVAE) into their respective latent spaces, so as to facilitate learning texture probability distributions conditioned on geometry. We introduce a conditional autoregressive model for texture generation, which can be conditioned on both part geometry and textures already generated for other parts to achieve texture compatibility. To produce high-frequency texture details, our TextureVAE operates in a high-dimensional latent space via dictionary-based vector quantization. We also exploit transparencies in the texture as an effective means to model complex shape structures including topological details. Extensive experiments demonstrate the plausibility, quality, and diversity of the textures and geometries generated by our network, while avoiding inconsistency issues that are common to novel view synthesis methods.

cs.GR↗

3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics

We introduce 3D-FRONT (3D Furnished Rooms with layOuts and semaNTics), a new, large-scale, and comprehensive repository of synthetic indoor scenes highlighted by professionally designed layouts and a large number of rooms populated by high-quality textured 3D models with style compatibility. From layout semantics down to texture details of individual objects, our dataset is freely available to the academic community and beyond. Currently, 3D-FRONT contains 18,968 rooms diversely furnished by 3D objects, far surpassing all publicly available scene datasets. In addition, the 13,151 furniture objects all come with high-quality textures. While the floorplans and layout designs are directly sourced from professional creations, the interior designs in terms of furniture styles, color, and textures have been carefully curated based on a recommender system we develop to attain consistent styles as expert designs. Furthermore, we release Trescope, a light-weight rendering tool, to support benchmark rendering of 2D images and annotations from 3D-FRONT. We demonstrate two applications, interior scene synthesis and texture synthesis, that are especially tailored to the strengths of our new dataset. The project page is at: https://tianchi.aliyun.com/specials/promotion/alibaba-3d-scene-dataset.

cs.CV↗

Taming Time-Varying Information Asymmetry in Fresh Status Acquisition

Many online platforms are providing valuable real-time contents (e.g., traffic) by continuously acquiring the status of different Points of Interest (PoIs). In status acquisition, it is challenging to determine how frequently a PoI should upload its status to a platform, since they are self-interested with private and possibly time-varying preferences. This paper considers a general multi-period status acquisition system, aiming to maximize the aggregate social welfare and ensure the platform freshness. The freshness is measured by a metric termed age of information. For this goal, we devise a long-term decomposition (LtD) mechanism to resolve the time-varying information asymmetry. The key idea is to construct a virtual social welfare that only depends on the current private information, and then decompose the per-period operation into multiple distributed bidding problems for the PoIs and platforms. The LtD mechanism enables the platforms to achieve a tunable trade-off between payoff maximization and freshness conditions. Moreover, the LtD mechanism retains the same social performance compared to the benchmark with symmetric information and asymptotically ensures the platform freshness conditions. Numerical results based on real-world data show that when the platforms pay more attention to payoff maximization, each PoI still obtains a non-negative payoff in the long-term.

cs.GT↗

A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy term. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which is naturally data-driven. We mainly survey recent research works from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed.

cs.GR↗

Deep Deformation Detail Synthesis for Thin Shell Models

In physics-based cloth animation, rich folds and detailed wrinkles are achieved at the cost of expensive computational resources and huge labor tuning. Data-driven techniques make efforts to reduce the computation significantly by a database. One type of methods relies on human poses to synthesize fitted garments which cannot be applied to general cloth. Another type of methods adds details to the coarse meshes without such restrictions. However, existing works usually utilize coordinate-based representations which cannot cope with large-scale deformation, and requires dense vertex correspondences between coarse and fine meshes. Moreover, as such methods only add details, they require coarse meshes to be close to fine meshes, which can be either impossible, or require unrealistic constraints when generating fine meshes. To address these challenges, we develop a temporally and spatially as-consistent-as-possible deformation representation (named TS-ACAP) and a DeformTransformer network to learn the mapping from low-resolution meshes to detailed ones. This TS-ACAP representation is designed to ensure both spatial and temporal consistency for sequential large-scale deformations from cloth animations. With this representation, our DeformTransformer network first utilizes two mesh-based encoders to extract the coarse and fine features, respectively. To transduct the coarse features to the fine ones, we leverage the Transformer network that consists of frame-level attention mechanisms to ensure temporal coherence of the prediction. Experimental results show that our method is able to produce reliable and realistic animations in various datasets at high frame rates: 10 ~ 35 times faster than physics-based simulation, with superior detail synthesis abilities than existing methods.

cs.CV↗

Multiscale Mesh Deformation Component Analysis with Attention-based Autoencoders

Deformation component analysis is a fundamental problem in geometry processing and shape understanding. Existing approaches mainly extract deformation components in local regions at a similar scale while deformations of real-world objects are usually distributed in a multi-scale manner. In this paper, we propose a novel method to exact multiscale deformation components automatically with a stacked attention-based autoencoder. The attention mechanism is designed to learn to softly weight multi-scale deformation components in active deformation regions, and the stacked attention-based autoencoder is learned to represent the deformation components at different scales. Quantitative and qualitative evaluations show that our method outperforms state-of-the-art methods. Furthermore, with the multiscale deformation components extracted by our method, the user can edit shapes in a coarse-to-fine fashion which facilitates effective modeling of new shapes.

cs.GR↗

RISA-Net: Rotation-Invariant Structure-Aware Network for Fine-Grained 3D Shape Retrieval

Fine-grained 3D shape retrieval aims to retrieve 3D shapes similar to a query shape in a repository with models belonging to the same class, which requires shape descriptors to be capable of representing detailed geometric information to discriminate shapes with globally similar structures. Moreover, 3D objects can be placed with arbitrary position and orientation in real-world applications, which further requires shape descriptors to be robust to rigid transformations. The shape descriptions used in existing 3D shape retrieval systems fail to meet the above two criteria. In this paper, we introduce a novel deep architecture, RISA-Net, which learns rotation invariant 3D shape descriptors that are capable of encoding fine-grained geometric information and structural information, and thus achieve accurate results on the task of fine-grained 3D object retrieval. RISA-Net extracts a set of compact and detailed geometric features part-wisely and discriminatively estimates the contribution of each semantic part to shape representation. Furthermore, our method is able to learn the importance of geometric and structural information of all the parts when generating the final compact latent feature of a 3D shape for fine-grained retrieval. We also build and publish a new 3D shape dataset with sub-class labels for validating the performance of fine-grained 3D shape retrieval methods. Qualitative and quantitative experiments show that our RISA-Net outperforms state-of-the-art methods on the fine-grained object retrieval task, demonstrating its capability in geometric detail extraction. The code and dataset are available at: https://github.com/IGLICT/RisaNET.

cs.CV↗

3D-FUTURE: 3D Furniture shape with TextURE

The 3D CAD shapes in current 3D benchmarks are mostly collected from online model repositories. Thus, they typically have insufficient geometric details and less informative textures, making them less attractive for comprehensive and subtle research in areas such as high-quality 3D mesh and texture recovery. This paper presents 3D Furniture shape with TextURE (3D-FUTURE): a richly-annotated and large-scale repository of 3D furniture shapes in the household scenario. At the time of this technical report, 3D-FUTURE contains 20,240 clean and realistic synthetic images of 5,000 different rooms. There are 9,992 unique detailed 3D instances of furniture with high-resolution textures. Experienced designers developed the room scenes, and the 3D CAD shapes in the scene are used for industrial production. Given the well-organized 3D-FUTURE, we provide baseline experiments on several widely studied tasks, such as joint 2D instance segmentation and 3D object pose estimation, image-based 3D shape retrieval, 3D object reconstruction from a single image, and texture recovery for 3D shapes, to facilitate related future researches on our database.

cs.CV↗

Monetizing Edge Service in Mobile Internet Ecosystem

In mobile Internet ecosystem, Mobile Users (MUs) purchase wireless data services from Internet Service Provider (ISP) to access to Internet and acquire the interested content services (e.g., online game) from Content Provider (CP). The popularity of intelligent functions (e.g., AI and 3D modeling) increases the computation-intensity of the content services, leading to a growing computation pressure for the MUs' resource-limited devices. To this end, edge computing service is emerging as a promising approach to alleviate the MUs' computation pressure while keeping their quality-of-service, via offloading some computation tasks of MUs to edge (computing) servers deployed at the local network edge. Thus, Edge Service Provider (ESP), who deploys the edge servers and offers the edge computing service, becomes an upcoming new stakeholder in the ecosystem. In this work, we study the economic interactions of MUs, ISP, CP, and ESP in the new ecosystem with edge computing service, where MUs can acquire the computation-intensive content services (offered by CP) and offload some computation tasks, together with the necessary raw input data, to edge servers (deployed by ESP) through ISP. We first study the MU's Joint Content Acquisition and Task Offloading (J-CATO) problem, which aims to maximize his long-term payoff. We derive the off-line solution with crucial insights, based on which we design an online strategy with provable performance. Then, we study the ESP's edge service monetization problem. We propose a pricing policy that can achieve a constant fraction of the ex-post optimal revenue with an extra constant loss for the ESP. Numerical results show that the edge computing service can stimulate the MUs' content acquisition and improve the payoffs of MUs, ISP, and CP.

cs.GT↗

Deep Generation of Face Images from Sketches

Recent deep image-to-image translation techniques allow fast generation of face images from freehand sketches. However, existing solutions tend to overfit to sketches, thus requiring professional sketches or even edge maps as input. To address this issue, our key idea is to implicitly model the shape space of plausible face images and synthesize a face image in this space to approximate an input sketch. We take a local-to-global approach. We first learn feature embeddings of key face components, and push corresponding parts of input sketches towards underlying component manifolds defined by the feature vectors of face component samples. We also propose another deep neural network to learn the mapping from the embedded component features to realistic images with multi-channel feature maps as intermediate results to improve the information flow. Our method essentially uses input sketches as soft constraints and is thus able to produce high-quality face images even from rough and/or incomplete sketches. Our tool is easy to use even for non-artists, while still supporting fine-grained control of shape details. Both qualitative and quantitative evaluations show the superior generation ability of our system to existing and alternative solutions. The usability and expressiveness of our system are confirmed by a user study.

cs.GR↗

A Survey on Deep Geometry Learning: From a Representation Perspective

Researchers have now achieved great success on dealing with 2D images using deep learning. In recent years, 3D computer vision and Geometry Deep Learning gain more and more attention. Many advanced techniques for 3D shapes have been proposed for different applications. Unlike 2D images, which can be uniformly represented by regular grids of pixels, 3D shapes have various representations, such as depth and multi-view images, voxel-based representation, point-based representation, mesh-based representation, implicit surface representation, etc. However, the performance for different applications largely depends on the representation used, and there is no unique representation that works well for all applications. Therefore, in this survey, we review recent development in deep learning for 3D geometry from a representation perspective, summarizing the advantages and disadvantages of different representations in different applications. We also present existing datasets in these representations and further discuss future research directions.

cs.GR↗

Deep Line Art Video Colorization with a Few References

Coloring line art images based on the colors of reference images is an important stage in animation production, which is time-consuming and tedious. In this paper, we propose a deep architecture to automatically color line art videos with the same color style as the given reference images. Our framework consists of a color transform network and a temporal constraint network. The color transform network takes the target line art images as well as the line art and color images of one or more reference images as input, and generates corresponding target color images. To cope with larger differences between the target line art image and reference color images, our architecture utilizes non-local similarity matching to determine the region correspondences between the target image and the reference images, which are used to transform the local color information from the references to the target. To ensure global color style consistency, we further incorporate Adaptive Instance Normalization (AdaIN) with the transformation parameters obtained from a style embedding vector that describes the global color style of the references, extracted by an embedder. The temporal constraint network takes the reference images and the target image together in chronological order, and learns the spatiotemporal features through 3D convolution to ensure the temporal consistency of the target image and the reference image. Our model can achieve even better coloring results by fine-tuning the parameters with only a small amount of samples when dealing with an animation of a new style. To evaluate our method, we build a line art coloring dataset. Experiments show that our method achieves the best performance on line art video coloring compared to the state-of-the-art methods and other baselines.

cs.CV↗

Crowd-MECS: A Novel Crowdsourcing Framework for Mobile Edge Caching and Sharing

Crowdsourced mobile edge caching and sharing (Crowd-MECS) is emerging as a promising content delivery paradigm by employing a large crowd of existing edge devices (EDs) to cache and share popular contents. The successful technology adoption of Crowd-MECS relies on a comprehensive understanding of the complicated economic interactions and strategic decision-making of different stakeholders. In this paper, we focus on studying the economic and strategic interactions between one content provider (CP) and a large crowd of EDs, where the EDs can decide whether to cache and share contents for the CP, and the CP can decide to share a certain revenue with EDs as the incentive of caching and sharing contents. We formulate such an interaction as a two-stage Stackelberg game. In Stage I, the CP aims to maximize its own profit by deciding the ratio of revenue shared with EDs. In Stage II, EDs aim to maximize their own payoffs by choosing to be agents who cache and share contents, and meanwhile gain a certain revenue from the CP, or requesters who do not cache but request contents in the on-demand fashion. We first analyze the EDs' best responses and prove the existence and uniqueness of the equilibrium in Stage II by using the non-atomic game theory. Then, we identify the piece-wise structure and the unimodal feature of the CP's profit function, based on which we design a tailored low-complexity one-dimensional search algorithm to achieve the optimal revenue sharing ratio for the CP in Stage I. Simulation results show that both the CP's profit and the EDs' total welfare can be improved significantly (e.g., by 120% and 50%, respectively) by using the proposed Crowd-MECS, comparing with the Non-MEC system where the CP serves all EDs directly.

cs.GT↗

STD-Net: Structure-preserving and Topology-adaptive Deformation Network for 3D Reconstruction from a Single Image

3D reconstruction from a single view image is a long-standing prob-lem in computer vision. Various methods based on different shape representations(such as point cloud or volumetric representations) have been proposed. However,the 3D shape reconstruction with fine details and complex structures are still chal-lenging and have not yet be solved. Thanks to the recent advance of the deepshape representations, it becomes promising to learn the structure and detail rep-resentation using deep neural networks. In this paper, we propose a novel methodcalled STD-Net to reconstruct the 3D models utilizing the mesh representationthat is well suitable for characterizing complex structure and geometry details.To reconstruct complex 3D mesh models with fine details, our method consists of(1) an auto-encoder network for recovering the structure of an object with bound-ing box representation from a single image, (2) a topology-adaptive graph CNNfor updating vertex position for meshes of complex topology, and (3) an unifiedmesh deformation block that deforms the structural boxes into structure-awaremeshed models. Experimental results on the images from ShapeNet show that ourproposed STD-Net has better performance than other state-of-the-art methods onreconstructing 3D objects with complex structures and fine geometric details.

cs.GR↗

Realtime Simulation of Thin-Shell Deformable Materials using CNN-Based Mesh Embedding

We address the problem of accelerating thin-shell deformable object simulations by dimension reduction. We present a new algorithm to embed a high-dimensional configuration space of deformable objects in a low-dimensional feature space, where the configurations of objects and feature points have approximate one-to-one mapping. Our key technique is a graph-based convolutional neural network (CNN) defined on meshes with arbitrary topologies and a new mesh embedding approach based on physics-inspired loss term. We have applied our approach to accelerate high-resolution thin shell simulations corresponding to cloth-like materials, where the configuration space has tens of thousands of degrees of freedom. We show that our physics-inspired embedding approach leads to higher accuracy compared with prior mesh embedding methods. Finally, we show that the temporal evolution of the mesh in the feature space can also be learned using a recurrent neural network (RNN) leading to fully learnable physics simulators. After training our learned simulator runs $500-10000\times$ faster and the accuracy is high enough for robot manipulation tasks.

cs.GR↗

5G mmWave Cooperative Positioning and Mapping using Multi-Model PHD Filter and Map Fusion

5G millimeter wave (mmWave) signals can enable accurate positioning in vehicular networks when the base station and vehicles are equipped with large antenna arrays. However, radio-based positioning suffers from multipath signals generated by different types of objects in the physical environment. Multipath can be turned into a benefit, by building up a radio map (comprising the number of objects, object type, and object state) and using this map to exploit all available signal paths for positioning. We propose a new method for cooperative vehicle positioning and mapping of the radio environment, comprising a multiple-model probability hypothesis density filter and a map fusion routine, which is able to consider different types of objects and different fields of views. Simulation results demonstrate the performance of the proposed method.

eess.SP↗

A Node Embedding Framework for Integration of Similarity-based Drug Combination Prediction

Motivation: Drug combination is a sensible strategy for disease treatment by improving the efficacy and reducing concomitant side effects. Due to the large number of possible combinations among candidate compounds, exhaustive screening is prohibitive. Currently, a plenty of studies have focused on predicting potential drug combinations. However, these methods are not entirely satisfactory in performance and scalability. Results: In this paper, we proposed a Network Embedding framework in Multiplex Networks (NEMN) to predict synthetic drug combinations. Based on a multiplex drug similarity network, we offered alternative methods to integrate useful information from different aspects and to decide quantitative importance of each network. To explain the feasibility of NEMN, we applied our framework to the data of drug-drug interactions, on which it showed better performance in terms of AUPR and ROC. For Drug combination prediction, we found seven novel drug combinations which have been validated by external sources among the top-ranked predictions of our model.

q-bio.QM↗

Fusion of labeled RFS densities with minimum information loss

This paper addresses fusion of labeled random finite set (LRFS) densities according to the criterion of minimum information loss (MIL). The MIL criterion amounts to minimizing the (weighted) sum of Kullback-Leibler divergences (KLDs) with the fused density appearing as righthand argument of the KLDs. In order to ensure the fused density to be consistent with the local ones when LRFS densities are marginal $δ$-generalized labeled multi-Bernoulli (M$δ$-GLMB) or labeled multi-Bernoulli (LMB) densities, the MIL rule is further elaborated by imposing the constraint that the fused density be in the same family of local ones. In order to deal with different fields-of-view (FoVs) of the local densities, the global label space is divided into disjoint subspaces which represent the exclusive FoVs and the common FoV of the agents, and each local density is decomposed into the sub-densities defined in the corresponding subspaces. Then fusion is performed subspace-by-subspace to combine local subdensities into global ones, and the global density is obtained by multiplying the global sub-densities. Further, in order to tackle the label mismatching issue arising in practical applications, a rank assignment optimization (RAO) of a suitably defined cost is carried out so as to match labels from different agents. Moreover, issues concerning implementation of the MIL rule and its application to distributed multitarget tracking (DMT) are discussed. Finally, the performance of the proposed fusion approach is assessed via simulation experiments considering DMT with either the same or different FoVs of the agents.

eess.SY↗