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Xiaokang Yang

Publications and source records attributed to Xiaokang Yang.

At least 145 records · Page 8Linked to original sources

See Further for Parameter Efficient Fine-tuning by Standing on the Shoulders of Decomposition

The rapid expansion of large foundation models within the pre-training and fine-tuning framework has underscored that larger models often yield better results. However, the scaling up of large foundation models has led to soaring costs in fine-tuning and parameter storage, rendering extensive adaptations impractical. This challenge has sparked the development of parameter-efficient fine-tuning (PEFT), which focuses on optimizing a select subset of parameters while keeping the rest fixed, significantly lowering computational and storage overheads. While recent years have witnessed a significant success in PEFT, a deep understanding of the fundamental principles behind these methods remains unexplored. To this end, here we take the first step to unify all approaches by dissecting them from a decomposition perspective. We initiate a comprehensive mathematical analysis of these methods, allowing us to delve deeply into their underlying mechanisms, and we explore the reasons behind the variations in performance among different techniques. Furthermore, inspired by our theoretical analysis, we introduce two novel PEFT methods alongside a simple yet effective framework designed to enhance the performance of PEFT techniques across various applications. Our empirical validations, conducted across multiple datasets, demonstrate the efficacy of these methods, showcasing both theoretical validity and practical performance improvements under the guidance of our analytical findings. We believe our work will deepen researchers' understanding of PEFT and other techniques, prompting further contemplation and advancing the research across the whole community.

cs.LG↗

PassionSR: Post-Training Quantization with Adaptive Scale in One-Step Diffusion based Image Super-Resolution

Diffusion-based image super-resolution (SR) models have shown superior performance at the cost of multiple denoising steps. However, even though the denoising step has been reduced to one, they require high computational costs and storage requirements, making it difficult for deployment on hardware devices. To address these issues, we propose a novel post-training quantization approach with adaptive scale in one-step diffusion (OSD) image SR, PassionSR. First, we simplify OSD model to two core components, UNet and Variational Autoencoder (VAE) by removing the CLIPEncoder. Secondly, we propose Learnable Boundary Quantizer (LBQ) and Learnable Equivalent Transformation (LET) to optimize the quantization process and manipulate activation distributions for better quantization. Finally, we design a Distributed Quantization Calibration (DQC) strategy that stabilizes the training of quantized parameters for rapid convergence. Comprehensive experiments demonstrate that PassionSR with 8-bit and 6-bit obtains comparable visual results with full-precision model. Moreover, our PassionSR achieves significant advantages over recent leading low-bit quantization methods for image SR. Our code will be at https://github.com/libozhu03/PassionSR.

cs.CV↗

Realistic Surgical Simulation from Monocular Videos

This paper tackles the challenge of automatically performing realistic surgical simulations from readily available surgical videos. Recent efforts have successfully integrated physically grounded dynamics within 3D Gaussians to perform high-fidelity simulations in well-reconstructed simulation environments from static scenes. However, they struggle with the geometric inconsistency in reconstructing simulation environments and unrealistic physical deformations in simulations of soft tissues when it comes to dynamic and complex surgical processes. In this paper, we propose SurgiSim, a novel automatic simulation system to overcome these limitations. To build a surgical simulation environment, we maintain a canonical 3D scene composed of 3D Gaussians coupled with a deformation field to represent a dynamic surgical scene. This process involves a multi-stage optimization with trajectory and anisotropic regularization, enhancing the geometry consistency of the canonical scene, which serves as the simulation environment. To achieve realistic physical simulations in this environment, we implement a Visco-Elastic deformation model based on the Maxwell model, effectively restoring the complex deformations of tissues. Additionally, we infer the physical parameters of tissues by minimizing the discrepancies between the input video and simulation results guided by estimated tissue motion, ensuring realistic simulation outcomes. Experiments on various surgical scenarios and interactions demonstrate SurgiSim's ability to perform realistic simulation of soft tissues among surgical procedures, showing its enormous potential for enhancing surgical training, planning, and robotic surgery systems. The project page is at https://namaenashibot.github.io/SurgiSim/.

cs.CV↗

EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction

Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present $\textbf{EvaSurf}$, an $\textbf{E}$fficient $\textbf{V}$iew-$\textbf{A}$ware implicit textured $\textbf{Surf}$ace reconstruction method. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with view-aware encoding to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.

cs.CV↗

Multi-times Monte Carlo Rendering for Inter-reflection Reconstruction

Inverse rendering methods have achieved remarkable performance in reconstructing high-fidelity 3D objects with disentangled geometries, materials, and environmental light. However, they still face huge challenges in reflective surface reconstruction. Although recent methods model the light trace to learn specularity, the ignorance of indirect illumination makes it hard to handle inter-reflections among multiple smooth objects. In this work, we propose Ref-MC2 that introduces the multi-time Monte Carlo sampling which comprehensively computes the environmental illumination and meanwhile considers the reflective light from object surfaces. To address the computation challenge as the times of Monte Carlo sampling grow, we propose a specularity-adaptive sampling strategy, significantly reducing the computational complexity. Besides the computational resource, higher geometry accuracy is also required because geometric errors accumulate multiple times. Therefore, we further introduce a reflection-aware surface model to initialize the geometry and refine it during inverse rendering. We construct a challenging dataset containing scenes with multiple objects and inter-reflections. Experiments show that our method outperforms other inverse rendering methods on various object groups. We also show downstream applications, e.g., relighting and material editing, to illustrate the disentanglement ability of our method.

cs.CV↗

Making Offline RL Online: Collaborative World Models for Offline Visual Reinforcement Learning

Training offline RL models using visual inputs poses two significant challenges, i.e., the overfitting problem in representation learning and the overestimation bias for expected future rewards. Recent work has attempted to alleviate the overestimation bias by encouraging conservative behaviors. This paper, in contrast, tries to build more flexible constraints for value estimation without impeding the exploration of potential advantages. The key idea is to leverage off-the-shelf RL simulators, which can be easily interacted with in an online manner, as the "test bed" for offline policies. To enable effective online-to-offline knowledge transfer, we introduce CoWorld, a model-based RL approach that mitigates cross-domain discrepancies in state and reward spaces. Experimental results demonstrate the effectiveness of CoWorld, outperforming existing RL approaches by large margins.

cs.LG↗

Radiative Gaussian Splatting for Efficient X-ray Novel View Synthesis

X-ray is widely applied for transmission imaging due to its stronger penetration than natural light. When rendering novel view X-ray projections, existing methods mainly based on NeRF suffer from long training time and slow inference speed. In this paper, we propose a 3D Gaussian splatting-based framework, namely X-Gaussian, for X-ray novel view synthesis. Firstly, we redesign a radiative Gaussian point cloud model inspired by the isotropic nature of X-ray imaging. Our model excludes the influence of view direction when learning to predict the radiation intensity of 3D points. Based on this model, we develop a Differentiable Radiative Rasterization (DRR) with CUDA implementation. Secondly, we customize an Angle-pose Cuboid Uniform Initialization (ACUI) strategy that directly uses the parameters of the X-ray scanner to compute the camera information and then uniformly samples point positions within a cuboid enclosing the scanned object. Experiments show that our X-Gaussian outperforms state-of-the-art methods by 6.5 dB while enjoying less than 15% training time and over 73x inference speed. The application on sparse-view CT reconstruction also reveals the practical values of our method. Code is publicly available at https://github.com/caiyuanhao1998/X-Gaussian . A video demo of the training process visualization is at https://www.youtube.com/watch?v=gDVf_Ngeghg .

eess.IV↗

HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting

High dynamic range (HDR) novel view synthesis (NVS) aims to create photorealistic images from novel viewpoints using HDR imaging techniques. The rendered HDR images capture a wider range of brightness levels containing more details of the scene than normal low dynamic range (LDR) images. Existing HDR NVS methods are mainly based on NeRF. They suffer from long training time and slow inference speed. In this paper, we propose a new framework, High Dynamic Range Gaussian Splatting (HDR-GS), which can efficiently render novel HDR views and reconstruct LDR images with a user input exposure time. Specifically, we design a Dual Dynamic Range (DDR) Gaussian point cloud model that uses spherical harmonics to fit HDR color and employs an MLP-based tone-mapper to render LDR color. The HDR and LDR colors are then fed into two Parallel Differentiable Rasterization (PDR) processes to reconstruct HDR and LDR views. To establish the data foundation for the research of 3D Gaussian splatting-based methods in HDR NVS, we recalibrate the camera parameters and compute the initial positions for Gaussian point clouds. Experiments demonstrate that our HDR-GS surpasses the state-of-the-art NeRF-based method by 3.84 and 1.91 dB on LDR and HDR NVS while enjoying 1000x inference speed and only requiring 6.3% training time. Code and recalibrated data will be publicly available at https://github.com/caiyuanhao1998/HDR-GS . A brief video introduction of our work is available at https://youtu.be/wtU7Kcwe7ck

cs.CV↗

MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations

In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.

cs.CV↗

Neural Material Adaptor for Visual Grounding of Intrinsic Dynamics

While humans effortlessly discern intrinsic dynamics and adapt to new scenarios, modern AI systems often struggle. Current methods for visual grounding of dynamics either use pure neural-network-based simulators (black box), which may violate physical laws, or traditional physical simulators (white box), which rely on expert-defined equations that may not fully capture actual dynamics. We propose the Neural Material Adaptor (NeuMA), which integrates existing physical laws with learned corrections, facilitating accurate learning of actual dynamics while maintaining the generalizability and interpretability of physical priors. Additionally, we propose Particle-GS, a particle-driven 3D Gaussian Splatting variant that bridges simulation and observed images, allowing back-propagate image gradients to optimize the simulator. Comprehensive experiments on various dynamics in terms of grounded particle accuracy, dynamic rendering quality, and generalization ability demonstrate that NeuMA can accurately capture intrinsic dynamics.

cs.CV↗

PostCast: Generalizable Postprocessing for Precipitation Nowcasting via Unsupervised Blurriness Modeling

Precipitation nowcasting plays a pivotal role in socioeconomic sectors, especially in severe convective weather warnings. Although notable progress has been achieved by approaches mining the spatiotemporal correlations with deep learning, these methods still suffer severe blurriness as the lead time increases, which hampers accurate predictions for extreme precipitation. To alleviate blurriness, researchers explore generative methods conditioned on blurry predictions. However, the pairs of blurry predictions and corresponding ground truth need to be generated in advance, making the training pipeline cumbersome and limiting the generality of generative models within blur modes that appear in training data. By rethinking the blurriness in precipitation nowcasting as a blur kernel acting on predictions, we propose an unsupervised postprocessing method to eliminate the blurriness without the requirement of training with the pairs of blurry predictions and corresponding ground truth. Specifically, we utilize blurry predictions to guide the generation process of a pre-trained unconditional denoising diffusion probabilistic model (DDPM) to obtain high-fidelity predictions with eliminated blurriness. A zero-shot blur kernel estimation mechanism and an auto-scale denoise guidance strategy are introduced to adapt the unconditional DDPM to any blurriness modes varying from datasets and lead times in precipitation nowcasting. Extensive experiments are conducted on 7 precipitation radar datasets, demonstrating the generality and superiority of our method.

cs.CV↗

Revealing Directions for Text-guided 3D Face Editing

3D face editing is a significant task in multimedia, aimed at the manipulation of 3D face models across various control signals. The success of 3D-aware GAN provides expressive 3D models learned from 2D single-view images only, encouraging researchers to discover semantic editing directions in its latent space. However, previous methods face challenges in balancing quality, efficiency, and generalization. To solve the problem, we explore the possibility of introducing the strength of diffusion model into 3D-aware GANs. In this paper, we present Face Clan, a fast and text-general approach for generating and manipulating 3D faces based on arbitrary attribute descriptions. To achieve disentangled editing, we propose to diffuse on the latent space under a pair of opposite prompts to estimate the mask indicating the region of interest on latent codes. Based on the mask, we then apply denoising to the masked latent codes to reveal the editing direction. Our method offers a precisely controllable manipulation method, allowing users to intuitively customize regions of interest with the text description. Experiments demonstrate the effectiveness and generalization of our Face Clan for various pre-trained GANs. It offers an intuitive and wide application for text-guided face editing that contributes to the landscape of multimedia content creation.

cs.CV↗

Open-Vocabulary Remote Sensing Image Semantic Segmentation

Open-vocabulary image semantic segmentation (OVS) seeks to segment images into semantic regions across an open set of categories. Existing OVS methods commonly depend on foundational vision-language models and utilize similarity computation to tackle OVS tasks. However, these approaches are predominantly tailored to natural images and struggle with the unique characteristics of remote sensing images, such as rapidly changing orientations and significant scale variations. These challenges complicate OVS tasks in earth vision, requiring specialized approaches. To tackle this dilemma, we propose the first OVS framework specifically designed for remote sensing imagery, drawing inspiration from the distinct remote sensing traits. Particularly, to address the varying orientations, we introduce a rotation-aggregative similarity computation module that generates orientation-adaptive similarity maps as initial semantic maps. These maps are subsequently refined at both spatial and categorical levels to produce more accurate semantic maps. Additionally, to manage significant scale changes, we integrate multi-scale image features into the upsampling process, resulting in the final scale-aware semantic masks. To advance OVS in earth vision and encourage reproducible research, we establish the first open-sourced OVS benchmark for remote sensing imagery, including four public remote sensing datasets. Extensive experiments on this benchmark demonstrate our proposed method achieves state-of-the-art performance. All codes and datasets are available at https://github.com/caoql98/OVRS.

cs.CV↗

HIMO: A New Benchmark for Full-Body Human Interacting with Multiple Objects

Generating human-object interactions (HOIs) is critical with the tremendous advances of digital avatars. Existing datasets are typically limited to humans interacting with a single object while neglecting the ubiquitous manipulation of multiple objects. Thus, we propose HIMO, a large-scale MoCap dataset of full-body human interacting with multiple objects, containing 3.3K 4D HOI sequences and 4.08M 3D HOI frames. We also annotate HIMO with detailed textual descriptions and temporal segments, benchmarking two novel tasks of HOI synthesis conditioned on either the whole text prompt or the segmented text prompts as fine-grained timeline control. To address these novel tasks, we propose a dual-branch conditional diffusion model with a mutual interaction module for HOI synthesis. Besides, an auto-regressive generation pipeline is also designed to obtain smooth transitions between HOI segments. Experimental results demonstrate the generalization ability to unseen object geometries and temporal compositions.

cs.CV↗

Learning to Solve Combinatorial Optimization under Positive Linear Constraints via Non-Autoregressive Neural Networks

Combinatorial optimization (CO) is the fundamental problem at the intersection of computer science, applied mathematics, etc. The inherent hardness in CO problems brings up challenge for solving CO exactly, making deep-neural-network-based solvers a research frontier. In this paper, we design a family of non-autoregressive neural networks to solve CO problems under positive linear constraints with the following merits. First, the positive linear constraint covers a wide range of CO problems, indicating that our approach breaks the generality bottleneck of existing non-autoregressive networks. Second, compared to existing autoregressive neural network solvers, our non-autoregressive networks have the advantages of higher efficiency and preserving permutation invariance. Third, our offline unsupervised learning has lower demand on high-quality labels, getting rid of the demand of optimal labels in supervised learning. Fourth, our online differentiable search method significantly improves the generalizability of our neural network solver to unseen problems. We validate the effectiveness of this framework in solving representative CO problems including facility location, max-set covering, and traveling salesman problem. Our non-autoregressive neural solvers are competitive to and can be even superior to state-of-the-art solvers such as SCIP and Gurobi, especially when both efficiency and efficacy are considered. Code is available at https://github.com/Thinklab-SJTU/NAR-CO-Solver

cs.LG↗

EasyDGL: Encode, Train and Interpret for Continuous-time Dynamic Graph Learning

Dynamic graphs arise in various real-world applications, and it is often welcomed to model the dynamics directly in continuous time domain for its flexibility. This paper aims to design an easy-to-use pipeline (termed as EasyDGL which is also due to its implementation by DGL toolkit) composed of three key modules with both strong fitting ability and interpretability. Specifically the proposed pipeline which involves encoding, training and interpreting: i) a temporal point process (TPP) modulated attention architecture to endow the continuous-time resolution with the coupled spatiotemporal dynamics of the observed graph with edge-addition events; ii) a principled loss composed of task-agnostic TPP posterior maximization based on observed events on the graph, and a task-aware loss with a masking strategy over dynamic graph, where the covered tasks include dynamic link prediction, dynamic node classification and node traffic forecasting; iii) interpretation of the model outputs (e.g., representations and predictions) with scalable perturbation-based quantitative analysis in the graph Fourier domain, which could more comprehensively reflect the behavior of the learned model. Extensive experimental results on public benchmarks show the superior performance of our EasyDGL for time-conditioned predictive tasks, and in particular demonstrate that EasyDGL can effectively quantify the predictive power of frequency content that a model learn from the evolving graph data.

cs.LG↗

SaccadeDet: A Novel Dual-Stage Architecture for Rapid and Accurate Detection in Gigapixel Images

The advancement of deep learning in object detection has predominantly focused on megapixel images, leaving a critical gap in the efficient processing of gigapixel images. These super high-resolution images present unique challenges due to their immense size and computational demands. To address this, we introduce 'SaccadeDet', an innovative architecture for gigapixel-level object detection, inspired by the human eye saccadic movement. The cornerstone of SaccadeDet is its ability to strategically select and process image regions, dramatically reducing computational load. This is achieved through a two-stage process: the 'saccade' stage, which identifies regions of probable interest, and the 'gaze' stage, which refines detection in these targeted areas. Our approach, evaluated on the PANDA dataset, not only achieves an 8x speed increase over the state-of-the-art methods but also demonstrates significant potential in gigapixel-level pathology analysis through its application to Whole Slide Imaging.

cs.CV↗

LinSATNet: The Positive Linear Satisfiability Neural Networks

Encoding constraints into neural networks is attractive. This paper studies how to introduce the popular positive linear satisfiability to neural networks. We propose the first differentiable satisfiability layer based on an extension of the classic Sinkhorn algorithm for jointly encoding multiple sets of marginal distributions. We further theoretically characterize the convergence property of the Sinkhorn algorithm for multiple marginals. In contrast to the sequential decision e.g.\ reinforcement learning-based solvers, we showcase our technique in solving constrained (specifically satisfiability) problems by one-shot neural networks, including i) a neural routing solver learned without supervision of optimal solutions; ii) a partial graph matching network handling graphs with unmatchable outliers on both sides; iii) a predictive network for financial portfolios with continuous constraints. To our knowledge, there exists no one-shot neural solver for these scenarios when they are formulated as satisfiability problems. Source code is available at https://github.com/Thinklab-SJTU/LinSATNet

cs.AI↗