Searcharxiv⌕ Search

arXiv subjects

Xiaobao Wei

Publications and source records attributed to Xiaobao Wei.

At least 37 records · Page 2Linked to original sources

Decoupling Bidirectional Geometric Representations of 4D cost volume with 2D convolution

High-performance real-time stereo matching methods invariably rely on 3D regularization of the cost volume, which is unfriendly to mobile devices. And 2D regularization based methods struggle in ill-posed regions. In this paper, we present a deployment-friendly 4D cost aggregation network DBStereo, which is based on pure 2D convolutions. Specifically, we first provide a thorough analysis of the decoupling characteristics of 4D cost volume. And design a lightweight bidirectional geometry aggregation block to capture spatial and disparity representation respectively. Through decoupled learning, our approach achieves real-time performance and impressive accuracy simultaneously. Extensive experiments demonstrate that our proposed DBStereo outperforms all existing aggregation-based methods in both inference time and accuracy, even surpassing the iterative-based method IGEV-Stereo. Our study break the empirical design of using 3D convolutions for 4D cost volume and provides a simple yet strong baseline of the proposed decouple aggregation paradigm for further study. Code will be available at (\href{https://github.com/happydummy/DBStereo}{https://github.com/happydummy/DBStereo}) soon.

cs.CV↗

Fluorescence time profile measurement of LAB based liquid scintillator in response to medium relativistic ion particles

Liquid scintillator is widely used in particle physics experiments due to its high light yield, good timing resolution, scalability and low cost. Certain liquid scintillators exhibit pulse shape discrimination capabilities because of difference in fluorescence timing properties induced by different particles. Its fluoresence timing properties have been measured mostly for radioactive decay sources at MeV energies. We present a novel measurement of fluorescence time properties of LAB based liquid scintillator in response to high-energy ions of hydrogen (Z = 1), helium (Z = 2) and Krypton at around 200-300 MeV/u for the first time. We compared the results to those from radioactive sources and observed a distinct $dE/dX$ dependence, regardless of the particle type. These findings are essential for physics searches such as the diffuse supernova neutrino background in large liquid scintillator detectors like JUNO, and are also critical towards understanding the underlying scintillation timing mechanism.

physics.ins-det↗

PLGS: Robust Panoptic Lifting with 3D Gaussian Splatting

Previous methods utilize the Neural Radiance Field (NeRF) for panoptic lifting, while their training and rendering speed are unsatisfactory. In contrast, 3D Gaussian Splatting (3DGS) has emerged as a prominent technique due to its rapid training and rendering speed. However, unlike NeRF, the conventional 3DGS may not satisfy the basic smoothness assumption as it does not rely on any parameterized structures to render (e.g., MLPs). Consequently, the conventional 3DGS is, in nature, more susceptible to noisy 2D mask supervision. In this paper, we propose a new method called PLGS that enables 3DGS to generate consistent panoptic segmentation masks from noisy 2D segmentation masks while maintaining superior efficiency compared to NeRF-based methods. Specifically, we build a panoptic-aware structured 3D Gaussian model to introduce smoothness and design effective noise reduction strategies. For the semantic field, instead of initialization with structure from motion, we construct reliable semantic anchor points to initialize the 3D Gaussians. We then use these anchor points as smooth regularization during training. Additionally, we present a self-training approach using pseudo labels generated by merging the rendered masks with the noisy masks to enhance the robustness of PLGS. For the instance field, we project the 2D instance masks into 3D space and match them with oriented bounding boxes to generate cross-view consistent instance masks for supervision. Experiments on various benchmarks demonstrate that our method outperforms previous state-of-the-art methods in terms of both segmentation quality and speed.

cs.CV↗

EmbodiedOcc++: Boosting Embodied 3D Occupancy Prediction with Plane Regularization and Uncertainty Sampler

Online 3D occupancy prediction provides a comprehensive spatial understanding of embodied environments. While the innovative EmbodiedOcc framework utilizes 3D semantic Gaussians for progressive indoor occupancy prediction, it overlooks the geometric characteristics of indoor environments, which are primarily characterized by planar structures. This paper introduces EmbodiedOcc++, enhancing the original framework with two key innovations: a Geometry-guided Refinement Module (GRM) that constrains Gaussian updates through plane regularization, along with a Semantic-aware Uncertainty Sampler (SUS) that enables more effective updates in overlapping regions between consecutive frames. GRM regularizes the position update to align with surface normals. It determines the adaptive regularization weight using curvature-based and depth-based constraints, allowing semantic Gaussians to align accurately with planar surfaces while adapting in complex regions. To effectively improve geometric consistency from different views, SUS adaptively selects proper Gaussians to update. Comprehensive experiments on the EmbodiedOcc-ScanNet benchmark demonstrate that EmbodiedOcc++ achieves state-of-the-art performance across different settings. Our method demonstrates improved edge accuracy and retains more geometric details while ensuring computational efficiency, which is essential for online embodied perception. The code will be released at: https://github.com/PKUHaoWang/EmbodiedOcc2.

cs.CV↗

GazeGaussian: High-Fidelity Gaze Redirection with 3D Gaussian Splatting

Gaze estimation encounters generalization challenges when dealing with out-of-distribution data. To address this problem, recent methods use neural radiance fields (NeRF) to generate augmented data. However, existing methods based on NeRF are computationally expensive and lack facial details. 3D Gaussian Splatting (3DGS) has become the prevailing representation of neural fields. While 3DGS has been extensively examined in head avatars, it faces challenges with accurate gaze control and generalization across different subjects. In this work, we propose GazeGaussian, the first high-fidelity gaze redirection method that uses a two-stream 3DGS model to represent the face and eye regions separately. Leveraging the unstructured nature of 3DGS, we develop a novel representation of the eye for rigid eye rotation based on the target gaze direction. To enable synthesis generalization across various subjects, we integrate an expression-guided module to inject subject-specific information into the neural renderer. Comprehensive experiments show that GazeGaussian outperforms existing methods in rendering speed, gaze redirection accuracy, and facial synthesis across multiple datasets. The code is available at: https://ucwxb.github.io/GazeGaussian.

cs.CV↗

EMD: Explicit Motion Modeling for High-Quality Street Gaussian Splatting

Photorealistic reconstruction of street scenes is essential for developing real-world simulators in autonomous driving. While recent methods based on 3D/4D Gaussian Splatting (GS) have demonstrated promising results, they still encounter challenges in complex street scenes due to the unpredictable motion of dynamic objects. Current methods typically decompose street scenes into static and dynamic objects, learning the Gaussians in either a supervised manner (e.g., w/ 3D bounding-box) or a self-supervised manner (e.g., w/o 3D bounding-box). However, these approaches do not effectively model the motions of dynamic objects (e.g., the motion speed of pedestrians is clearly different from that of vehicles), resulting in suboptimal scene decomposition. To address this, we propose Explicit Motion Decomposition (EMD), which models the motions of dynamic objects by introducing learnable motion embeddings to the Gaussians, enhancing the decomposition in street scenes. The proposed plug-and-play EMD module compensates for the lack of motion modeling in self-supervised street Gaussian splatting methods. We also introduce tailored training strategies to extend EMD to supervised approaches. Comprehensive experiments demonstrate the effectiveness of our method, achieving state-of-the-art novel view synthesis performance in self-supervised settings. The code is available at: https://qingpowuwu.github.io/emd.

cs.CV↗

Precise Measurement of Short-Range Correlations in Nuclei from Bremsstrahlung Gamma Ray Emission in Low-Energy Heavy-Ion Collisions

Atomic nuclei and dense nucleonic matter in neutron stars exhibit short-range correlations (SRCs), where nucleons form temporally correlated pairs in proximity beyond mean-field approximation. It is essential to make precision measurement of the fraction of SRC since it carries the signature of underlying quark dynamics in nuclear medium. In this letter, we present the first high-precision measurement of neutron-proton bremsstrahlung $γ$-ray emission from the symmetric $\rm ^{124}Sn$+$\rm ^{124}Sn$ reactions at 25 MeV/u. From the observed spectral hardening, the precise SRC fraction in the $\rm ^{124}Sn$ nucleus is extracted to be $(20 \pm 3)\%$. This result provides a novel, direct and unambiguous evidence of SRCs, and demonstrates that low-energy heavy-ion collisions offers a new approach to studying nuclear structure in connection with quark-level dynamics.

nucl-ex↗

OmniIndoor3D: Comprehensive Indoor 3D Reconstruction

We propose a novel framework for comprehensive indoor 3D reconstruction using Gaussian representations, called OmniIndoor3D. This framework enables accurate appearance, geometry, and panoptic reconstruction of diverse indoor scenes captured by a consumer-level RGB-D camera. Since 3DGS is primarily optimized for photorealistic rendering, it lacks the precise geometry critical for high-quality panoptic reconstruction. Therefore, OmniIndoor3D first combines multiple RGB-D images to create a coarse 3D reconstruction, which is then used to initialize the 3D Gaussians and guide the 3DGS training. To decouple the optimization conflict between appearance and geometry, we introduce a lightweight MLP that adjusts the geometric properties of 3D Gaussians. The introduced lightweight MLP serves as a low-pass filter for geometry reconstruction and significantly reduces noise in indoor scenes. To improve the distribution of Gaussian primitives, we propose a densification strategy guided by panoptic priors to encourage smoothness on planar surfaces. Through the joint optimization of appearance, geometry, and panoptic reconstruction, OmniIndoor3D provides comprehensive 3D indoor scene understanding, which facilitates accurate and robust robotic navigation. We perform thorough evaluations across multiple datasets, and OmniIndoor3D achieves state-of-the-art results in appearance, geometry, and panoptic reconstruction. We believe our work bridges a critical gap in indoor 3D reconstruction. The code will be released at: https://ucwxb.github.io/OmniIndoor3D/

cs.CV↗

A Wavelet-based Stereo Matching Framework for Solving Frequency Convergence Inconsistency

We find that the EPE evaluation metrics of RAFT-stereo converge inconsistently in the low and high frequency regions, resulting high frequency degradation (e.g., edges and thin objects) during the iterative process. The underlying reason for the limited performance of current iterative methods is that it optimizes all frequency components together without distinguishing between high and low frequencies. We propose a wavelet-based stereo matching framework (Wavelet-Stereo) for solving frequency convergence inconsistency. Specifically, we first explicitly decompose an image into high and low frequency components using discrete wavelet transform. Then, the high-frequency and low-frequency components are fed into two different multi-scale frequency feature extractors. Finally, we propose a novel LSTM-based high-frequency preservation update operator containing an iterative frequency adapter to provide adaptive refined high-frequency features at different iteration steps by fine-tuning the initial high-frequency features. By processing high and low frequency components separately, our framework can simultaneously refine high-frequency information in edges and low-frequency information in smooth regions, which is especially suitable for challenging scenes with fine details and textures in the distance. Extensive experiments demonstrate that our Wavelet-Stereo outperforms the state-of-the-art methods and ranks 1st on both the KITTI 2015 and KITTI 2012 leaderboards for almost all metrics. We will provide code and pre-trained models to encourage further exploration, application, and development of our innovative framework (https://github.com/SIA-IDE/Wavelet-Stereo).

cs.CV↗

ManipDreamer: Boosting Robotic Manipulation World Model with Action Tree and Visual Guidance

While recent advancements in robotic manipulation video synthesis have shown promise, significant challenges persist in ensuring effective instruction-following and achieving high visual quality. Recent methods, like RoboDreamer, utilize linguistic decomposition to divide instructions into separate lower-level primitives, conditioning the world model on these primitives to achieve compositional instruction-following. However, these separate primitives do not consider the relationships that exist between them. Furthermore, recent methods neglect valuable visual guidance, including depth and semantic guidance, both crucial for enhancing visual quality. This paper introduces ManipDreamer, an advanced world model based on the action tree and visual guidance. To better learn the relationships between instruction primitives, we represent the instruction as the action tree and assign embeddings to tree nodes, each instruction can acquire its embeddings by navigating through the action tree. The instruction embeddings can be used to guide the world model. To enhance visual quality, we combine depth and semantic guidance by introducing a visual guidance adapter compatible with the world model. This visual adapter enhances both the temporal and physical consistency of video generation. Based on the action tree and visual guidance, ManipDreamer significantly boosts the instruction-following ability and visual quality. Comprehensive evaluations on robotic manipulation benchmarks reveal that ManipDreamer achieves large improvements in video quality metrics in both seen and unseen tasks, with PSNR improved from 19.55 to 21.05, SSIM improved from 0.7474 to 0.7982 and reduced Flow Error from 3.506 to 3.201 in unseen tasks, compared to the recent RoboDreamer model. Additionally, our method increases the success rate of robotic manipulation tasks by 2.5% in 6 RLbench tasks on average.

cs.RO↗

DiffusionTalker: Efficient and Compact Speech-Driven 3D Talking Head via Personalizer-Guided Distillation

Real-time speech-driven 3D facial animation has been attractive in academia and industry. Traditional methods mainly focus on learning a deterministic mapping from speech to animation. Recent approaches start to consider the nondeterministic fact of speech-driven 3D face animation and employ the diffusion model for the task. Existing diffusion-based methods can improve the diversity of facial animation. However, personalized speaking styles conveying accurate lip language is still lacking, besides, efficiency and compactness still need to be improved. In this work, we propose DiffusionTalker to address the above limitations via personalizer-guided distillation. In terms of personalization, we introduce a contrastive personalizer that learns identity and emotion embeddings to capture speaking styles from audio. We further propose a personalizer enhancer during distillation to enhance the influence of embeddings on facial animation. For efficiency, we use iterative distillation to reduce the steps required for animation generation and achieve more than 8x speedup in inference. To achieve compactness, we distill the large teacher model into a smaller student model, reducing our model's storage by 86.4\% while minimizing performance loss. After distillation, users can derive their identity and emotion embeddings from audio to quickly create personalized animations that reflect specific speaking styles. Extensive experiments are conducted to demonstrate that our method outperforms state-of-the-art methods. The code will be released at: https://github.com/ChenVoid/DiffusionTalker.

cs.CV↗

DNRSelect: Active Best View Selection for Deferred Neural Rendering

Deferred neural rendering (DNR) is an emerging computer graphics pipeline designed for high-fidelity rendering and robotic perception. However, DNR heavily relies on datasets composed of numerous ray-traced images and demands substantial computational resources. It remains under-explored how to reduce the reliance on high-quality ray-traced images while maintaining the rendering fidelity. In this paper, we propose DNRSelect, which integrates a reinforcement learning-based view selector and a 3D texture aggregator for deferred neural rendering. We first propose a novel view selector for deferred neural rendering based on reinforcement learning, which is trained on easily obtained rasterized images to identify the optimal views. By acquiring only a few ray-traced images for these selected views, the selector enables DNR to achieve high-quality rendering. To further enhance spatial awareness and geometric consistency in DNR, we introduce a 3D texture aggregator that fuses pyramid features from depth maps and normal maps with UV maps. Given that acquiring ray-traced images is more time-consuming than generating rasterized images, DNRSelect minimizes the need for ray-traced data by using only a few selected views while still achieving high-fidelity rendering results. We conduct detailed experiments and ablation studies on the NeRF-Synthetic dataset to demonstrate the effectiveness of DNRSelect. The code will be released.

cs.CV↗

Extract neutron-neutron interaction strength and spatial-temporal dynamics of neutron emission from two-particle correlation function

The neutron-neutron ($nn$) correlation function has been measured in 25 MeV/u $^{124}$Sn+$^{124}$Sn reactions. Using the Lednický-Lyuboshitz approach, the $nn$ scattering length and effective range ($f_{0}^{nn}$, $d_{0}^{nn}$), as well as the reduced space-time size $R^{(0)}$ of the neutron emission source are simultaneously extracted as ($18.9^{+1.3}_{-1.2}$ fm, $1.9^{+1.3}_{-1.0}$ fm) and $4.12 \pm 0.12$ fm, respectively. The measured $nn$ scattering length is consistent with the results obtained in the low-energy scattering $^{2}{\rm H}(π^{-},γ)2n$, indicating heavy-ion collisions can serve as an effective approach for measuring $nn$ interactions and further investigating the charge symmetry breaking of nuclear force. The space-time size extracted from momentum-gated correlation functions exhibits clear dependence on the pair momentum, with $R^{(0)}=2.8 \pm 0.1 $ fm and $4.9 \pm 0.2$ fm being determined for the high and low momentum neutrons, respectively.

nucl-ex↗

GraphAvatar: Compact Head Avatars with GNN-Generated 3D Gaussians

Rendering photorealistic head avatars from arbitrary viewpoints is crucial for various applications like virtual reality. Although previous methods based on Neural Radiance Fields (NeRF) can achieve impressive results, they lack fidelity and efficiency. Recent methods using 3D Gaussian Splatting (3DGS) have improved rendering quality and real-time performance but still require significant storage overhead. In this paper, we introduce a method called GraphAvatar that utilizes Graph Neural Networks (GNN) to generate 3D Gaussians for the head avatar. Specifically, GraphAvatar trains a geometric GNN and an appearance GNN to generate the attributes of the 3D Gaussians from the tracked mesh. Therefore, our method can store the GNN models instead of the 3D Gaussians, significantly reducing the storage overhead to just 10MB. To reduce the impact of face-tracking errors, we also present a novel graph-guided optimization module to refine face-tracking parameters during training. Finally, we introduce a 3D-aware enhancer for post-processing to enhance the rendering quality. We conduct comprehensive experiments to demonstrate the advantages of GraphAvatar, surpassing existing methods in visual fidelity and storage consumption. The ablation study sheds light on the trade-offs between rendering quality and model size. The code will be released at: https://github.com/ucwxb/GraphAvatar

cs.CV↗

Panoptic-FlashOcc: An Efficient Baseline to Marry Semantic Occupancy with Panoptic via Instance Center

Panoptic occupancy poses a novel challenge by aiming to integrate instance occupancy and semantic occupancy within a unified framework. However, there is still a lack of efficient solutions for panoptic occupancy. In this paper, we propose Panoptic-FlashOcc, a straightforward yet robust 2D feature framework that enables realtime panoptic occupancy. Building upon the lightweight design of FlashOcc, our approach simultaneously learns semantic occupancy and class-aware instance clustering in a single network, these outputs are jointly incorporated through panoptic occupancy procession for panoptic occupancy. This approach effectively addresses the drawbacks of high memory and computation requirements associated with three-dimensional voxel-level representations. With its straightforward and efficient design that facilitates easy deployment, Panoptic-FlashOcc demonstrates remarkable achievements in panoptic occupancy prediction. On the Occ3D-nuScenes benchmark, it achieves exceptional performance, with 38.5 RayIoU and 29.1 mIoU for semantic occupancy, operating at a rapid speed of 43.9 FPS. Furthermore, it attains a notable score of 16.0 RayPQ for panoptic occupancy, accompanied by a fast inference speed of 30.2 FPS. These results surpass the performance of existing methodologies in terms of both speed and accuracy. The source code and trained models can be found at the following github repository: https://github.com/Yzichen/FlashOCC.

cs.CV↗

I-MedSAM: Implicit Medical Image Segmentation with Segment Anything

With the development of Deep Neural Networks (DNNs), many efforts have been made to handle medical image segmentation. Traditional methods such as nnUNet train specific segmentation models on the individual datasets. Plenty of recent methods have been proposed to adapt the foundational Segment Anything Model (SAM) to medical image segmentation. However, they still focus on discrete representations to generate pixel-wise predictions, which are spatially inflexible and scale poorly to higher resolution. In contrast, implicit methods learn continuous representations for segmentation, which is crucial for medical image segmentation. In this paper, we propose I-MedSAM, which leverages the benefits of both continuous representations and SAM, to obtain better cross-domain ability and accurate boundary delineation. Since medical image segmentation needs to predict detailed segmentation boundaries, we designed a novel adapter to enhance the SAM features with high-frequency information during Parameter-Efficient Fine-Tuning (PEFT). To convert the SAM features and coordinates into continuous segmentation output, we utilize Implicit Neural Representation (INR) to learn an implicit segmentation decoder. We also propose an uncertainty-guided sampling strategy for efficient learning of INR. Extensive evaluations on 2D medical image segmentation tasks have shown that our proposed method with only 1.6M trainable parameters outperforms existing methods including discrete and implicit methods. The code will be available at: https://github.com/ucwxb/I-MedSAM.

cs.CV↗

The neutron array of the compact spectrometer for heavy ion experiments in Fermi energy region

The emission of neutrons from heavy ion reactions is an important observable for studying the asymmetric nuclear equation of state and the reaction dynamics. A 20-unit neutron array has been developed and mounted on the compact spectrometer for heavy ion experiments (CSHINE) to measure the neutron spectra, neutron-neutron and neutron-proton correlation functions. Each unit consists of a $\rm 15\times 15\times 15~cm^3$ plastic scintillator coupled to a $ ϕ=52 ~\rm mm$ photomultiplier. The Geant4 simulation with optical process is performed to investigate the time resolution and the neutron detection efficiency. The inherent time resolution of 212 ps is obtained by cosmic ray coincidence test. The n-$γ$ discrimination and time-of-flight performance are given by $\rm ^{252}Cf$ radioactive source test and beam test. The neutron energy spectra have been obtained in the angle range $30^\circ \le θ_{\rm lab} \le 51^\circ$ in the beam experiment of $^{124}$Sn+$^{124}$Sn at 25 MeV/u with CSHINE.

physics.ins-det↗

$\textit{S}^3$Gaussian: Self-Supervised Street Gaussians for Autonomous Driving

Photorealistic 3D reconstruction of street scenes is a critical technique for developing real-world simulators for autonomous driving. Despite the efficacy of Neural Radiance Fields (NeRF) for driving scenes, 3D Gaussian Splatting (3DGS) emerges as a promising direction due to its faster speed and more explicit representation. However, most existing street 3DGS methods require tracked 3D vehicle bounding boxes to decompose the static and dynamic elements for effective reconstruction, limiting their applications for in-the-wild scenarios. To facilitate efficient 3D scene reconstruction without costly annotations, we propose a self-supervised street Gaussian ($\textit{S}^3$Gaussian) method to decompose dynamic and static elements from 4D consistency. We represent each scene with 3D Gaussians to preserve the explicitness and further accompany them with a spatial-temporal field network to compactly model the 4D dynamics. We conduct extensive experiments on the challenging Waymo-Open dataset to evaluate the effectiveness of our method. Our $\textit{S}^3$Gaussian demonstrates the ability to decompose static and dynamic scenes and achieves the best performance without using 3D annotations. Code is available at: https://github.com/nnanhuang/S3Gaussian/.

cs.CV↗