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Shaoxiang Wang

Publications and source records attributed to Shaoxiang Wang.

11 recordsLinked to original sources

STEAM: Stable Self-Training with Elastic Matching and Adaptive Purification

Cross-view geo-localization (CVGL) aims to achieve GPS-free localization by matching drone-view images with corresponding satellite-view images. Existing supervised methods rely on large-scale manually annotated cross-view image pairs, making them costly and difficult to scale. In contrast, existing unsupervised approaches typically depend on generative models or clustering-based stage-wise optimization, which are prone to distribution bias and the accumulation of noisy pseudo-labels. To address these limitations, we propose STEAM (Stable Self-Training with Elastic Matching and Adaptive Purification), an end-to-end unsupervised cross-view geo-localization framework that performs self-training directly on real drone and satellite images. Specifically, the proposed Stable Spatial-Aware Module enhances the stability of feature representations, Elastic Matching discovers high-quality cross-view pseudo-labels, and Adaptive Purification dynamically maintains a reliable pseudo-label repository throughout the self-training process. Extensive experiments on the University-1652 and SUES-200 benchmarks demonstrate that STEAM achieves state-of-the-art performance among all existing unsupervised methods and delivers performance comparable to supervised approaches, validating the effectiveness and superiority of the proposed framework. The source code is available at https://github.com/wsx-heu/STEAM.git.

cs.CV

Invaria: Learning Scale and Density Invariance in Point Clouds via Next-Resolution Prediction

Modern image encoders achieve high generalization by decoupling semantic meaning from resolution, an ability yet to be fully realized in the 3D domain. We investigate the failure of 3D point cloud encoders to achieve similar generalization and find that existing models are highly sensitive to sampling resolution and scale changes, leading to significant performance degradation. This sensitivity is a major bottleneck for real-world deployment in robotics, as it suggests models overfit to specific quantization densities and object scales rather than learning invariant semantic features. To mitigate this dependency, we propose Invaria, a point cloud encoder that achieves scale and density invariance through next-resolution prediction and receptive field calibration. While our objective is not the explicit generation of high-resolution point clouds, we find that this training objective encourages the model to learn robust, structural invariants. The resulting encoder achieves significant performance gains during resolution shifts while maintaining high efficiency through a compact model size and reduced token requirements. Specifically, on ScanNet, Invaria achieves a 56.0\% higher mIoU at 3$\times$ lower resolution and a 20\% improvement when the objects scale is reduced by a factor of 3. These gains are achieved with a 45\% smaller model size and an average reduction of 40\% in input tokens.

cs.CV

EgoForce: Forearm-Guided Camera-Space 3D Hand Pose from a Monocular Egocentric Camera

Reconstructing the absolute 3D pose and shape of the hands from the user's viewpoint using a single head-mounted camera is crucial for practical egocentric interaction in AR/VR, telepresence, and hand-centric manipulation tasks, where sensing must remain compact and unobtrusive. While monocular RGB methods have made progress, they remain constrained by depth-scale ambiguity and struggle to generalize across the diverse optical configurations of head-mounted devices. As a result, models typically require extensive training on device-specific datasets, which are costly and laborious to acquire. This paper addresses these challenges by introducing EgoForce, a monocular 3D hand reconstruction framework that recovers robust, absolute 3D hand pose and its position from the user's (camera-space) viewpoint. EgoForce operates across fisheye, perspective, and distorted wide-FOV camera models using a single unified network. Our approach combines a differentiable forearm representation that stabilizes hand pose, a unified arm-hand transformer that predicts both hand and forearm geometry from a single egocentric view, mitigating depth-scale ambiguity, and a ray space closed-form solver that enables absolute 3D pose recovery across diverse head-mounted camera models. Experiments on three egocentric benchmarks show that EgoForce achieves state-of-the-art 3D accuracy, reducing camera-space MPJPE by up to 28% on the HOT3D dataset compared to prior methods and maintaining consistent performance across camera configurations. For more details, visit the project page at https://dfki-av.github.io/EgoForce.

cs.CV

ReLaGS: Relational Language Gaussian Splatting

Achieving unified 3D perception and reasoning across tasks such as segmentation, retrieval, and relation understanding remains challenging, as existing methods are either object-centric or rely on costly training for inter-object reasoning. We present a novel framework that constructs a hierarchical language-distilled Gaussian scene and its 3D semantic scene graph without scene-specific training. A Gaussian pruning mechanism refines scene geometry, while a robust multi-view language alignment strategy aggregates noisy 2D features into accurate 3D object embeddings. On top of this hierarchy, we build an open-vocabulary 3D scene graph with Vision Language derived annotations and Graph Neural Network-based relational reasoning. Our approach enables efficient and scalable open-vocabulary 3D reasoning by jointly modeling hierarchical semantics and inter/intra-object relationships, validated across tasks including open-vocabulary segmentation, scene graph generation, and relation-guided retrieval. Project page: https://dfki-av.github.io/ReLaGS/

cs.CV

DALL: Data Labeling via Data Programming and Active Learning Enhanced by Large Language Models

Deep learning models for natural language processing rely heavily on high-quality labeled datasets. However, existing labeling approaches often struggle to balance label quality with labeling cost. To address this challenge, we propose DALL, a text labeling framework that integrates data programming, active learning, and large language models. DALL introduces a structured specification that allows users and large language models to define labeling functions via configuration, rather than code. Active learning identifies informative instances for review, and the large language model analyzes these instances to help users correct labels and to refine or suggest labeling functions. We implement DALL as an interactive labeling system for text labeling tasks. Comparative, ablation, and usability studies demonstrate DALL's efficiency, the effectiveness of its modules, and its usability.

cs.HC

TalkingPose: Efficient Face and Gesture Animation with Feedback-guided Diffusion Model

Recent advancements in diffusion models have significantly improved the realism and generalizability of character-driven animation, enabling the synthesis of high-quality motion from just a single RGB image and a set of driving poses. Nevertheless, generating temporally coherent long-form content remains challenging. Existing approaches are constrained by computational and memory limitations, as they are typically trained on short video segments, thus performing effectively only over limited frame lengths and hindering their potential for extended coherent generation. To address these constraints, we propose TalkingPose, a novel diffusion-based framework specifically designed for producing long-form, temporally consistent human upper-body animations. TalkingPose leverages driving frames to precisely capture expressive facial and hand movements, transferring these seamlessly to a target actor through a stable diffusion backbone. To ensure continuous motion and enhance temporal coherence, we introduce a feedback-driven mechanism built upon image-based diffusion models. Notably, this mechanism does not incur additional computational costs or require secondary training stages, enabling the generation of animations with unlimited duration. Additionally, we introduce a comprehensive, large-scale dataset to serve as a new benchmark for human upper-body animation.

cs.CV

Inpaint360GS: Efficient Object-Aware 3D Inpainting via Gaussian Splatting for 360° Scenes

Despite recent advances in single-object front-facing inpainting using NeRF and 3D Gaussian Splatting (3DGS), inpainting in complex 360° scenes remains largely underexplored. This is primarily due to three key challenges: (i) identifying target objects in the 3D field of 360° environments, (ii) dealing with severe occlusions in multi-object scenes, which makes it hard to define regions to inpaint, and (iii) maintaining consistent and high-quality appearance across views effectively. To tackle these challenges, we propose Inpaint360GS, a flexible 360° editing framework based on 3DGS that supports multi-object removal and high-fidelity inpainting in 3D space. By distilling 2D segmentation into 3D and leveraging virtual camera views for contextual guidance, our method enables accurate object-level editing and consistent scene completion. We further introduce a new dataset tailored for 360° inpainting, addressing the lack of ground truth object-free scenes. Experiments demonstrate that Inpaint360GS outperforms existing baselines and achieves state-of-the-art performance. Project page: https://dfki-av.github.io/inpaint360gs/

cs.CV

MiKASA: Multi-Key-Anchor & Scene-Aware Transformer for 3D Visual Grounding

3D visual grounding involves matching natural language descriptions with their corresponding objects in 3D spaces. Existing methods often face challenges with accuracy in object recognition and struggle in interpreting complex linguistic queries, particularly with descriptions that involve multiple anchors or are view-dependent. In response, we present the MiKASA (Multi-Key-Anchor Scene-Aware) Transformer. Our novel end-to-end trained model integrates a self-attention-based scene-aware object encoder and an original multi-key-anchor technique, enhancing object recognition accuracy and the understanding of spatial relationships. Furthermore, MiKASA improves the explainability of decision-making, facilitating error diagnosis. Our model achieves the highest overall accuracy in the Referit3D challenge for both the Sr3D and Nr3D datasets, particularly excelling by a large margin in categories that require viewpoint-dependent descriptions.

cs.CV

Uni-SLAM: Uncertainty-Aware Neural Implicit SLAM for Real-Time Dense Indoor Scene Reconstruction

Neural implicit fields have recently emerged as a powerful representation method for multi-view surface reconstruction due to their simplicity and state-of-the-art performance. However, reconstructing thin structures of indoor scenes while ensuring real-time performance remains a challenge for dense visual SLAM systems. Previous methods do not consider varying quality of input RGB-D data and employ fixed-frequency mapping process to reconstruct the scene, which could result in the loss of valuable information in some frames. In this paper, we propose Uni-SLAM, a decoupled 3D spatial representation based on hash grids for indoor reconstruction. We introduce a novel defined predictive uncertainty to reweight the loss function, along with strategic local-to-global bundle adjustment. Experiments on synthetic and real-world datasets demonstrate that our system achieves state-of-the-art tracking and mapping accuracy while maintaining real-time performance. It significantly improves over current methods with a 25% reduction in depth L1 error and a 66.86% completion rate within 1 cm on the Replica dataset, reflecting a more accurate reconstruction of thin structures. Project page: https://shaoxiang777.github.io/project/uni-slam/

cs.CV

Design and Characterization of a Novel Motion Conversion Element: Curved Groove Ball Bearing without Retainer

An unconventional and innovative mechanical transmission component, the Curved Groove Ball Bearing without Retainer (CGBBR), is introduced in this paper to facilitate the conversion between rotary and reciprocating motion. The CGBBR boasts several advantages over conventional motion conversion mechanisms, including a streamlined and compact structure, as well as the mitigation of high-order vibrations. This paper delves into the design methodology, structural attributes, kinematic principles, and dynamic response properties of the CGBBR. A novel design method named closed curve envelopment theory is proposed to generate the distinctive spatial surface structure of the CGBBR. Moreover, a design scheme is presented that employs the concept of diameter-stroke ratio for CGBBR implementation. A calculation methodology is also introduced for determining the number of rolling elements within the CGBBR, which serves as the foundation for subsequent optimization design. This paper deeply analyzes the kinematics principle of CGBBR and provides a new insight of motion conversion in mechanism.

physics.app-ph

The Software Stack That Won the Formula Student Driverless Competition

This report describes our approach to design and evaluate a software stack for a race car capable of achieving competitive driving performance in the different disciplines of the Formula Student Driverless. By using a 360° LiDAR and optionally three cameras, we reliably recognize the plastic cones that mark the track boundaries at distances of around 35 m, enabling us to drive at the physical limits of the car. Using a GraphSLAM algorithm, we are able to map these cones with a root-mean-square error of less than 15 cm while driving at speeds of over 70 kph on a narrow track. The high-precision map is used in the trajectory planning to detect the lane boundaries using Delaunay triangulation and a parametric cubic spline. We calculate an optimized trajectory using a minimum curvature approach together with a GGS-diagram that takes the aerodynamics at different velocities into account. To track the target path with accelerations of up to 1.6 g, the control system is split into a PI controller for longitudinal control and model predictive controller for lateral control. Additionally, a low-level optimal control allocation is used. The software is realized in ROS C++ and tested in a custom simulation, as well as on the actual race track.

cs.RO