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Tao Lu

Publications and source records attributed to Tao Lu.

At least 55 records · Page 3Linked to original sources

ASIC-based Compression Accelerators for Storage Systems: Design, Placement, and Profiling Insights

Lossless compression imposes significant computational over head on datacenters when performed on CPUs. Hardware compression and decompression processing units (CDPUs) can alleviate this overhead, but optimal algorithm selection, microarchitectural design, and system-level placement of CDPUs are still not well understood. We present the design of an ASIC-based in-storage CDPU and provide a comprehensive end-to-end evaluation against two leading ASIC accelerators, Intel QAT 8970 and QAT 4xxx. The evaluation spans three dominant CDPU placement regimes: peripheral, on-chip, and in-storage. Our results reveal: (i) acute sensitivity of throughput and latency to CDPU placement and interconnection, (ii) strong correlation between compression efficiency and data patterns/layouts, (iii) placement-driven divergences between microbenchmark gains and real-application speedups, (iv) discrepancies between module and system-level power efficiency, and (v) scalability and multi-tenant interference is sues of various CDPUs. These findings motivate a placement-aware, cross-layer rethinking of hardware (de)compression for hyperscale storage infrastructures.

cs.AR↗

AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained Views

We introduce AnySplat, a feed forward network for novel view synthesis from uncalibrated image collections. In contrast to traditional neural rendering pipelines that demand known camera poses and per scene optimization, or recent feed forward methods that buckle under the computational weight of dense views, our model predicts everything in one shot. A single forward pass yields a set of 3D Gaussian primitives encoding both scene geometry and appearance, and the corresponding camera intrinsics and extrinsics for each input image. This unified design scales effortlessly to casually captured, multi view datasets without any pose annotations. In extensive zero shot evaluations, AnySplat matches the quality of pose aware baselines in both sparse and dense view scenarios while surpassing existing pose free approaches. Moreover, it greatly reduce rendering latency compared to optimization based neural fields, bringing real time novel view synthesis within reach for unconstrained capture settings.Project page: https://city-super.github.io/anysplat/

cs.CV↗

GaRe: Relightable 3D Gaussian Splatting for Outdoor Scenes from Unconstrained Photo Collections

We propose a 3D Gaussian splatting-based framework for outdoor relighting that leverages intrinsic image decomposition to precisely integrate sunlight, sky radiance, and indirect lighting from unconstrained photo collections. Unlike prior methods that compress the per-image global illumination into a single latent vector, our approach enables simultaneously diverse shading manipulation and the generation of dynamic shadow effects. This is achieved through three key innovations: (1) a residual-based sun visibility extraction method to accurately separate direct sunlight effects, (2) a region-based supervision framework with a structural consistency loss for physically interpretable and coherent illumination decomposition, and (3) a ray-tracing-based technique for realistic shadow simulation. Extensive experiments demonstrate that our framework synthesizes novel views with competitive fidelity against state-of-the-art relighting solutions and produces more natural and multifaceted illumination and shadow effects.

cs.CV↗

Nonvolatile Nematic Order Manipulated by Strain and Magnetic Field in a Layered Antiferromagnet

The operation mechanism of nematic liquid crystals lies in the control of their optical properties by the orientation of underlying nematic directors. In analogy, electronic nematicity refers to a state whose electronic properties spontaneously break rotation symmetries of the host crystalline lattice, leading to anisotropic electronic properties. In this work, we demonstrate that the layered antiferromagnet CoTa$_3$S$_6$ exhibits a switchable nematic order, evidenced by the emergence of both resistivity anisotropy and optical birefringence. This nematic state sets in at a temperature $T^*$ distinct from that of the antiferromagnetic transitions in the system, indicating a separate symmetry-breaking mechanism. The nematic order can be manipulated either by an in-plane rotation symmetry-breaking strain or in-plane magnetic field, with the latter exhibiting a pronounced non-volatile memory effect. Remarkably, we find that the broken three-fold rotation symmetry in electronic transport is restored with a moderate out-of-plane field. We hypothesize that the nematicity is of electronic origin and emerges from instabilities associated with van Hove singularities. The resulting phase diagram points to an intertwined interplay between the electronic nematicity and the proposed underlying collinear and non-coplanar spin orders. Our findings establish CoTa$_3$S$_6$ as a versatile antiferromagnetic platform with highly tunable functionalities arising from the breaking of rotational, time-reversal, and inversion symmetries.

cond-mat.str-el↗

MISCGrasp: Leveraging Multiple Integrated Scales and Contrastive Learning for Enhanced Volumetric Grasping

Robotic grasping faces challenges in adapting to objects with varying shapes and sizes. In this paper, we introduce MISCGrasp, a volumetric grasping method that integrates multi-scale feature extraction with contrastive feature enhancement for self-adaptive grasping. We propose a query-based interaction between high-level and low-level features through the Insight Transformer, while the Empower Transformer selectively attends to the highest-level features, which synergistically strikes a balance between focusing on fine geometric details and overall geometric structures. Furthermore, MISCGrasp utilizes multi-scale contrastive learning to exploit similarities among positive grasp samples, ensuring consistency across multi-scale features. Extensive experiments in both simulated and real-world environments demonstrate that MISCGrasp outperforms baseline and variant methods in tabletop decluttering tasks. More details are available at https://miscgrasp.github.io/.

cs.RO↗

SRPL-SFDA: SAM-Guided Reliable Pseudo-Labels for Source-Free Domain Adaptation in Medical Image Segmentation

Domain Adaptation (DA) is crucial for robust deployment of medical image segmentation models when applied to new clinical centers with significant domain shifts. Source-Free Domain Adaptation (SFDA) is appealing as it can deal with privacy concerns and access constraints on source-domain data during adaptation to target-domain data. However, SFDA faces challenges such as insufficient supervision in the target domain with unlabeled images. In this work, we propose a Segment Anything Model (SAM)-guided Reliable Pseudo-Labels method for SFDA (SRPL-SFDA) with three key components: 1) Test-Time Tri-branch Intensity Enhancement (T3IE) that not only improves quality of raw pseudo-labels in the target domain, but also leads to SAM-compatible inputs with three channels to better leverage SAM's zero-shot inference ability for refining the pseudo-labels; 2) A reliable pseudo-label selection module that rejects low-quality pseudo-labels based on Consistency of Multiple SAM Outputs (CMSO) under input perturbations with T3IE; and 3) A reliability-aware training procedure in the unlabeled target domain where reliable pseudo-labels are used for supervision and unreliable parts are regularized by entropy minimization. Experiments conducted on two multi-domain medical image segmentation datasets for fetal brain and the prostate respectively demonstrate that: 1) SRPL-SFDA effectively enhances pseudo-label quality in the unlabeled target domain, and improves SFDA performance by leveraging the reliability-aware training; 2) SRPL-SFDA outperformed state-of-the-art SFDA methods, and its performance is close to that of supervised training in the target domain. The code of this work is available online: https://github.com/HiLab-git/SRPL-SFDA.

cs.CV↗

Selecting and Pruning: A Differentiable Causal Sequentialized State-Space Model for Two-View Correspondence Learning

Two-view correspondence learning aims to discern true and false correspondences between image pairs by recognizing their underlying different information. Previous methods either treat the information equally or require the explicit storage of the entire context, tending to be laborious in real-world scenarios. Inspired by Mamba's inherent selectivity, we propose \textbf{CorrMamba}, a \textbf{Corr}espondence filter leveraging \textbf{Mamba}'s ability to selectively mine information from true correspondences while mitigating interference from false ones, thus achieving adaptive focus at a lower cost. To prevent Mamba from being potentially impacted by unordered keypoints that obscured its ability to mine spatial information, we customize a causal sequential learning approach based on the Gumbel-Softmax technique to establish causal dependencies between features in a fully autonomous and differentiable manner. Additionally, a local-context enhancement module is designed to capture critical contextual cues essential for correspondence pruning, complementing the core framework. Extensive experiments on relative pose estimation, visual localization, and analysis demonstrate that CorrMamba achieves state-of-the-art performance. Notably, in outdoor relative pose estimation, our method surpasses the previous SOTA by $2.58$ absolute percentage points in AUC@20\textdegree, highlighting its practical superiority. Our code will be publicly available.

cs.CV↗

NeuGrasp: Generalizable Neural Surface Reconstruction with Background Priors for Material-Agnostic Object Grasp Detection

Robotic grasping in scenes with transparent and specular objects presents great challenges for methods relying on accurate depth information. In this paper, we introduce NeuGrasp, a neural surface reconstruction method that leverages background priors for material-agnostic grasp detection. NeuGrasp integrates transformers and global prior volumes to aggregate multi-view features with spatial encoding, enabling robust surface reconstruction in narrow and sparse viewing conditions. By focusing on foreground objects through residual feature enhancement and refining spatial perception with an occupancy-prior volume, NeuGrasp excels in handling objects with transparent and specular surfaces. Extensive experiments in both simulated and real-world scenarios show that NeuGrasp outperforms state-of-the-art methods in grasping while maintaining comparable reconstruction quality. More details are available at https://neugrasp.github.io/.

cs.RO↗

Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians

Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.

cs.CV↗

Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes

Seamless integration of both aerial and street view images remains a significant challenge in neural scene reconstruction and rendering. Existing methods predominantly focus on single domain, limiting their applications in immersive environments, which demand extensive free view exploration with large view changes both horizontally and vertically. We introduce Horizon-GS, a novel approach built upon Gaussian Splatting techniques, tackles the unified reconstruction and rendering for aerial and street views. Our method addresses the key challenges of combining these perspectives with a new training strategy, overcoming viewpoint discrepancies to generate high-fidelity scenes. We also curate a high-quality aerial-to-ground views dataset encompassing both synthetic and real-world scene to advance further research. Experiments across diverse urban scene datasets confirm the effectiveness of our method.

cs.CV↗

Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians

The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results. Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.

cs.CV↗

GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction

Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.

cs.CV↗

Why Antiwork: A RoBERTa-Based System for Work-Related Stress Identification and Leading Factor Analysis

Harsh working environments and work-related stress have been known to contribute to mental health problems such as anxiety, depression, and suicidal ideation. As such, it is paramount to create solutions that can both detect employee unhappiness and find the root cause of the problem. While prior works have examined causes of mental health using machine learning, they typically focus on general mental health analysis, with few of them focusing on explainable solutions or looking at the workplace-specific setting. r/antiwork is a subreddit for the antiwork movement, which is the desire to stop working altogether. Using this subreddit as a proxy for work environment dissatisfaction, we create a new dataset for antiwork sentiment detection and subsequently train a model that highlights the words with antiwork sentiments. Following this, we performed a qualitative and quantitative analysis to uncover some of the key insights into the mindset of individuals who identify with the antiwork movement and how their working environments influenced them. We find that working environments that do not give employees authority or responsibility, frustrating recruiting experiences, and unfair compensation, are some of the leading causes of the antiwork sentiment, resulting in a lack of self-confidence and motivation among their employees.

cs.CL↗

CompositingVis: Exploring Interactions for Creating Composite Visualizations in Immersive Environments

Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments typically occurs asynchronously outside of the immersive space and is carried out by experienced experts. In this work, we aim to empower users to participate in the creation of composite visualization within immersive environments through embodied interactions. This could provide a flexible and fluid experience with immersive visualization and has the potential to facilitate understanding of the relationship between visualization views. We begin with developing a design space of embodied interactions to create various types of composite visualizations with the consideration of data relationships. Drawing inspiration from people's natural experience of manipulating physical objects, we design interactions based on the combination of 3D manipulations in immersive environments. Building upon the design space, we present a series of case studies showcasing the interaction to create different kinds of composite visualizations in virtual reality. Subsequently, we conduct a user study to evaluate the usability of the derived interaction techniques and user experience of creating composite visualizations through embodied interactions. We find that empowering users to participate in composite visualizations through embodied interactions enables them to flexibly leverage different visualization views for understanding and communicating the relationships between different views, which underscores the potential of several future application scenarios.

cs.HC↗

LMB: Augmenting PCIe Devices with CXL-Linked Memory Buffer

PCIe devices, such as SSDs and GPUs, are pivotal in modern data centers, and their value is set to grow amidst the emergence of AI and large models. However, these devices face onboard DRAM shortage issue due to internal space limitation, preventing accommodation of sufficient DRAM modules alongside flash or GPU processing chips. Current solutions either curb device-internal memory usage or supplement slower non-DRAM mediums, prove inadequate or performance-compromising. This paper introduces the Linked Memory Buffer (LMB), a scalable solution utilizing the CXL memory expander to tackle device onboard memory deficiencies. The low-latency of CXL enables LMB to utilize emerging DRAM memory expander to efficiently supplement device onboard DRAM with minimal impact on performance.

cs.AR↗

3D Lane Detection from Front or Surround-View using Joint-Modeling & Matching

3D lanes offer a more comprehensive understanding of the road surface geometry than 2D lanes, thereby providing crucial references for driving decisions and trajectory planning. While many efforts aim to improve prediction accuracy, we recognize that an efficient network can bring results closer to lane modeling. However, if the modeling data is imprecise, the results might not accurately capture the real-world scenario. Therefore, accurate lane modeling is essential to align prediction results closely with the environment. This study centers on efficient and accurate lane modeling, proposing a joint modeling approach that combines Bezier curves and interpolation methods. Furthermore, based on this lane modeling approach, we developed a Global2Local Lane Matching method with Bezier Control-Point and Key-Point, which serve as a comprehensive solution that leverages hierarchical features with two mathematical models to ensure a precise match. We also introduce a novel 3D Spatial Encoder, representing an exploration of 3D surround-view lane detection research. The framework is suitable for front-view or surround-view 3D lane detection. By directly outputting the key points of lanes in 3D space, it overcomes the limitations of anchor-based methods, enabling accurate prediction of closed-loop or U-shaped lanes and effective adaptation to complex road conditions. This innovative method establishes a new benchmark in front-view 3D lane detection on the Openlane dataset and achieves competitive performance in surround-view 2D lane detection on the Argoverse2 dataset.

cs.CV↗

Learning Optical Flow and Scene Flow with Bidirectional Camera-LiDAR Fusion

In this paper, we study the problem of jointly estimating the optical flow and scene flow from synchronized 2D and 3D data. Previous methods either employ a complex pipeline that splits the joint task into independent stages, or fuse 2D and 3D information in an ``early-fusion'' or ``late-fusion'' manner. Such one-size-fits-all approaches suffer from a dilemma of failing to fully utilize the characteristic of each modality or to maximize the inter-modality complementarity. To address the problem, we propose a novel end-to-end framework, which consists of 2D and 3D branches with multiple bidirectional fusion connections between them in specific layers. Different from previous work, we apply a point-based 3D branch to extract the LiDAR features, as it preserves the geometric structure of point clouds. To fuse dense image features and sparse point features, we propose a learnable operator named bidirectional camera-LiDAR fusion module (Bi-CLFM). We instantiate two types of the bidirectional fusion pipeline, one based on the pyramidal coarse-to-fine architecture (dubbed CamLiPWC), and the other one based on the recurrent all-pairs field transforms (dubbed CamLiRAFT). On FlyingThings3D, both CamLiPWC and CamLiRAFT surpass all existing methods and achieve up to a 47.9\% reduction in 3D end-point-error from the best published result. Our best-performing model, CamLiRAFT, achieves an error of 4.26\% on the KITTI Scene Flow benchmark, ranking 1st among all submissions with much fewer parameters. Besides, our methods have strong generalization performance and the ability to handle non-rigid motion. Code is available at https://github.com/MCG-NJU/CamLiFlow.

cs.CV↗

InteractOut: Leveraging Interaction Proxies as Input Manipulation Strategies for Reducing Smartphone Overuse

Smartphone overuse poses risks to people's physical and mental health. However, current intervention techniques mainly focus on explicitly changing screen content (i.e., output) and often fail to persistently reduce smartphone overuse due to being over-restrictive or over-flexible. We present the design and implementation of InteractOut, a suite of implicit input manipulation techniques that leverage interaction proxies to weakly inhibit the natural execution of common user gestures on mobile devices. We present a design space for input manipulations and demonstrate 8 Android implementations of input interventions. We first conducted a pilot lab study (N=30) to evaluate the usability of these interventions. Based on the results, we then performed a 5-week within-subject field experiment (N=42) to evaluate InteractOut in real-world scenarios. Compared to the traditional and common timed lockout technique, InteractOut significantly reduced the usage time by an additional 15.6% and opening frequency by 16.5% on participant-selected target apps. InteractOut also achieved a 25.3% higher user acceptance rate, and resulted in less frustration and better user experience according to participants' subjective feedback. InteractOut demonstrates a new direction for smartphone overuse intervention and serves as a strong complementary set of techniques with existing methods.

cs.HC↗