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Wei Zhai

Publications and source records attributed to Wei Zhai.

At least 55 records · Page 3Linked to original sources

GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding

Open-Vocabulary 3D object affordance grounding aims to anticipate ``action possibilities'' regions on 3D objects with arbitrary instructions, which is crucial for robots to generically perceive real scenarios and respond to operational changes. Existing methods focus on combining images or languages that depict interactions with 3D geometries to introduce external interaction priors. However, they are still vulnerable to a limited semantic space by failing to leverage implied invariant geometries and potential interaction intentions. Normally, humans address complex tasks through multi-step reasoning and respond to diverse situations by leveraging associative and analogical thinking. In light of this, we propose GREAT (GeometRy-intEntion collAboraTive inference) for Open-Vocabulary 3D Object Affordance Grounding, a novel framework that mines the object invariant geometry attributes and performs analogically reason in potential interaction scenarios to form affordance knowledge, fully combining the knowledge with both geometries and visual contents to ground 3D object affordance. Besides, we introduce the Point Image Affordance Dataset v2 (PIADv2), the largest 3D object affordance dataset at present to support the task. Extensive experiments demonstrate the effectiveness and superiority of GREAT. The code and dataset are available at https://yawen-shao.github.io/GREAT/.

cs.CV↗

Benchmarking Large Vision-Language Models via Directed Scene Graph for Comprehensive Image Captioning

Generating detailed captions comprehending text-rich visual content in images has received growing attention for Large Vision-Language Models (LVLMs). However, few studies have developed benchmarks specifically tailored for detailed captions to measure their accuracy and comprehensiveness. In this paper, we introduce a detailed caption benchmark, termed as CompreCap, to evaluate the visual context from a directed scene graph view. Concretely, we first manually segment the image into semantically meaningful regions (i.e., semantic segmentation mask) according to common-object vocabulary, while also distinguishing attributes of objects within all those regions. Then directional relation labels of these objects are annotated to compose a directed scene graph that can well encode rich compositional information of the image. Based on our directed scene graph, we develop a pipeline to assess the generated detailed captions from LVLMs on multiple levels, including the object-level coverage, the accuracy of attribute descriptions, the score of key relationships, etc. Experimental results on the CompreCap dataset confirm that our evaluation method aligns closely with human evaluation scores across LVLMs.

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EMoTive: Event-guided Trajectory Modeling for 3D Motion Estimation

Visual 3D motion estimation aims to infer the motion of 2D pixels in 3D space based on visual cues. The key challenge arises from depth variation induced spatio-temporal motion inconsistencies, disrupting the assumptions of local spatial or temporal motion smoothness in previous motion estimation frameworks. In contrast, event cameras offer new possibilities for 3D motion estimation through continuous adaptive pixel-level responses to scene changes. This paper presents EMoTive, a novel event-based framework that models spatio-temporal trajectories via event-guided non-uniform parametric curves, effectively characterizing locally heterogeneous spatio-temporal motion. Specifically, we first introduce Event Kymograph - an event projection method that leverages a continuous temporal projection kernel and decouples spatial observations to encode fine-grained temporal evolution explicitly. For motion representation, we introduce a density-aware adaptation mechanism to fuse spatial and temporal features under event guidance, coupled with a non-uniform rational curve parameterization framework to adaptively model heterogeneous trajectories. The final 3D motion estimation is achieved through multi-temporal sampling of parametric trajectories, yielding optical flow and depth motion fields. To facilitate evaluation, we introduce CarlaEvent3D, a multi-dynamic synthetic dataset for comprehensive validation. Extensive experiments on both this dataset and a real-world benchmark demonstrate the effectiveness of the proposed method.

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HERO: Human Reaction Generation from Videos

Human reaction generation represents a significant research domain for interactive AI, as humans constantly interact with their surroundings. Previous works focus mainly on synthesizing the reactive motion given a human motion sequence. This paradigm limits interaction categories to human-human interactions and ignores emotions that may influence reaction generation. In this work, we propose to generate 3D human reactions from RGB videos, which involves a wider range of interaction categories and naturally provides information about expressions that may reflect the subject's emotions. To cope with this task, we present HERO, a simple yet powerful framework for Human rEaction geneRation from videOs. HERO considers both global and frame-level local representations of the video to extract the interaction intention, and then uses the extracted interaction intention to guide the synthesis of the reaction. Besides, local visual representations are continuously injected into the model to maximize the exploitation of the dynamic properties inherent in videos. Furthermore, the ViMo dataset containing paired Video-Motion data is collected to support the task. In addition to human-human interactions, these video-motion pairs also cover animal-human interactions and scene-human interactions. Extensive experiments demonstrate the superiority of our methodology. The code and dataset will be publicly available at https://jackyu6.github.io/HERO.

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VanGogh: A Unified Multimodal Diffusion-based Framework for Video Colorization

Video colorization aims to transform grayscale videos into vivid color representations while maintaining temporal consistency and structural integrity. Existing video colorization methods often suffer from color bleeding and lack comprehensive control, particularly under complex motion or diverse semantic cues. To this end, we introduce VanGogh, a unified multimodal diffusion-based framework for video colorization. VanGogh tackles these challenges using a Dual Qformer to align and fuse features from multiple modalities, complemented by a depth-guided generation process and an optical flow loss, which help reduce color overflow. Additionally, a color injection strategy and luma channel replacement are implemented to improve generalization and mitigate flickering artifacts. Thanks to this design, users can exercise both global and local control over the generation process, resulting in higher-quality colorized videos. Extensive qualitative and quantitative evaluations, and user studies, demonstrate that VanGogh achieves superior temporal consistency and color fidelity.Project page: https://becauseimbatman0.github.io/VanGogh.

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Deep Learning-Based Feature Fusion for Emotion Analysis and Suicide Risk Differentiation in Chinese Psychological Support Hotlines

Mental health is a critical global public health issue, and psychological support hotlines play a pivotal role in providing mental health assistance and identifying suicide risks at an early stage. However, the emotional expressions conveyed during these calls remain underexplored in current research. This study introduces a method that combines pitch acoustic features with deep learning-based features to analyze and understand emotions expressed during hotline interactions. Using data from China's largest psychological support hotline, our method achieved an F1-score of 79.13% for negative binary emotion classification.Additionally, the proposed approach was validated on an open dataset for multi-class emotion classification,where it demonstrated better performance compared to the state-of-the-art methods. To explore its clinical relevance, we applied the model to analysis the frequency of negative emotions and the rate of emotional change in the conversation, comparing 46 subjects with suicidal behavior to those without. While the suicidal group exhibited more frequent emotional changes than the non-suicidal group, the difference was not statistically significant.Importantly, our findings suggest that emotional fluctuation intensity and frequency could serve as novel features for psychological assessment scales and suicide risk prediction.The proposed method provides valuable insights into emotional dynamics and has the potential to advance early intervention and improve suicide prevention strategies through integration with clinical tools and assessments The source code is publicly available at https://github.com/Sco-field/Speechemotionrecognition/tree/main.

cs.CL↗

Leverage Task Context for Object Affordance Ranking

Intelligent agents accomplish different tasks by utilizing various objects based on their affordance, but how to select appropriate objects according to task context is not well-explored. Current studies treat objects within the affordance category as equivalent, ignoring that object affordances vary in priority with different task contexts, hindering accurate decision-making in complex environments. To enable agents to develop a deeper understanding of the objects required to perform tasks, we propose to leverage task context for object affordance ranking, i.e., given image of a complex scene and the textual description of the affordance and task context, revealing task-object relationships and clarifying the priority rank of detected objects. To this end, we propose a novel Context-embed Group Ranking Framework with task relation mining module and graph group update module to deeply integrate task context and perform global relative relationship transmission. Due to the lack of such data, we construct the first large-scale task-oriented affordance ranking dataset with 25 common tasks, over 50k images and more than 661k objects. Experimental results demonstrate the feasibility of the task context based affordance learning paradigm and the superiority of our model over state-of-the-art models in the fields of saliency ranking and multimodal object detection. The source code and dataset will be made available to the public.

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Improved Video VAE for Latent Video Diffusion Model

Variational Autoencoder (VAE) aims to compress pixel data into low-dimensional latent space, playing an important role in OpenAI's Sora and other latent video diffusion generation models. While most of existing video VAEs inflate a pretrained image VAE into the 3D causal structure for temporal-spatial compression, this paper presents two astonishing findings: (1) The initialization from a well-trained image VAE with the same latent dimensions suppresses the improvement of subsequent temporal compression capabilities. (2) The adoption of causal reasoning leads to unequal information interactions and unbalanced performance between frames. To alleviate these problems, we propose a keyframe-based temporal compression (KTC) architecture and a group causal convolution (GCConv) module to further improve video VAE (IV-VAE). Specifically, the KTC architecture divides the latent space into two branches, in which one half completely inherits the compression prior of keyframes from a lower-dimension image VAE while the other half involves temporal compression through 3D group causal convolution, reducing temporal-spatial conflicts and accelerating the convergence speed of video VAE. The GCConv in above 3D half uses standard convolution within each frame group to ensure inter-frame equivalence, and employs causal logical padding between groups to maintain flexibility in processing variable frame video. Extensive experiments on five benchmarks demonstrate the SOTA video reconstruction and generation capabilities of the proposed IV-VAE (https://wpy1999.github.io/IV-VAE/).

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CrysToGraph: A Comprehensive Predictive Model for Crystal Materials Properties and the Benchmark

The ionic bonding across the lattice and ordered microscopic structures endow crystals with unique symmetry and determine their macroscopic properties. Unconventional crystals, in particular, exhibit non-traditional lattice structures or possess exotic physical properties, making them intriguing subjects for investigation. Therefore, to accurately predict the physical and chemical properties of crystals, it is crucial to consider long-range orders. While GNN excels at capturing the local environment of atoms in crystals, they often face challenges in effectively capturing longer-ranged interactions due to their limited depth. In this paper, we propose CrysToGraph ($\textbf{Crys}$tals with $\textbf{T}$ransformers $\textbf{o}$n $\textbf{Graph}$s), a novel transformer-based geometric graph network designed specifically for unconventional crystalline systems, and UnconvBench, a comprehensive benchmark to evaluate models' predictive performance on unconventional crystal materials such as defected crystals, low-dimension crystals and MOF. CrysToGraph effectively captures short-range interactions with transformer-based graph convolution blocks as well as long-range interactions with graph-wise transformer blocks. CrysToGraph proofs its effectiveness in modelling unconventional crystal materials in multiple tasks, and moreover, it outperforms most existing methods, achieving new state-of-the-art results on the benchmarks of both unconventional crystals and traditional crystals.

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Visual-Geometric Collaborative Guidance for Affordance Learning

Perceiving potential ``action possibilities'' (\ie, affordance) regions of images and learning interactive functionalities of objects from human demonstration is a challenging task due to the diversity of human-object interactions. Prevailing affordance learning algorithms often adopt the label assignment paradigm and presume that there is a unique relationship between functional region and affordance label, yielding poor performance when adapting to unseen environments with large appearance variations. In this paper, we propose to leverage interactive affinity for affordance learning, \ie extracting interactive affinity from human-object interaction and transferring it to non-interactive objects. Interactive affinity, which represents the contacts between different parts of the human body and local regions of the target object, can provide inherent cues of interconnectivity between humans and objects, thereby reducing the ambiguity of the perceived action possibilities. To this end, we propose a visual-geometric collaborative guided affordance learning network that incorporates visual and geometric cues to excavate interactive affinity from human-object interactions jointly. Besides, a contact-driven affordance learning (CAL) dataset is constructed by collecting and labeling over 55,047 images. Experimental results demonstrate that our method outperforms the representative models regarding objective metrics and visual quality. Project: \href{https://github.com/lhc1224/VCR-Net}{github.com/lhc1224/VCR-Net}.

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MentalGLM Series: Explainable Large Language Models for Mental Health Analysis on Chinese Social Media

As the prevalence of mental health challenges, social media has emerged as a key platform for individuals to express their emotions.Deep learning tends to be a promising solution for analyzing mental health on social media. However, black box models are often inflexible when switching between tasks, and their results typically lack explanations. With the rise of large language models (LLMs), their flexibility has introduced new approaches to the field. Also due to the generative nature, they can be prompted to explain decision-making processes. However, their performance on complex psychological analysis still lags behind deep learning. In this paper, we introduce the first multi-task Chinese Social Media Interpretable Mental Health Instructions (C-IMHI) dataset, consisting of 9K samples, which has been quality-controlled and manually validated. We also propose MentalGLM series models, the first open-source LLMs designed for explainable mental health analysis targeting Chinese social media, trained on a corpus of 50K instructions. The proposed models were evaluated on three downstream tasks and achieved better or comparable performance compared to deep learning models, generalized LLMs, and task fine-tuned LLMs. We validated a portion of the generated decision explanations with experts, showing promising results. We also evaluated the proposed models on a clinical dataset, where they outperformed other LLMs, indicating their potential applicability in the clinical field. Our models show strong performance, validated across tasks and perspectives. The decision explanations enhance usability and facilitate better understanding and practical application of the models. Both the constructed dataset and the models are publicly available via: https://github.com/zwzzzQAQ/MentalGLM.

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EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views

Understanding egocentric human-object interaction (HOI) is a fundamental aspect of human-centric perception, facilitating applications like AR/VR and embodied AI. For the egocentric HOI, in addition to perceiving semantics e.g., ''what'' interaction is occurring, capturing ''where'' the interaction specifically manifests in 3D space is also crucial, which links the perception and operation. Existing methods primarily leverage observations of HOI to capture interaction regions from an exocentric view. However, incomplete observations of interacting parties in the egocentric view introduce ambiguity between visual observations and interaction contents, impairing their efficacy. From the egocentric view, humans integrate the visual cortex, cerebellum, and brain to internalize their intentions and interaction concepts of objects, allowing for the pre-formulation of interactions and making behaviors even when interaction regions are out of sight. In light of this, we propose harmonizing the visual appearance, head motion, and 3D object to excavate the object interaction concept and subject intention, jointly inferring 3D human contact and object affordance from egocentric videos. To achieve this, we present EgoChoir, which links object structures with interaction contexts inherent in appearance and head motion to reveal object affordance, further utilizing it to model human contact. Additionally, a gradient modulation is employed to adopt appropriate clues for capturing interaction regions across various egocentric scenarios. Moreover, 3D contact and affordance are annotated for egocentric videos collected from Ego-Exo4D and GIMO to support the task. Extensive experiments on them demonstrate the effectiveness and superiority of EgoChoir.

cs.CV↗

Grounding 3D Scene Affordance From Egocentric Interactions

Grounding 3D scene affordance aims to locate interactive regions in 3D environments, which is crucial for embodied agents to interact intelligently with their surroundings. Most existing approaches achieve this by mapping semantics to 3D instances based on static geometric structure and visual appearance. This passive strategy limits the agent's ability to actively perceive and engage with the environment, making it reliant on predefined semantic instructions. In contrast, humans develop complex interaction skills by observing and imitating how others interact with their surroundings. To empower the model with such abilities, we introduce a novel task: grounding 3D scene affordance from egocentric interactions, where the goal is to identify the corresponding affordance regions in a 3D scene based on an egocentric video of an interaction. This task faces the challenges of spatial complexity and alignment complexity across multiple sources. To address these challenges, we propose the Egocentric Interaction-driven 3D Scene Affordance Grounding (Ego-SAG) framework, which utilizes interaction intent to guide the model in focusing on interaction-relevant sub-regions and aligns affordance features from different sources through a bidirectional query decoder mechanism. Furthermore, we introduce the Egocentric Video-3D Scene Affordance Dataset (VSAD), covering a wide range of common interaction types and diverse 3D environments to support this task. Extensive experiments on VSAD validate both the feasibility of the proposed task and the effectiveness of our approach.

cs.CV↗

PEAR: Phrase-Based Hand-Object Interaction Anticipation

First-person hand-object interaction anticipation aims to predict the interaction process over a forthcoming period based on current scenes and prompts. This capability is crucial for embodied intelligence and human-robot collaboration. The complete interaction process involves both pre-contact interaction intention (i.e., hand motion trends and interaction hotspots) and post-contact interaction manipulation (i.e., manipulation trajectories and hand poses with contact). Existing research typically anticipates only interaction intention while neglecting manipulation, resulting in incomplete predictions and an increased likelihood of intention errors due to the lack of manipulation constraints. To address this, we propose a novel model, PEAR (Phrase-Based Hand-Object Interaction Anticipation), which jointly anticipates interaction intention and manipulation. To handle uncertainties in the interaction process, we employ a twofold approach. Firstly, we perform cross-alignment of verbs, nouns, and images to reduce the diversity of hand movement patterns and object functional attributes, thereby mitigating intention uncertainty. Secondly, we establish bidirectional constraints between intention and manipulation using dynamic integration and residual connections, ensuring consistency among elements and thus overcoming manipulation uncertainty. To rigorously evaluate the performance of the proposed model, we collect a new task-relevant dataset, EGO-HOIP, with comprehensive annotations. Extensive experimental results demonstrate the superiority of our method.

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The Ninth NTIRE 2024 Efficient Super-Resolution Challenge Report

This paper provides a comprehensive review of the NTIRE 2024 challenge, focusing on efficient single-image super-resolution (ESR) solutions and their outcomes. The task of this challenge is to super-resolve an input image with a magnification factor of x4 based on pairs of low and corresponding high-resolution images. The primary objective is to develop networks that optimize various aspects such as runtime, parameters, and FLOPs, while still maintaining a peak signal-to-noise ratio (PSNR) of approximately 26.90 dB on the DIV2K_LSDIR_valid dataset and 26.99 dB on the DIV2K_LSDIR_test dataset. In addition, this challenge has 4 tracks including the main track (overall performance), sub-track 1 (runtime), sub-track 2 (FLOPs), and sub-track 3 (parameters). In the main track, all three metrics (ie runtime, FLOPs, and parameter count) were considered. The ranking of the main track is calculated based on a weighted sum-up of the scores of all other sub-tracks. In sub-track 1, the practical runtime performance of the submissions was evaluated, and the corresponding score was used to determine the ranking. In sub-track 2, the number of FLOPs was considered. The score calculated based on the corresponding FLOPs was used to determine the ranking. In sub-track 3, the number of parameters was considered. The score calculated based on the corresponding parameters was used to determine the ranking. RLFN is set as the baseline for efficiency measurement. The challenge had 262 registered participants, and 34 teams made valid submissions. They gauge the state-of-the-art in efficient single-image super-resolution. To facilitate the reproducibility of the challenge and enable other researchers to build upon these findings, the code and the pre-trained model of validated solutions are made publicly available at https://github.com/Amazingren/NTIRE2024_ESR/.

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Chinese MentalBERT: Domain-Adaptive Pre-training on Social Media for Chinese Mental Health Text Analysis

In the current environment, psychological issues are prevalent and widespread, with social media serving as a key outlet for individuals to share their feelings. This results in the generation of vast quantities of data daily, where negative emotions have the potential to precipitate crisis situations. There is a recognized need for models capable of efficient analysis. While pre-trained language models have demonstrated their effectiveness broadly, there's a noticeable gap in pre-trained models tailored for specialized domains like psychology. To address this, we have collected a huge dataset from Chinese social media platforms and enriched it with publicly available datasets to create a comprehensive database encompassing 3.36 million text entries. To enhance the model's applicability to psychological text analysis, we integrated psychological lexicons into the pre-training masking mechanism. Building on an existing Chinese language model, we performed adaptive training to develop a model specialized for the psychological domain. We evaluated our model's performance across six public datasets, where it demonstrated improvements compared to eight other models. Additionally, in the qualitative comparison experiment, our model provided psychologically relevant predictions given the masked sentences. Due to concerns regarding data privacy, the dataset will not be made publicly available. However, we have made the pre-trained models and codes publicly accessible to the community via: https://github.com/zwzzzQAQ/Chinese-MentalBERT.

cs.CL↗

Supervised Learning and Large Language Model Benchmarks on Mental Health Datasets: Cognitive Distortions and Suicidal Risks in Chinese Social Media

On social media, users often express their personal feelings, which may exhibit cognitive distortions or even suicidal tendencies on certain specific topics. Early recognition of these signs is critical for effective psychological intervention. In this paper, we introduce two novel datasets from Chinese social media: SOS-HL-1K for suicidal risk classification and SocialCD-3K for cognitive distortions detection. The SOS-HL-1K dataset contained 1,249 posts and SocialCD-3K dataset was a multi-label classification dataset that containing 3,407 posts. We propose a comprehensive evaluation using two supervised learning methods and eight large language models (LLMs) on the proposed datasets. From the prompt engineering perspective, we experimented with two types of prompt strategies, including four zero-shot and five few-shot strategies. We also evaluated the performance of the LLMs after fine-tuning on the proposed tasks. The experimental results show that there is still a huge gap between LLMs relying only on prompt engineering and supervised learning. In the suicide classification task, this gap is 6.95% points in F1-score, while in the cognitive distortion task, the gap is even more pronounced, reaching 31.53% points in F1-score. However, after fine-tuning, this difference is significantly reduced. In the suicide and cognitive distortion classification tasks, the gap decreases to 4.31% and 3.14%, respectively. This research highlights the potential of LLMs in psychological contexts, but supervised learning remains necessary for more challenging tasks. All datasets and code are made available.

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ViViD: Video Virtual Try-on using Diffusion Models

Video virtual try-on aims to transfer a clothing item onto the video of a target person. Directly applying the technique of image-based try-on to the video domain in a frame-wise manner will cause temporal-inconsistent outcomes while previous video-based try-on solutions can only generate low visual quality and blurring results. In this work, we present ViViD, a novel framework employing powerful diffusion models to tackle the task of video virtual try-on. Specifically, we design the Garment Encoder to extract fine-grained clothing semantic features, guiding the model to capture garment details and inject them into the target video through the proposed attention feature fusion mechanism. To ensure spatial-temporal consistency, we introduce a lightweight Pose Encoder to encode pose signals, enabling the model to learn the interactions between clothing and human posture and insert hierarchical Temporal Modules into the text-to-image stable diffusion model for more coherent and lifelike video synthesis. Furthermore, we collect a new dataset, which is the largest, with the most diverse types of garments and the highest resolution for the task of video virtual try-on to date. Extensive experiments demonstrate that our approach is able to yield satisfactory video try-on results. The dataset, codes, and weights will be publicly available. Project page: https://becauseimbatman0.github.io/ViViD.

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