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Ming Lu

Publications and source records attributed to Ming Lu.

At least 91 records · Page 5Linked to original sources

Non-Hermitian superconducting diode effect

The study of non-reciprocal phenomena has long captivated interest in both Hermitian and non-Hermitian systems. The superconducting diode effect (SDE) is a non-reciprocal phenomenon characterized by unequal critical charge supercurrents flowing in opposite directions in Hermitian superconducting systems. In this study, we introduce an SDE driven by non-Hermiticity in a superconducting quantum interference device (SQUID) under an external magnetic flux, which we refer to as the non-Hermitian SDE. Non-Hermiticity is introduced by coupling one of the two Josephson junctions to a gapless electron reservoir, introducing phase decoherence. Remarkably, we find that an emergent non-Hermitian Fermi-Dirac distribution can give rise to SDE in the non-Hermitian SQUID. We analyze the behavior of the SDE under both direct current (dc) and alternating current (ac) biases, highlighting the appearance of direction-dependent critical currents and asymmetric Shapiro steps as hallmarks of the SDE. Our findings not only reveal an experimentally accessible mechanism for non-Hermitian SDE but also open new avenues for investigating non-reciprocal phenomena in non-Hermitian systems.

cond-mat.supr-con↗

PLGS: Robust Panoptic Lifting with 3D Gaussian Splatting

Previous methods utilize the Neural Radiance Field (NeRF) for panoptic lifting, while their training and rendering speed are unsatisfactory. In contrast, 3D Gaussian Splatting (3DGS) has emerged as a prominent technique due to its rapid training and rendering speed. However, unlike NeRF, the conventional 3DGS may not satisfy the basic smoothness assumption as it does not rely on any parameterized structures to render (e.g., MLPs). Consequently, the conventional 3DGS is, in nature, more susceptible to noisy 2D mask supervision. In this paper, we propose a new method called PLGS that enables 3DGS to generate consistent panoptic segmentation masks from noisy 2D segmentation masks while maintaining superior efficiency compared to NeRF-based methods. Specifically, we build a panoptic-aware structured 3D Gaussian model to introduce smoothness and design effective noise reduction strategies. For the semantic field, instead of initialization with structure from motion, we construct reliable semantic anchor points to initialize the 3D Gaussians. We then use these anchor points as smooth regularization during training. Additionally, we present a self-training approach using pseudo labels generated by merging the rendered masks with the noisy masks to enhance the robustness of PLGS. For the instance field, we project the 2D instance masks into 3D space and match them with oriented bounding boxes to generate cross-view consistent instance masks for supervision. Experiments on various benchmarks demonstrate that our method outperforms previous state-of-the-art methods in terms of both segmentation quality and speed.

cs.CV↗

EmbodiedOcc++: Boosting Embodied 3D Occupancy Prediction with Plane Regularization and Uncertainty Sampler

Online 3D occupancy prediction provides a comprehensive spatial understanding of embodied environments. While the innovative EmbodiedOcc framework utilizes 3D semantic Gaussians for progressive indoor occupancy prediction, it overlooks the geometric characteristics of indoor environments, which are primarily characterized by planar structures. This paper introduces EmbodiedOcc++, enhancing the original framework with two key innovations: a Geometry-guided Refinement Module (GRM) that constrains Gaussian updates through plane regularization, along with a Semantic-aware Uncertainty Sampler (SUS) that enables more effective updates in overlapping regions between consecutive frames. GRM regularizes the position update to align with surface normals. It determines the adaptive regularization weight using curvature-based and depth-based constraints, allowing semantic Gaussians to align accurately with planar surfaces while adapting in complex regions. To effectively improve geometric consistency from different views, SUS adaptively selects proper Gaussians to update. Comprehensive experiments on the EmbodiedOcc-ScanNet benchmark demonstrate that EmbodiedOcc++ achieves state-of-the-art performance across different settings. Our method demonstrates improved edge accuracy and retains more geometric details while ensuring computational efficiency, which is essential for online embodied perception. The code will be released at: https://github.com/PKUHaoWang/EmbodiedOcc2.

cs.CV↗

DepthDark: Robust Monocular Depth Estimation for Low-Light Environments

In recent years, foundation models for monocular depth estimation have received increasing attention. Current methods mainly address typical daylight conditions, but their effectiveness notably decreases in low-light environments. There is a lack of robust foundational models for monocular depth estimation specifically designed for low-light scenarios. This largely stems from the absence of large-scale, high-quality paired depth datasets for low-light conditions and the effective parameter-efficient fine-tuning (PEFT) strategy. To address these challenges, we propose DepthDark, a robust foundation model for low-light monocular depth estimation. We first introduce a flare-simulation module and a noise-simulation module to accurately simulate the imaging process under nighttime conditions, producing high-quality paired depth datasets for low-light conditions. Additionally, we present an effective low-light PEFT strategy that utilizes illumination guidance and multiscale feature fusion to enhance the model's capability in low-light environments. Our method achieves state-of-the-art depth estimation performance on the challenging nuScenes-Night and RobotCar-Night datasets, validating its effectiveness using limited training data and computing resources.

cs.CV↗

GazeGaussian: High-Fidelity Gaze Redirection with 3D Gaussian Splatting

Gaze estimation encounters generalization challenges when dealing with out-of-distribution data. To address this problem, recent methods use neural radiance fields (NeRF) to generate augmented data. However, existing methods based on NeRF are computationally expensive and lack facial details. 3D Gaussian Splatting (3DGS) has become the prevailing representation of neural fields. While 3DGS has been extensively examined in head avatars, it faces challenges with accurate gaze control and generalization across different subjects. In this work, we propose GazeGaussian, the first high-fidelity gaze redirection method that uses a two-stream 3DGS model to represent the face and eye regions separately. Leveraging the unstructured nature of 3DGS, we develop a novel representation of the eye for rigid eye rotation based on the target gaze direction. To enable synthesis generalization across various subjects, we integrate an expression-guided module to inject subject-specific information into the neural renderer. Comprehensive experiments show that GazeGaussian outperforms existing methods in rendering speed, gaze redirection accuracy, and facial synthesis across multiple datasets. The code is available at: https://ucwxb.github.io/GazeGaussian.

cs.CV↗

EMD: Explicit Motion Modeling for High-Quality Street Gaussian Splatting

Photorealistic reconstruction of street scenes is essential for developing real-world simulators in autonomous driving. While recent methods based on 3D/4D Gaussian Splatting (GS) have demonstrated promising results, they still encounter challenges in complex street scenes due to the unpredictable motion of dynamic objects. Current methods typically decompose street scenes into static and dynamic objects, learning the Gaussians in either a supervised manner (e.g., w/ 3D bounding-box) or a self-supervised manner (e.g., w/o 3D bounding-box). However, these approaches do not effectively model the motions of dynamic objects (e.g., the motion speed of pedestrians is clearly different from that of vehicles), resulting in suboptimal scene decomposition. To address this, we propose Explicit Motion Decomposition (EMD), which models the motions of dynamic objects by introducing learnable motion embeddings to the Gaussians, enhancing the decomposition in street scenes. The proposed plug-and-play EMD module compensates for the lack of motion modeling in self-supervised street Gaussian splatting methods. We also introduce tailored training strategies to extend EMD to supervised approaches. Comprehensive experiments demonstrate the effectiveness of our method, achieving state-of-the-art novel view synthesis performance in self-supervised settings. The code is available at: https://qingpowuwu.github.io/emd.

cs.CV↗

Perception-Oriented Latent Coding for High-Performance Compressed Domain Semantic Inference

In recent years, compressed domain semantic inference has primarily relied on learned image coding models optimized for mean squared error (MSE). However, MSE-oriented optimization tends to yield latent spaces with limited semantic richness, which hinders effective semantic inference in downstream tasks. Moreover, achieving high performance with these models often requires fine-tuning the entire vision model, which is computationally intensive, especially for large models. To address these problems, we introduce Perception-Oriented Latent Coding (POLC), an approach that enriches the semantic content of latent features for high-performance compressed domain semantic inference. With the semantically rich latent space, POLC requires only a plug-and-play adapter for fine-tuning, significantly reducing the parameter count compared to previous MSE-oriented methods. Experimental results demonstrate that POLC achieves rate-perception performance comparable to state-of-the-art generative image coding methods while markedly enhancing performance in vision tasks, with minimal fine-tuning overhead. Code is available at https://github.com/NJUVISION/POLC.

cs.CV↗

Beyond Attention or Similarity: Maximizing Conditional Diversity for Token Pruning in MLLMs

In multimodal large language models (MLLMs), the length of input visual tokens is often significantly greater than that of their textual counterparts, leading to a high inference cost. Many works aim to address this issue by removing redundant visual tokens. However, current approaches either rely on attention-based pruning, which retains numerous duplicate tokens, or use similarity-based pruning, overlooking the instruction relevance, consequently causing suboptimal performance. In this paper, we go beyond attention or similarity by proposing a novel visual token pruning method named CDPruner, which maximizes the conditional diversity of retained tokens. We first define the conditional similarity between visual tokens conditioned on the instruction, and then reformulate the token pruning problem with determinantal point process (DPP) to maximize the conditional diversity of the selected subset. The proposed CDPruner is training-free and model-agnostic, allowing easy application to various MLLMs. Extensive experiments across diverse MLLMs show that CDPruner establishes new state-of-the-art on various vision-language benchmarks. By maximizing conditional diversity through DPP, the selected subset better represents the input images while closely adhering to user instructions, thereby preserving strong performance even with high reduction ratios. When applied to LLaVA, CDPruner reduces FLOPs by 95\% and CUDA latency by 78\%, while maintaining 94\% of the original accuracy. Our code is available at https://github.com/Theia-4869/CDPruner.

cs.CV↗

3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views

3D cars are commonly used in self-driving systems, virtual/augmented reality, and games. However, existing 3D car datasets are either synthetic or low-quality, limiting their applications in practical scenarios and presenting a significant gap toward high-quality real-world 3D car datasets. In this paper, we propose the first large-scale 3D real car dataset, termed 3DRealCar, offering three distinctive features. (1) \textbf{High-Volume}: 2,500 cars are meticulously scanned by smartphones, obtaining car images and point clouds with real-world dimensions; (2) \textbf{High-Quality}: Each car is captured in an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) \textbf{High-Diversity}: The dataset contains various cars from over 100 brands, collected under three distinct lighting conditions, including reflective, standard, and dark. Additionally, we offer detailed car parsing maps for each instance to promote research in car parsing tasks. Moreover, we remove background point clouds and standardize the car orientation to a unified axis for the reconstruction only on cars and controllable rendering without background. We benchmark 3D reconstruction results with state-of-the-art methods across different lighting conditions in 3DRealCar. Extensive experiments demonstrate that the standard lighting condition part of 3DRealCar can be used to produce a large number of high-quality 3D cars, improving various 2D and 3D tasks related to cars. Notably, our dataset brings insight into the fact that recent 3D reconstruction methods face challenges in reconstructing high-quality 3D cars under reflective and dark lighting conditions. \textcolor{red}{\href{https://xiaobiaodu.github.io/3drealcar/}{Our dataset is here.}}

cs.CV↗

FastInit: Fast Noise Initialization for Temporally Consistent Video Generation

Video generation has made significant strides with the development of diffusion models; however, achieving high temporal consistency remains a challenging task. Recently, FreeInit identified a training-inference gap and introduced a method to iteratively refine the initial noise during inference. However, iterative refinement significantly increases the computational cost associated with video generation. In this paper, we introduce FastInit, a fast noise initialization method that eliminates the need for iterative refinement. FastInit learns a Video Noise Prediction Network (VNPNet) that takes random noise and a text prompt as input, generating refined noise in a single forward pass. Therefore, FastInit greatly enhances the efficiency of video generation while achieving high temporal consistency across frames. To train the VNPNet, we create a large-scale dataset consisting of pairs of text prompts, random noise, and refined noise. Extensive experiments with various text-to-video models show that our method consistently improves the quality and temporal consistency of the generated videos. FastInit not only provides a substantial improvement in video generation but also offers a practical solution that can be applied directly during inference. The code and dataset will be released.

cs.CV↗

OmniIndoor3D: Comprehensive Indoor 3D Reconstruction

We propose a novel framework for comprehensive indoor 3D reconstruction using Gaussian representations, called OmniIndoor3D. This framework enables accurate appearance, geometry, and panoptic reconstruction of diverse indoor scenes captured by a consumer-level RGB-D camera. Since 3DGS is primarily optimized for photorealistic rendering, it lacks the precise geometry critical for high-quality panoptic reconstruction. Therefore, OmniIndoor3D first combines multiple RGB-D images to create a coarse 3D reconstruction, which is then used to initialize the 3D Gaussians and guide the 3DGS training. To decouple the optimization conflict between appearance and geometry, we introduce a lightweight MLP that adjusts the geometric properties of 3D Gaussians. The introduced lightweight MLP serves as a low-pass filter for geometry reconstruction and significantly reduces noise in indoor scenes. To improve the distribution of Gaussian primitives, we propose a densification strategy guided by panoptic priors to encourage smoothness on planar surfaces. Through the joint optimization of appearance, geometry, and panoptic reconstruction, OmniIndoor3D provides comprehensive 3D indoor scene understanding, which facilitates accurate and robust robotic navigation. We perform thorough evaluations across multiple datasets, and OmniIndoor3D achieves state-of-the-art results in appearance, geometry, and panoptic reconstruction. We believe our work bridges a critical gap in indoor 3D reconstruction. The code will be released at: https://ucwxb.github.io/OmniIndoor3D/

cs.CV↗

K-Buffers: A Plug-in Method for Enhancing Neural Fields with Multiple Buffers

Neural fields are now the central focus of research in 3D vision and computer graphics. Existing methods mainly focus on various scene representations, such as neural points and 3D Gaussians. However, few works have studied the rendering process to enhance the neural fields. In this work, we propose a plug-in method named K-Buffers that leverages multiple buffers to improve the rendering performance. Our method first renders K buffers from scene representations and constructs K pixel-wise feature maps. Then, We introduce a K-Feature Fusion Network (KFN) to merge the K pixel-wise feature maps. Finally, we adopt a feature decoder to generate the rendering image. We also introduce an acceleration strategy to improve rendering speed and quality. We apply our method to well-known radiance field baselines, including neural point fields and 3D Gaussian Splatting (3DGS). Extensive experiments demonstrate that our method effectively enhances the rendering performance of neural point fields and 3DGS.

cs.CV↗

Ultra Lowrate Image Compression with Semantic Residual Coding and Compression-aware Diffusion

Existing multimodal large model-based image compression frameworks often rely on a fragmented integration of semantic retrieval, latent compression, and generative models, resulting in suboptimal performance in both reconstruction fidelity and coding efficiency. To address these challenges, we propose a residual-guided ultra lowrate image compression named ResULIC, which incorporates residual signals into both semantic retrieval and the diffusion-based generation process. Specifically, we introduce Semantic Residual Coding (SRC) to capture the semantic disparity between the original image and its compressed latent representation. A perceptual fidelity optimizer is further applied for superior reconstruction quality. Additionally, we present the Compression-aware Diffusion Model (CDM), which establishes an optimal alignment between bitrates and diffusion time steps, improving compression-reconstruction synergy. Extensive experiments demonstrate the effectiveness of ResULIC, achieving superior objective and subjective performance compared to state-of-the-art diffusion-based methods with - 80.7%, -66.3% BD-rate saving in terms of LPIPS and FID. Project page is available at https: //njuvision.github.io/ResULIC/.

cs.CV↗

Beyond Text-Visual Attention: Exploiting Visual Cues for Effective Token Pruning in VLMs

Large vision-language models (LVLMs) generally contain significantly more visual tokens than their textual counterparts, resulting in a considerable computational burden. Recent efforts have been made to tackle this issue by pruning visual tokens early within the language model. Most existing works use attention scores between text and visual tokens to assess the importance of visual tokens. However, in this study, we first analyze the text-visual attention in the language model and find that this score is not an ideal indicator for token pruning. Based on the analysis, We propose VisPruner, a plug-and-play method that utilizes visual cues for more effective token pruning in LVLMs. Specifically, we first use visual attention to select a limited number of significant tokens. Then, we remove duplicate tokens from the remaining ones based on their similarity. By retaining diverse tokens alongside the initially selected important tokens, we maximally preserve the visual information of the input image. Experimental results demonstrate that our VisPruner sustains strong performance across various VLM architectures and reduction ratios, significantly outperforming existing methods based on text-visual attention. Notably, without any training, VisPruner can reduce the FLOPs of LLaVA-1.5-7B by 91% and inference latency by 75%, while maintaining comparable performance. Our code is available at https://github.com/Theia-4869/VisPruner.

cs.CV↗

Adaptive Rate Control for Deep Video Compression with Rate-Distortion Prediction

Deep video compression has made significant progress in recent years, achieving rate-distortion performance that surpasses that of traditional video compression methods. However, rate control schemes tailored for deep video compression have not been well studied. In this paper, we propose a neural network-based $λ$-domain rate control scheme for deep video compression, which determines the coding parameter $λ$ for each to-be-coded frame based on the rate-distortion-$λ$ (R-D-$λ$) relationships directly learned from uncompressed frames, achieving high rate control accuracy efficiently without the need for pre-encoding. Moreover, this content-aware scheme is able to mitigate inter-frame quality fluctuations and adapt to abrupt changes in video content. Specifically, we introduce two neural network-based predictors to estimate the relationship between bitrate and $λ$, as well as the relationship between distortion and $λ$ for each frame. Then we determine the coding parameter $λ$ for each frame to achieve the target bitrate. Experimental results demonstrate that our approach achieves high rate control accuracy at the mini-GOP level with low time overhead and mitigates inter-frame quality fluctuations across video content of varying resolutions.

cs.MM↗

ManipDreamer: Boosting Robotic Manipulation World Model with Action Tree and Visual Guidance

While recent advancements in robotic manipulation video synthesis have shown promise, significant challenges persist in ensuring effective instruction-following and achieving high visual quality. Recent methods, like RoboDreamer, utilize linguistic decomposition to divide instructions into separate lower-level primitives, conditioning the world model on these primitives to achieve compositional instruction-following. However, these separate primitives do not consider the relationships that exist between them. Furthermore, recent methods neglect valuable visual guidance, including depth and semantic guidance, both crucial for enhancing visual quality. This paper introduces ManipDreamer, an advanced world model based on the action tree and visual guidance. To better learn the relationships between instruction primitives, we represent the instruction as the action tree and assign embeddings to tree nodes, each instruction can acquire its embeddings by navigating through the action tree. The instruction embeddings can be used to guide the world model. To enhance visual quality, we combine depth and semantic guidance by introducing a visual guidance adapter compatible with the world model. This visual adapter enhances both the temporal and physical consistency of video generation. Based on the action tree and visual guidance, ManipDreamer significantly boosts the instruction-following ability and visual quality. Comprehensive evaluations on robotic manipulation benchmarks reveal that ManipDreamer achieves large improvements in video quality metrics in both seen and unseen tasks, with PSNR improved from 19.55 to 21.05, SSIM improved from 0.7474 to 0.7982 and reduced Flow Error from 3.506 to 3.201 in unseen tasks, compared to the recent RoboDreamer model. Additionally, our method increases the success rate of robotic manipulation tasks by 2.5% in 6 RLbench tasks on average.

cs.RO↗

ThermalGaussian: Thermal 3D Gaussian Splatting

Thermography is especially valuable for the military and other users of surveillance cameras. Some recent methods based on Neural Radiance Fields (NeRF) are proposed to reconstruct the thermal scenes in 3D from a set of thermal and RGB images. However, unlike NeRF, 3D Gaussian splatting (3DGS) prevails due to its rapid training and real-time rendering. In this work, we propose ThermalGaussian, the first thermal 3DGS approach capable of rendering high-quality images in RGB and thermal modalities. We first calibrate the RGB camera and the thermal camera to ensure that both modalities are accurately aligned. Subsequently, we use the registered images to learn the multimodal 3D Gaussians. To prevent the overfitting of any single modality, we introduce several multimodal regularization constraints. We also develop smoothing constraints tailored to the physical characteristics of the thermal modality. Besides, we contribute a real-world dataset named RGBT-Scenes, captured by a hand-hold thermal-infrared camera, facilitating future research on thermal scene reconstruction. We conduct comprehensive experiments to show that ThermalGaussian achieves photorealistic rendering of thermal images and improves the rendering quality of RGB images. With the proposed multimodal regularization constraints, we also reduced the model's storage cost by 90%. Our project page is at https://thermalgaussian.github.io/.

cs.CV↗

VGNC: Reducing the Overfitting of Sparse-view 3DGS via Validation-guided Gaussian Number Control

Sparse-view 3D reconstruction is a fundamental yet challenging task in practical 3D reconstruction applications. Recently, many methods based on the 3D Gaussian Splatting (3DGS) framework have been proposed to address sparse-view 3D reconstruction. Although these methods have made considerable advancements, they still show significant issues with overfitting. To reduce the overfitting, we introduce VGNC, a novel Validation-guided Gaussian Number Control (VGNC) approach based on generative novel view synthesis (NVS) models. To the best of our knowledge, this is the first attempt to alleviate the overfitting issue of sparse-view 3DGS with generative validation images. Specifically, we first introduce a validation image generation method based on a generative NVS model. We then propose a Gaussian number control strategy that utilizes generated validation images to determine the optimal Gaussian numbers, thereby reducing the issue of overfitting. We conducted detailed experiments on various sparse-view 3DGS baselines and datasets to evaluate the effectiveness of VGNC. Extensive experiments show that our approach not only reduces overfitting but also improves rendering quality on the test set while decreasing the number of Gaussian points. This reduction lowers storage demands and accelerates both training and rendering. The code will be released.

cs.CV↗