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Wenrui Ding

Publications and source records attributed to Wenrui Ding.

At least 19 recordsLinked to original sources

GAAT: Geometry-Aware Alignment Transformer for Multimodal UAV Perception

Unmanned aerial vehicle (UAV) multimodal perception integrates visible (RGB), infrared (IR), synthetic aperture radar (SAR), and depth sensors for scene understanding under diverse conditions. However, differences in optics, resolution, and mounting often limit practical systems to global or image-center alignment. After tokenization, parallax, platform motion, and lens distortion can shift corresponding patch centers across modalities, weakening the spatial correspondence assumed by dense contrastive learning and cross-modal fusion. We propose GAAT (Geometry-Aware Alignment Transformer), an alignment-first pretrained model that estimates local correspondence reliability before cross-modal interaction. GAAT introduces syncPATC, which learns patch-center consistency under synchronized view transformations without correspondence annotations. It emits geometric priors, including token and query confidence, query centers, and sub-token offsets, that identify reliable local anchors across residual misalignment. Guided by these priors, MG-Sparse-MMA performs query-mediated sparse fusion over top-K_s reliable regions, replacing dense all-patch interaction with geometry-calibrated local updates. RA-QCGCL aligns pretraining supervision with this sparse query bottleneck through reliable patch-to-patch, patch-to-query, and query-to-query contrastive branches. We introduce UAVMeta and StateBench, which provide four acquisition-state scores derived from platform telemetry and image statistics: camera reliability, observation scale, viewpoint stability, and flight maneuver complexity. Extensive experiments across six downstream tasks demonstrate consistently superior transfer performance, establishing GAAT as a state-of-the-art multimodal foundation model for UAV perception. StateBench further enables a systematic diagnosis of real-world acquisition conditions.

cs.CV

Chat-Edit-3D++: Interactive 3D and 4D Scene Editing via Large Language Models

Recent work on image content manipulation based on vision-language pre-training models has been effectively extended to text-driven 3D scene editing. However, existing schemes for 3D scene editing still have certain shortcomings, hindering their further development as interactive design tools. Such schemes typically adhere to fixed input patterns, limiting flexibility in text input. Furthermore, their editing capabilities are constrained by a single or a few 2D visual models and require intricate pipeline design to integrate these models into 3D reconstruction processes. To address the aforementioned issues, we propose the Hash-Atlas network, which reformulates 3D scene editing as operations on 2D atlas images, thereby achieving a workflow decoupling of the 2D editing and 3D reconstruction processes. Building on this foundation, we introduce a dialogue-based 3D scene editing approach, termed CE3D++, which is centered on a large language model (LLM) that allows arbitrary textual input from users and interprets their intentions, subsequently facilitating the autonomous invocation of the corresponding visual models. Additionally, we extend CE3D++ to monocular 4D scenes by imposing motion constraints on moving objects and further fine-tuning the LLM by creating a trajectory dataset related to editing tasks, which enables the smaller LLM to schedule up to 30 different visual tools accurately. Experimental results demonstrate that CE3D++ effectively integrates multiple visual models to achieve diverse visual editing effects, possessing strong scene comprehension and multi-round dialog capabilities. The source codes and trained models are available at https://github.com/Fangkang515/CE3D.

cs.CV

SAP-Nav: Spatial Semantic Representation Meets Active Perception for Hierarchical Open-Vocabulary Object Navigation

Hierarchical open-vocabulary object navigation (OVON) requires agents to follow free-form instructions that may specify targets through scene-, room-, region-, and instance-level cues in unseen environments. Although recent work LangMap has formalized this setting, reliably solving it under partial observations remains challenging: spatial grounding requires persistent environment-level evidence, whereas target verification requires clear and discriminative candidate views. We present SAP-Nav, a fully online, zero-shot framework that addresses both requirements through active perception. SAP-Nav incrementally constructs a Queryable Spatial-Semantic Representation from actively acquired room views, enabling spatial semantic queries from any explored location. It further employs Active Viewpoint Verification to assess whether the current observation provides sufficient evidence and, when necessary, reposition the agent to a more informative viewpoint before verifying candidates against category and attribute constraints. Although designed for hierarchical OVON, SAP-Nav supports both hierarchical and standard category-level OVON without task-specific training or precomputed scene maps. Experiments on LangMap and HM3D-OVON show that SAP-Nav achieves the overall best performance, including a 12.2% improvement in SR over training-based methods on region-level navigation. Real-world robot experiments further demonstrate its practical feasibility. Code will be made publicly available upon acceptance.

cs.RO

Pointer-CAD: Unifying B-Rep and Command Sequences via Pointer-based Edges & Faces Selection

Constructing computer-aided design (CAD) models is labor-intensive but essential for engineering and manufacturing. Recent advances in Large Language Models (LLMs) have inspired the LLM-based CAD generation by representing CAD as command sequences. But these methods struggle in practical scenarios because command sequence representation does not support entity selection (e.g. faces or edges), limiting its ability to support complex editing operations such as chamfer or fillet. Further, the discretization of a continuous variable during sketch and extrude operations may result in topological errors. To address these limitations, we present Pointer-CAD, a novel LLM-based CAD generation framework that leverages a pointer-based command sequence representation to explicitly incorporate the geometric information of B-rep models into sequential modeling. In particular, Pointer-CAD decomposes CAD model generation into steps, conditioning the generation of each subsequent step on both the textual description and the B-rep generated from previous steps. Whenever an operation requires the selection of a specific geometric entity, the LLM predicts a Pointer that selects the most feature-consistent candidate from the available set. Such a selection operation also reduces the quantization error in the command sequence-based representation. To support the training of Pointer-CAD, we develop a data annotation pipeline that produces expert-level natural language descriptions and apply it to build a dataset of approximately 575K CAD models. Extensive experimental results demonstrate that Pointer-CAD effectively supports the generation of complex geometric structures and reduces segmentation error to an extremely low level, achieving a significant improvement over prior command sequence methods, thereby significantly mitigating the topological inaccuracies introduced by quantization error.

cs.CV

Dropping Anchor and Spherical Harmonics for Sparse-view Gaussian Splatting

Recent 3D Gaussian Splatting (3DGS) Dropout methods address overfitting under sparse-view conditions by randomly nullifying Gaussian opacities. However, we identify a neighbor compensation effect in these approaches: dropped Gaussians are often compensated by their neighbors, weakening the intended regularization. Moreover, these methods overlook the contribution of high-degree spherical harmonic coefficients (SH) to overfitting. To address these issues, we propose DropAnSH-GS, a novel anchor-based Dropout strategy. Rather than dropping Gaussians independently, our method randomly selects certain Gaussians as anchors and simultaneously removes their spatial neighbors. This effectively disrupts local redundancies near anchors and encourages the model to learn more robust, globally informed representations. Furthermore, we extend the Dropout to color attributes by randomly dropping higher-degree SH to concentrate appearance information in lower-degree SH. This strategy further mitigates overfitting and enables flexible post-training model compression via SH truncation. Experimental results demonstrate that DropAnSH-GS substantially outperforms existing Dropout methods with negligible computational overhead, and can be readily integrated into various 3DGS variants to enhance their performances. Project Website: https://sk-fun.fun/DropAnSH-GS

cs.CV

WaterClear-GS: Optical-Aware Gaussian Splatting for Underwater Reconstruction and Restoration

Underwater 3D reconstruction and appearance restoration are hindered by the complex optical properties of water, such as wavelength-dependent attenuation and scattering. Existing Neural Radiance Fields (NeRF)-based methods struggle with slow rendering speeds and suboptimal color restoration, while 3D Gaussian Splatting (3DGS) inherently lacks the capability to model complex volumetric scattering effects. To address these issues, we introduce WaterClear-GS, the first pure 3DGS-based framework that explicitly integrates underwater optical properties of local attenuation and scattering into Gaussian primitives, eliminating the need for an auxiliary medium network. Our method employs a dual-branch optimization strategy to ensure underwater photometric consistency while naturally recovering water-free appearances. This strategy is enhanced by depth-guided geometry regularization and perception-driven image loss, together with exposure constraints, spatially-adaptive regularization, and physically guided spectral regularization, which collectively enforce local 3D coherence and maintain natural visual perception. Experiments on standard benchmarks and our newly collected dataset demonstrate that WaterClear-GS achieves outstanding performance on both novel view synthesis (NVS) and underwater image restoration (UIR) tasks, while maintaining real-time rendering. The code will be available at https://buaaxrzhang.github.io/WaterClear-GS/.

cs.CV

Frequency Point Game Environment for UAVs via Expert Knowledge and Large Language Model

Unmanned Aerial Vehicles (UAVs) have made significant advancements in communication stability and security through techniques such as frequency hopping, signal spreading, and adaptive interference suppression. However, challenges remain in modeling spectrum competition, integrating expert knowledge, and predicting opponent behavior. To address these issues, we propose UAV-FPG (Unmanned Aerial Vehicle - Frequency Point Game), a game-theoretic environment model that simulates the dynamic interaction between interference and anti-interference strategies of opponent and ally UAVs in communication frequency bands. The model incorporates a prior expert knowledge base to optimize frequency selection and employs large language models for path planning, simulating a "strong adversary". Experimental results highlight the effectiveness of integrating the expert knowledge base and the large language model, with the latter significantly improving path planning in dynamic scenarios through iterative interactions, outperforming fixed-path strategies. UAV-FPG provides a robust platform for advancing anti-jamming strategies and intelligent decision-making in UAV communication systems.

cs.MA

MeshLLM: Empowering Large Language Models to Progressively Understand and Generate 3D Mesh

We present MeshLLM, a novel framework that leverages large language models (LLMs) to understand and generate text-serialized 3D meshes. Our approach addresses key limitations in existing methods, including the limited dataset scale when catering to LLMs' token length and the loss of 3D structural information during mesh serialization. We introduce a Primitive-Mesh decomposition strategy, which divides 3D meshes into structurally meaningful subunits. This enables the creation of a large-scale dataset with 1500k+ samples, almost 50 times larger than previous methods, which aligns better with the LLM scaling law principles. Furthermore, we propose inferring face connectivity from vertices and local mesh assembly training strategies, significantly enhancing the LLMs' ability to capture mesh topology and spatial structures. Experiments show that MeshLLM outperforms the state-of-the-art LLaMA-Mesh in both mesh generation quality and shape understanding, highlighting its great potential in processing text-serialized 3D meshes.

cs.GR

NeRF Is a Valuable Assistant for 3D Gaussian Splatting

We introduce NeRF-GS, a novel framework that jointly optimizes Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). This framework leverages the inherent continuous spatial representation of NeRF to mitigate several limitations of 3DGS, including sensitivity to Gaussian initialization, limited spatial awareness, and weak inter-Gaussian correlations, thereby enhancing its performance. In NeRF-GS, we revisit the design of 3DGS and progressively align its spatial features with NeRF, enabling both representations to be optimized within the same scene through shared 3D spatial information. We further address the formal distinctions between the two approaches by optimizing residual vectors for both implicit features and Gaussian positions to enhance the personalized capabilities of 3DGS. Experimental results on benchmark datasets show that NeRF-GS surpasses existing methods and achieves state-of-the-art performance. This outcome confirms that NeRF and 3DGS are complementary rather than competing, offering new insights into hybrid approaches that combine 3DGS and NeRF for efficient 3D scene representation.

cs.CV

Graph Structure Refinement with Energy-based Contrastive Learning

Graph Neural Networks (GNNs) have recently gained widespread attention as a successful tool for analyzing graph-structured data. However, imperfect graph structure with noisy links lacks enough robustness and may damage graph representations, therefore limiting the GNNs' performance in practical tasks. Moreover, existing generative architectures fail to fit discriminative graph-related tasks. To tackle these issues, we introduce an unsupervised method based on a joint of generative training and discriminative training to learn graph structure and representation, aiming to improve the discriminative performance of generative models. We propose an Energy-based Contrastive Learning (ECL) guided Graph Structure Refinement (GSR) framework, denoted as ECL-GSR. To our knowledge, this is the first work to combine energy-based models with contrastive learning for GSR. Specifically, we leverage ECL to approximate the joint distribution of sample pairs, which increases the similarity between representations of positive pairs while reducing the similarity between negative ones. Refined structure is produced by augmenting and removing edges according to the similarity metrics among node representations. Extensive experiments demonstrate that ECL-GSR outperforms the state-of-the-art on eight benchmark datasets in node classification. ECL-GSR achieves faster training with fewer samples and memories against the leading baseline, highlighting its simplicity and efficiency in downstream tasks.

cs.LG

Multi-periodicity dependency Transformer based on spectrum offset for radio frequency fingerprint identification

Radio Frequency Fingerprint Identification (RFFI) has emerged as a pivotal task for reliable device authentication. Despite advancements in RFFI methods, background noise and intentional modulation features result in weak energy and subtle differences in the RFF features. These challenges diminish the capability of RFFI methods in feature representation, complicating the effective identification of device identities. This paper proposes a novel Multi-Periodicity Dependency Transformer (MPDFormer) to address these challenges. The MPDFormer employs a spectrum offset-based periodic embedding representation to augment the discrepency of intrinsic features. We delve into the intricacies of the periodicity-dependency attention mechanism, integrating both inter-period and intra-period attention mechanisms. This mechanism facilitates the extraction of both long and short-range periodicity-dependency features , accentuating the feature distinction whilst concurrently attenuating the perturbations caused by background noise and weak-periodicity features. Empirical results demonstrate MPDFormer's superiority over established baseline methods, achieving a 0.07s inference time on NVIDIA Jetson Orin NX.

eess.SP

Chat-Edit-3D: Interactive 3D Scene Editing via Text Prompts

Recent work on image content manipulation based on vision-language pre-training models has been effectively extended to text-driven 3D scene editing. However, existing schemes for 3D scene editing still exhibit certain shortcomings, hindering their further interactive design. Such schemes typically adhere to fixed input patterns, limiting users' flexibility in text input. Moreover, their editing capabilities are constrained by a single or a few 2D visual models and require intricate pipeline design to integrate these models into 3D reconstruction processes. To address the aforementioned issues, we propose a dialogue-based 3D scene editing approach, termed CE3D, which is centered around a large language model that allows for arbitrary textual input from users and interprets their intentions, subsequently facilitating the autonomous invocation of the corresponding visual expert models. Furthermore, we design a scheme utilizing Hash-Atlas to represent 3D scene views, which transfers the editing of 3D scenes onto 2D atlas images. This design achieves complete decoupling between the 2D editing and 3D reconstruction processes, enabling CE3D to flexibly integrate a wide range of existing 2D or 3D visual models without necessitating intricate fusion designs. Experimental results demonstrate that CE3D effectively integrates multiple visual models to achieve diverse editing visual effects, possessing strong scene comprehension and multi-round dialog capabilities. The code is available at https://sk-fun.fun/CE3D.

cs.CV

Progressive Volume Distillation with Active Learning for Efficient NeRF Architecture Conversion

Neural Radiance Fields (NeRF) have been widely adopted as practical and versatile representations for 3D scenes, facilitating various downstream tasks. However, different architectures, including the plain Multi-Layer Perceptron (MLP), Tensors, low-rank Tensors, Hashtables, and their combinations, entail distinct trade-offs. For instance, representations based on Hashtables enable faster rendering but lack clear geometric meaning, thereby posing challenges for spatial-relation-aware editing. To address this limitation and maximize the potential of each architecture, we propose Progressive Volume Distillation with Active Learning (PVD-AL), a systematic distillation method that enables any-to-any conversion between diverse architectures. PVD-AL decomposes each structure into two parts and progressively performs distillation from shallower to deeper volume representation, leveraging effective information retrieved from the rendering process. Additionally, a three-level active learning technique provides continuous feedback from teacher to student during the distillation process, achieving high-performance outcomes. Experimental evidence showcases the effectiveness of our method across multiple benchmark datasets. For instance, PVD-AL can distill an MLP-based model from a Hashtables-based model at a 10~20X faster speed and 0.8dB~2dB higher PSNR than training the MLP-based model from scratch. Moreover, PVD-AL permits the fusion of diverse features among distinct structures, enabling models with multiple editing properties and providing a more efficient model to meet real-time requirements like mobile devices. Project website: https://sk-fun.fun/PVD-AL.

cs.CV

Editing 3D Scenes via Text Prompts without Retraining

Numerous diffusion models have recently been applied to image synthesis and editing. However, editing 3D scenes is still in its early stages. It poses various challenges, such as the requirement to design specific methods for different editing types, retraining new models for various 3D scenes, and the absence of convenient human interaction during editing. To tackle these issues, we introduce a text-driven editing method, termed DN2N, which allows for the direct acquisition of a NeRF model with universal editing capabilities, eliminating the requirement for retraining. Our method employs off-the-shelf text-based editing models of 2D images to modify the 3D scene images, followed by a filtering process to discard poorly edited images that disrupt 3D consistency. We then consider the remaining inconsistency as a problem of removing noise perturbation, which can be solved by generating training data with similar perturbation characteristics for training. We further propose cross-view regularization terms to help the generalized NeRF model mitigate these perturbations. Our text-driven method allows users to edit a 3D scene with their desired description, which is more friendly, intuitive, and practical than prior works. Empirical results show that our method achieves multiple editing types, including but not limited to appearance editing, weather transition, material changing, and style transfer. Most importantly, our method generalizes well with editing abilities shared among a set of model parameters without requiring a customized editing model for some specific scenes, thus inferring novel views with editing effects directly from user input. The project website is available at https://sk-fun.fun/DN2N

cs.CV

Towards Accurate Binary Neural Networks via Modeling Contextual Dependencies

Existing Binary Neural Networks (BNNs) mainly operate on local convolutions with binarization function. However, such simple bit operations lack the ability of modeling contextual dependencies, which is critical for learning discriminative deep representations in vision models. In this work, we tackle this issue by presenting new designs of binary neural modules, which enables BNNs to learn effective contextual dependencies. First, we propose a binary multi-layer perceptron (MLP) block as an alternative to binary convolution blocks to directly model contextual dependencies. Both short-range and long-range feature dependencies are modeled by binary MLPs, where the former provides local inductive bias and the latter breaks limited receptive field in binary convolutions. Second, to improve the robustness of binary models with contextual dependencies, we compute the contextual dynamic embeddings to determine the binarization thresholds in general binary convolutional blocks. Armed with our binary MLP blocks and improved binary convolution, we build the BNNs with explicit Contextual Dependency modeling, termed as BCDNet. On the standard ImageNet-1K classification benchmark, the BCDNet achieves 72.3% Top-1 accuracy and outperforms leading binary methods by a large margin. In particular, the proposed BCDNet exceeds the state-of-the-art ReActNet-A by 2.9% Top-1 accuracy with similar operations. Our code is available at https://github.com/Sense-GVT/BCDN

cs.CV

A Hierarchical Spatio-Temporal Graph Convolutional Neural Network for Anomaly Detection in Videos

Deep learning models have been widely used for anomaly detection in surveillance videos. Typical models are equipped with the capability to reconstruct normal videos and evaluate the reconstruction errors on anomalous videos to indicate the extent of abnormalities. However, existing approaches suffer from two disadvantages. Firstly, they can only encode the movements of each identity independently, without considering the interactions among identities which may also indicate anomalies. Secondly, they leverage inflexible models whose structures are fixed under different scenes, this configuration disables the understanding of scenes. In this paper, we propose a Hierarchical Spatio-Temporal Graph Convolutional Neural Network (HSTGCNN) to address these problems, the HSTGCNN is composed of multiple branches that correspond to different levels of graph representations. High-level graph representations encode the trajectories of people and the interactions among multiple identities while low-level graph representations encode the local body postures of each person. Furthermore, we propose to weightedly combine multiple branches that are better at different scenes. An improvement over single-level graph representations is achieved in this way. An understanding of scenes is achieved and serves anomaly detection. High-level graph representations are assigned higher weights to encode moving speed and directions of people in low-resolution videos while low-level graph representations are assigned higher weights to encode human skeletons in high-resolution videos. Experimental results show that the proposed HSTGCNN significantly outperforms current state-of-the-art models on four benchmark datasets (UCSD Pedestrian, ShanghaiTech, CUHK Avenue and IITB-Corridor) by using much less learnable parameters.

cs.CV

Semi-supervised Multi-task Learning for Semantics and Depth

Multi-Task Learning (MTL) aims to enhance the model generalization by sharing representations between related tasks for better performance. Typical MTL methods are jointly trained with the complete multitude of ground-truths for all tasks simultaneously. However, one single dataset may not contain the annotations for each task of interest. To address this issue, we propose the Semi-supervised Multi-Task Learning (SemiMTL) method to leverage the available supervisory signals from different datasets, particularly for semantic segmentation and depth estimation tasks. To this end, we design an adversarial learning scheme in our semi-supervised training by leveraging unlabeled data to optimize all the task branches simultaneously and accomplish all tasks across datasets with partial annotations. We further present a domain-aware discriminator structure with various alignment formulations to mitigate the domain discrepancy issue among datasets. Finally, we demonstrate the effectiveness of the proposed method to learn across different datasets on challenging street view and remote sensing benchmarks.

cs.CV

Adaptive Mixture Regression Network with Local Counting Map for Crowd Counting

The crowd counting task aims at estimating the number of people located in an image or a frame from videos. Existing methods widely adopt density maps as the training targets to optimize the point-to-point loss. While in testing phase, we only focus on the differences between the crowd numbers and the global summation of density maps, which indicate the inconsistency between the training targets and the evaluation criteria. To solve this problem, we introduce a new target, named local counting map (LCM), to obtain more accurate results than density map based approaches. Moreover, we also propose an adaptive mixture regression framework with three modules in a coarse-to-fine manner to further improve the precision of the crowd estimation: scale-aware module (SAM), mixture regression module (MRM) and adaptive soft interval module (ASIM). Specifically, SAM fully utilizes the context and multi-scale information from different convolutional features; MRM and ASIM perform more precise counting regression on local patches of images. Compared with current methods, the proposed method reports better performances on the typical datasets. The source code is available at https://github.com/xiyang1012/Local-Crowd-Counting.

cs.CV