Searcharxiv⌕ Search

arXiv subjects

Qi Sun

Publications and source records attributed to Qi Sun.

At least 127 records · Page 7Linked to original sources

A Brief Discussion on the Philosophical Principles and Development Directions of Data Circulation

The data circulation is a complex scenario involving a large number of participants and different types of requirements, which not only has to comply with the laws and regulations, but also faces multiple challenges in technical and business areas. In order to systematically and comprehensively address these issues, it is essential to have a comprehensive and profound understanding of 'data circulation'. The traditional analysis method tends to proceed based on the traditional circulation model of commodities, that is, tangible objects, which has some defects and shortcomings, and tends to be a formalized approach, which is faced numerous challenges in practice. This paper analyzes the circulation of data with a philosophical approach, obtains the new explication of data and executing entity, and provides a new definition of the concepts of data utilization and data key stakeholders (objects). At the same time, it puts forward the idea of ``data alienation'', and constructs a new interpretive framework of ``data circulation''. Based on the framework of this interpretation, it is clearly proposed that ``data alienation'' is the core of ``data circulation'', benefit distribution is the driving force, and legal compliance is the foundation, and further discussed the three modes of ``data circulation''. It further discusses the three modes of ``data circulation''. It is pointed out that ``data circulation'' is different from traditional ``commodity circulation''. To achieve ``data circulation'',a comprehensive information infrastructure needs to be established. from a theoretical point of view, it lays a solid foundation for the development of ``data circulation''.

cs.OH↗

Rocket Landing Control with Random Annealing Jump Start Reinforcement Learning

Rocket recycling is a crucial pursuit in aerospace technology, aimed at reducing costs and environmental impact in space exploration. The primary focus centers on rocket landing control, involving the guidance of a nonlinear underactuated rocket with limited fuel in real-time. This challenging task prompts the application of reinforcement learning (RL), yet goal-oriented nature of the problem poses difficulties for standard RL algorithms due to the absence of intermediate reward signals. This paper, for the first time, significantly elevates the success rate of rocket landing control from 8% with a baseline controller to 97% on a high-fidelity rocket model using RL. Our approach, called Random Annealing Jump Start (RAJS), is tailored for real-world goal-oriented problems by leveraging prior feedback controllers as guide policy to facilitate environmental exploration and policy learning in RL. In each episode, the guide policy navigates the environment for the guide horizon, followed by the exploration policy taking charge to complete remaining steps. This jump-start strategy prunes exploration space, rendering the problem more tractable to RL algorithms. The guide horizon is sampled from a uniform distribution, with its upper bound annealing to zero based on performance metrics, mitigating distribution shift and mismatch issues in existing methods. Additional enhancements, including cascading jump start, refined reward and terminal condition, and action smoothness regulation, further improve policy performance and practical applicability. The proposed method is validated through extensive evaluation and Hardware-in-the-Loop testing, affirming the effectiveness, real-time feasibility, and smoothness of the proposed controller.

cs.LG↗

HuBar: A Visual Analytics Tool to Explore Human Behaviour based on fNIRS in AR guidance systems

The concept of an intelligent augmented reality (AR) assistant has significant, wide-ranging applications, with potential uses in medicine, military, and mechanics domains. Such an assistant must be able to perceive the environment and actions, reason about the environment state in relation to a given task, and seamlessly interact with the task performer. These interactions typically involve an AR headset equipped with sensors which capture video, audio, and haptic feedback. Previous works have sought to facilitate the development of intelligent AR assistants by visualizing these sensor data streams in conjunction with the assistant's perception and reasoning model outputs. However, existing visual analytics systems do not focus on user modeling or include biometric data, and are only capable of visualizing a single task session for a single performer at a time. Moreover, they typically assume a task involves linear progression from one step to the next. We propose a visual analytics system that allows users to compare performance during multiple task sessions, focusing on non-linear tasks where different step sequences can lead to success. In particular, we design visualizations for understanding user behavior through functional near-infrared spectroscopy (fNIRS) data as a proxy for perception, attention, and memory as well as corresponding motion data (acceleration, angular velocity, and gaze). We distill these insights into embedding representations that allow users to easily select groups of sessions with similar behaviors. We provide two case studies that demonstrate how to use these visualizations to gain insights about task performance using data collected during helicopter copilot training tasks. Finally, we evaluate our approach by conducting an in-depth examination of a think-aloud experiment with five domain experts.

cs.HC↗

Forest2Seq: Revitalizing Order Prior for Sequential Indoor Scene Synthesis

Synthesizing realistic 3D indoor scenes is a challenging task that traditionally relies on manual arrangement and annotation by expert designers. Recent advances in autoregressive models have automated this process, but they often lack semantic understanding of the relationships and hierarchies present in real-world scenes, yielding limited performance. In this paper, we propose Forest2Seq, a framework that formulates indoor scene synthesis as an order-aware sequential learning problem. Forest2Seq organizes the inherently unordered collection of scene objects into structured, ordered hierarchical scene trees and forests. By employing a clustering-based algorithm and a breadth-first traversal, Forest2Seq derives meaningful orderings and utilizes a transformer to generate realistic 3D scenes autoregressively. Experimental results on standard benchmarks demonstrate Forest2Seq's superiority in synthesizing more realistic scenes compared to top-performing baselines, with significant improvements in FID and KL scores. Our additional experiments for downstream tasks and ablation studies also confirm the importance of incorporating order as a prior in 3D scene generation.

cs.CV↗

Toward Ubiquitous 3D Object Digitization: A Wearable Computing Framework for Non-Invasive Physical Property Acquisition

Accurately digitizing physical objects is central to many applications, including virtual/augmented reality, industrial design, and e-commerce. Prior research has demonstrated efficient and faithful reconstruction of objects' geometric shapes and visual appearances, which suffice for digitally representing rigid objects. In comparison, physical properties, such as elasticity and pressure, are also indispensable to the behavioral fidelity of digitized deformable objects. However, existing approaches to acquiring these quantities either rely on invasive specimen collection or expensive/bulky laboratory setups, making them inapplicable to consumer-level usage. To fill this gap, we propose a wearable and non-invasive computing framework that allows users to conveniently estimate the material elasticity and internal pressure of deformable objects through finger touches. This is achieved by modeling their local surfaces as pressurized elastic shells and analytically deriving the two physical properties from finger-induced wrinkling patterns. Together with photogrammetry-reconstructed geometry and textures, the two estimated physical properties enable us to faithfully replicate the motion and deformation behaviors of several deformable objects. For the pressure estimation, our model achieves a relative error of 3.5%. In the interaction experiments, the virtual-physical deformation discrepancy measures less than 10.1%. Generalization to objects of irregular shape further demonstrates the potential of our approach in practical applications. We envision this work to provide insights for and motivate research toward democratizing the ubiquitous and pervasive digitization of our physical surroundings in daily, industrial, and scientific scenarios.

cs.GR↗

EG4D: Explicit Generation of 4D Object without Score Distillation

In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at \url{https://github.com/jasongzy/EG4D}.

cs.CV↗

Trainable Fixed-Point Quantization for Deep Learning Acceleration on FPGAs

Quantization is a crucial technique for deploying deep learning models on resource-constrained devices, such as embedded FPGAs. Prior efforts mostly focus on quantizing matrix multiplications, leaving other layers like BatchNorm or shortcuts in floating-point form, even though fixed-point arithmetic is more efficient on FPGAs. A common practice is to fine-tune a pre-trained model to fixed-point for FPGA deployment, but potentially degrading accuracy. This work presents QFX, a novel trainable fixed-point quantization approach that automatically learns the binary-point position during model training. Additionally, we introduce a multiplier-free quantization strategy within QFX to minimize DSP usage. QFX is implemented as a PyTorch-based library that efficiently emulates fixed-point arithmetic, supported by FPGA HLS, in a differentiable manner during backpropagation. With minimal effort, models trained with QFX can readily be deployed through HLS, producing the same numerical results as their software counterparts. Our evaluation shows that compared to post-training quantization, QFX can quantize models trained with element-wise layers quantized to fewer bits and achieve higher accuracy on both CIFAR-10 and ImageNet datasets. We further demonstrate the efficacy of multiplier-free quantization using a state-of-the-art binarized neural network accelerator designed for an embedded FPGA (AMD Xilinx Ultra96 v2). We plan to release QFX in open-source format.

cs.LG↗

AutoColor: Learned Light Power Control for Multi-Color Holograms

Multi-color holograms rely on simultaneous illumination from multiple light sources. These multi-color holograms could utilize light sources better than conventional single-color holograms and can improve the dynamic range of holographic displays. In this letter, we introduce AutoColor , the first learned method for estimating the optimal light source powers required for illuminating multi-color holograms. For this purpose, we establish the first multi-color hologram dataset using synthetic images and their depth information. We generate these synthetic images using a trending pipeline combining generative, large language, and monocular depth estimation models. Finally, we train our learned model using our dataset and experimentally demonstrate that AutoColor significantly decreases the number of steps required to optimize multi-color holograms from > 1000 to 70 iteration steps without compromising image quality.

cs.CV↗

Consistency Guided Knowledge Retrieval and Denoising in LLMs for Zero-shot Document-level Relation Triplet Extraction

Document-level Relation Triplet Extraction (DocRTE) is a fundamental task in information systems that aims to simultaneously extract entities with semantic relations from a document. Existing methods heavily rely on a substantial amount of fully labeled data. However, collecting and annotating data for newly emerging relations is time-consuming and labor-intensive. Recent advanced Large Language Models (LLMs), such as ChatGPT and LLaMA, exhibit impressive long-text generation capabilities, inspiring us to explore an alternative approach for obtaining auto-labeled documents with new relations. In this paper, we propose a Zero-shot Document-level Relation Triplet Extraction (ZeroDocRTE) framework, which generates labeled data by retrieval and denoising knowledge from LLMs, called GenRDK. Specifically, we propose a chain-of-retrieval prompt to guide ChatGPT to generate labeled long-text data step by step. To improve the quality of synthetic data, we propose a denoising strategy based on the consistency of cross-document knowledge. Leveraging our denoised synthetic data, we proceed to fine-tune the LLaMA2-13B-Chat for extracting document-level relation triplets. We perform experiments for both zero-shot document-level relation and triplet extraction on two public datasets. The experimental results illustrate that our GenRDK framework outperforms strong baselines.

cs.CL↗

Recurrent Generic Contour-based Instance Segmentation with Progressive Learning

Contour-based instance segmentation has been actively studied, thanks to its flexibility and elegance in processing visual objects within complex backgrounds. In this work, we propose a novel deep network architecture, i.e., PolySnake, for generic contour-based instance segmentation. Motivated by the classic Snake algorithm, the proposed PolySnake achieves superior and robust segmentation performance with an iterative and progressive contour refinement strategy. Technically, PolySnake introduces a recurrent update operator to estimate the object contour iteratively. It maintains a single estimate of the contour that is progressively deformed toward the object boundary. At each iteration, PolySnake builds a semantic-rich representation for the current contour and feeds it to the recurrent operator for further contour adjustment. Through the iterative refinements, the contour progressively converges to a stable status that tightly encloses the object instance. Beyond the scope of general instance segmentation, extensive experiments are conducted to validate the effectiveness and generalizability of our PolySnake in two additional specific task scenarios, including scene text detection and lane detection. The results demonstrate that the proposed PolySnake outperforms the existing advanced methods on several multiple prevalent benchmarks across the three tasks. The codes and pre-trained models are available at https://github.com/fh2019ustc/PolySnake

cs.CV↗

Gravitational lensing by a stable rotating regular black hole

Recent observational data from the Event Horizon Telescope (EHT) collaboration provide convincing realistic evidence for the existence of black hole rotation. From a phenomenological perspective, a recently proposed stable rotating regular (SRR) black hole circumvents the theoretical flaws of the Kerr solution. For the purpose of obtaining observational signatures of this black hole, we study its gravitational lensing effect. In the strong field limit, we calculate the deflection angle of light, the radius of the photon sphere, and other observables. The observables include the relativistic image position, separation, magnification, and time delays between different images. Then, by modeling M87* and Sgr A* as the SRR black hole, we compute their observables and evaluate the deviation of the observables from the Kerr case. In the weak field limit, we calculate the light deflection angle of M87* and Sgr A* via the Gauss-Bonnet theorem (GBT). With the growth of deviation parameter $e$, the gravitational lensing effect in the weak field limit intensifies monotonically, and the gravitational lensing effect in the strong field limit changes dramatically only at high spins. Our research may contribute to distinguish between SRR black holes from Kerr black holes under higher-precision astronomical observations.

gr-qc↗

Exploiting GPT-4 Vision for Zero-shot Point Cloud Understanding

In this study, we tackle the challenge of classifying the object category in point clouds, which previous works like PointCLIP struggle to address due to the inherent limitations of the CLIP architecture. Our approach leverages GPT-4 Vision (GPT-4V) to overcome these challenges by employing its advanced generative abilities, enabling a more adaptive and robust classification process. We adapt the application of GPT-4V to process complex 3D data, enabling it to achieve zero-shot recognition capabilities without altering the underlying model architecture. Our methodology also includes a systematic strategy for point cloud image visualization, mitigating domain gap and enhancing GPT-4V's efficiency. Experimental validation demonstrates our approach's superiority in diverse scenarios, setting a new benchmark in zero-shot point cloud classification.

cs.CV↗

The Molecular Characterizations of Variable Triebel-Lizorkin Spaces Associated with the Hermite Operator and Its Applications

In this article, we introduce inhomogeneous variable Triebel-Lizorkin spaces, $F_{p(\cdot),q(\cdot)}^{α(\cdot),H}(\mathbb R^n)$, associated with the Hermite operator $H:=-Δ+|x|^2$, where $Δ$ is the Laplace operator on $\mathbb R^n$, and mainly establish the molecular characterization of this space. As applications, we obtain some regularity results to fractional Hermite equations $$(-Δ+|x|^2)^σu=f,\quad (-Δ+|x|^2+I)^σu=f,$$ and the boundedness of spectral multiplier associated to the operator $H$ on the variable Triebel-Lizorkin space $F_{p(\cdot),q(\cdot)}^{α(\cdot),H}(\mathbb R^n)$. Furthermore, we explain the relationship between $F_{p(\cdot),q(\cdot)}^{α(\cdot),H}(\mathbb R^n)$ and the variable Triebel-Lizorkin spaces $F_{p(\cdot),q(\cdot)}^{α(\cdot)}(\mathbb R^n)$ (introduced in Diening t al. J. Funct. Anal. 256(2009), 1731-1768.) via the atomic decomposition.

math.FA↗

Probing the limits of optical cycling in a predissociative diatomic molecule

Molecular predissociation is the spontaneous, nonradiative bond breaking process that can occur upon excitation. In the context of laser cooling, predissociation is an unwanted consequence of molecular structure that limits the ability to scatter a large number of photons required to reach the ultracold regime. Unlike rovibrational branching, predissociation is irreversible since the fragments fly apart with high kinetic energy. Of particular interest is the simple diatomic molecule, CaH, for which the two lowest electronically excited states used in laser cooling lie above the dissociation threshold of the ground potential. In this work, we present measurements and calculations that quantify the predissociation probabilities affecting the cooling cycle. The results allow us to design a laser cooling scheme that will enable the creation of an ultracold and optically trapped cloud of CaH molecules. In addition, we use the results to propose a two-photon pathway to controlled dissociation of the molecules, in order to gain access to their ultracold fragments, including hydrogen.

physics.atom-ph↗

MM-BigBench: Evaluating Multimodal Models on Multimodal Content Comprehension Tasks

The popularity of multimodal large language models (MLLMs) has triggered a recent surge in research efforts dedicated to evaluating these models. Nevertheless, existing evaluation studies of MLLMs primarily focus on the comprehension and reasoning of unimodal (vision) content, neglecting performance evaluations in the domain of multimodal (vision-language) content understanding. Beyond multimodal reasoning, tasks related to multimodal content comprehension necessitate a profound understanding of multimodal contexts, achieved through the multimodal interaction to obtain a final answer. In this paper, we introduce a comprehensive assessment framework called MM-BigBench, which incorporates a diverse range of metrics to offer an extensive evaluation of the performance of various models and instructions across a wide spectrum of diverse multimodal content comprehension tasks. Consequently, our work complements research on the performance of MLLMs in multimodal comprehension tasks, achieving a more comprehensive and holistic evaluation of MLLMs. To begin, we employ the Best Performance metric to ascertain each model's performance upper bound on different datasets. Subsequently, the Mean Relative Gain metric offers an assessment of the overall performance of various models and instructions, while the Stability metric measures their sensitivity. Furthermore, previous research centers on evaluating models independently or solely assessing instructions, neglecting the adaptability between models and instructions. We propose the Adaptability metric to quantify the adaptability between models and instructions. Our paper evaluates a total of 20 language models (14 MLLMs) on 14 multimodal datasets spanning 6 tasks, with 10 instructions for each task, and derives novel insights. Our code will be released at https://github.com/declare-lab/MM-BigBench.

cs.CL↗

The Shortest Route Is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VR

Speed and consistency of target-shifting play a crucial role in human ability to perform complex tasks. Shifting our gaze between objects of interest quickly and consistently requires changes both in depth and direction. Gaze changes in depth are driven by slow, inconsistent vergence movements which rotate the eyes in opposite directions, while changes in direction are driven by ballistic, consistent movements called saccades, which rotate the eyes in the same direction. In the natural world, most of our eye movements are a combination of both types. While scientific consensus on the nature of saccades exists, vergence and combined movements remain less understood and agreed upon. We eschew the lack of scientific consensus in favor of proposing an operationalized computational model which predicts the speed of any type of gaze movement during target-shifting in 3D. To this end, we conduct a psychophysical study in a stereo VR environment to collect more than 12,000 gaze movement trials, analyze the temporal distribution of the observed gaze movements, and fit a probabilistic model to the data. We perform a series of objective measurements and user studies to validate the model. The results demonstrate its predictive accuracy, generalization, as well as applications for optimizing visual performance by altering content placement. Lastly, we leverage the model to measure differences in human target-changing time relative to the natural world, as well as suggest scene-aware projection depth. By incorporating the complexities and randomness of human oculomotor control, we hope this research will support new behavior-aware metrics for VR/AR display design, interface layout, and gaze-contingent rendering.

cs.GR↗

Exploiting Human Color Discrimination for Memory- and Energy-Efficient Image Encoding in Virtual Reality

Virtual Reality (VR) has the potential of becoming the next ubiquitous computing platform. Continued progress in the burgeoning field of VR depends critically on an efficient computing substrate. In particular, DRAM access energy is known to contribute to a significant portion of system energy. Today's framebuffer compression system alleviates the DRAM traffic by using a numerically lossless compression algorithm. Being numerically lossless, however, is unnecessary to preserve perceptual quality for humans. This paper proposes a perceptually lossless, but numerically lossy, system to compress DRAM traffic. Our idea builds on top of long-established psychophysical studies that show that humans cannot discriminate colors that are close to each other. The discrimination ability becomes even weaker (i.e., more colors are perceptually indistinguishable) in our peripheral vision. Leveraging the color discrimination (in)ability, we propose an algorithm that adjusts pixel colors to minimize the bit encoding cost without introducing visible artifacts. The algorithm is coupled with lightweight architectural support that, in real-time, reduces the DRAM traffic by 66.9\% and outperforms existing framebuffer compression mechanisms by up to 20.4\%. Psychophysical studies on human participants show that our system introduce little to no perceptual fidelity degradation.

cs.GR↗