Searcharxiv⌕ Search

arXiv subjects

Xinhan Di

Publications and source records attributed to Xinhan Di.

At least 37 records · Page 2Linked to original sources

HieraFashDiff: Hierarchical Fashion Design with Multi-stage Diffusion Models

Fashion design is a challenging and complex process.Recent works on fashion generation and editing are all agnostic of the actual fashion design process, which limits their usage in practice.In this paper, we propose a novel hierarchical diffusion-based framework tailored for fashion design, coined as HieraFashDiff. Our model is designed to mimic the practical fashion design workflow, by unraveling the denosing process into two successive stages: 1) an ideation stage that generates design proposals given high-level concepts and 2) an iteration stage that continuously refines the proposals using low-level attributes. Our model supports fashion design generation and fine-grained local editing in a single framework. To train our model, we contribute a new dataset of full-body fashion images annotated with hierarchical text descriptions. Extensive evaluations show that, as compared to prior approaches, our method can generate fashion designs and edited results with higher fidelity and better prompt adherence, showing its promising potential to augment the practical fashion design workflow. Code and Dataset are available at https://github.com/haoli-zbdbc/hierafashdiff.

cs.CV↗

YingSound: Video-Guided Sound Effects Generation with Multi-modal Chain-of-Thought Controls

Generating sound effects for product-level videos, where only a small amount of labeled data is available for diverse scenes, requires the production of high-quality sounds in few-shot settings. To tackle the challenge of limited labeled data in real-world scenes, we introduce YingSound, a foundation model designed for video-guided sound generation that supports high-quality audio generation in few-shot settings. Specifically, YingSound consists of two major modules. The first module uses a conditional flow matching transformer to achieve effective semantic alignment in sound generation across audio and visual modalities. This module aims to build a learnable audio-visual aggregator (AVA) that integrates high-resolution visual features with corresponding audio features at multiple stages. The second module is developed with a proposed multi-modal visual-audio chain-of-thought (CoT) approach to generate finer sound effects in few-shot settings. Finally, an industry-standard video-to-audio (V2A) dataset that encompasses various real-world scenarios is presented. We show that YingSound effectively generates high-quality synchronized sounds across diverse conditional inputs through automated evaluations and human studies. Project Page: \url{https://giantailab.github.io/yingsound/}

cs.SD↗

Towards Full-parameter and Parameter-efficient Self-learning For Endoscopic Camera Depth Estimation

Adaptation methods are developed to adapt depth foundation models to endoscopic depth estimation recently. However, such approaches typically under-perform training since they limit the parameter search to a low-rank subspace and alter the training dynamics. Therefore, we propose a full-parameter and parameter-efficient learning framework for endoscopic depth estimation. At the first stage, the subspace of attention, convolution and multi-layer perception are adapted simultaneously within different sub-spaces. At the second stage, a memory-efficient optimization is proposed for subspace composition and the performance is further improved in the united sub-space. Initial experiments on the SCARED dataset demonstrate that results at the first stage improves the performance from 10.2% to 4.1% for Sq Rel, Abs Rel, RMSE and RMSE log in the comparison with the state-of-the-art models.

cs.CV↗

Multi-Stage Graph Learning for fMRI Analysis to Diagnose Neuro-Developmental Disorders

The insufficient supervision limit the performance of the deep supervised models for brain disease diagnosis. It is important to develop a learning framework that can capture more information in limited data and insufficient supervision. To address these issues at some extend, we propose a multi-stage graph learning framework which incorporates 1) pretrain stage : self-supervised graph learning on insufficient supervision of the fmri data 2) fine-tune stage : supervised graph learning for brain disorder diagnosis. Experiment results on three datasets, Autism Brain Imaging Data Exchange ABIDE I, ABIDE II and ADHD with AAL1,demonstrating the superiority and generalizability of the proposed framework compared to the state of art of models.(ranging from 0.7330 to 0.9321,0.7209 to 0.9021,0.6338 to 0.6699)

q-bio.NC↗

OCC-MLLM:Empowering Multimodal Large Language Model For the Understanding of Occluded Objects

There is a gap in the understanding of occluded objects in existing large-scale visual language multi-modal models. Current state-of-the-art multimodal models fail to provide satisfactory results in describing occluded objects for visual-language multimodal models through universal visual encoders. Another challenge is the limited number of datasets containing image-text pairs with a large number of occluded objects. Therefore, we introduce a novel multimodal model that applies a newly designed visual encoder to understand occluded objects in RGB images. We also introduce a large-scale visual-language pair dataset for training large-scale visual-language multimodal models and understanding occluded objects. We start our experiments comparing with the state-of-the-art models.

cs.CV↗

OCC-MLLM-Alpha:Empowering Multi-modal Large Language Model for the Understanding of Occluded Objects with Self-Supervised Test-Time Learning

There is a gap in the understanding of occluded objects in existing large-scale visual language multi-modal models. Current state-of-the-art multi-modal models fail to provide satisfactory results in describing occluded objects through universal visual encoders and supervised learning strategies. Therefore, we introduce a multi-modal large language framework and corresponding self-supervised learning strategy with support of 3D generation. We start our experiments comparing with the state-of-the-art models in the evaluation of a large-scale dataset SOMVideo [18]. The initial results demonstrate the improvement of 16.92% in comparison with the state-of-the-art VLM models.

cs.CV↗

Self-Supervised Learning of Deviation in Latent Representation for Co-speech Gesture Video Generation

Gestures are pivotal in enhancing co-speech communication. While recent works have mostly focused on point-level motion transformation or fully supervised motion representations through data-driven approaches, we explore the representation of gestures in co-speech, with a focus on self-supervised representation and pixel-level motion deviation, utilizing a diffusion model which incorporates latent motion features. Our approach leverages self-supervised deviation in latent representation to facilitate hand gestures generation, which are crucial for generating realistic gesture videos. Results of our first experiment demonstrate that our method enhances the quality of generated videos, with an improvement from 2.7 to 4.5% for FGD, DIV, and FVD, and 8.1% for PSNR, 2.5% for SSIM over the current state-of-the-art methods.

cs.CV↗

Bailing-TTS: Chinese Dialectal Speech Synthesis Towards Human-like Spontaneous Representation

Large-scale text-to-speech (TTS) models have made significant progress recently.However, they still fall short in the generation of Chinese dialectal speech. Toaddress this, we propose Bailing-TTS, a family of large-scale TTS models capable of generating high-quality Chinese dialectal speech. Bailing-TTS serves as a foundation model for Chinese dialectal speech generation. First, continual semi-supervised learning is proposed to facilitate the alignment of text tokens and speech tokens. Second, the Chinese dialectal representation learning is developed using a specific transformer architecture and multi-stage training processes. With the proposed design of novel network architecture and corresponding strategy, Bailing-TTS is able to generate Chinese dialectal speech from text effectively and efficiently. Experiments demonstrate that Bailing-TTS generates Chinese dialectal speech towards human-like spontaneous representation. Readers are encouraged to listen to demos at \url{https://c9412600.github.io/bltts_tech_report/index.html}.

cs.CL↗

Hierarchical Reinforcement Learning for Furniture Layout in Virtual Indoor Scenes

In real life, the decoration of 3D indoor scenes through designing furniture layout provides a rich experience for people. In this paper, we explore the furniture layout task as a Markov decision process (MDP) in virtual reality, which is solved by hierarchical reinforcement learning (HRL). The goal is to produce a proper two-furniture layout in the virtual reality of the indoor scenes. In particular, we first design a simulation environment and introduce the HRL formulation for a two-furniture layout. We then apply a hierarchical actor-critic algorithm with curriculum learning to solve the MDP. We conduct our experiments on a large-scale real-world interior layout dataset that contains industrial designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts as compared with the state-of-art models.

cs.CV↗

LWA-HAND: Lightweight Attention Hand for Interacting Hand Reconstruction

Recent years have witnessed great success for hand reconstruction in real-time applications such as visual reality and augmented reality while interacting with two-hand reconstruction through efficient transformers is left unexplored. In this paper, we propose a method called lightweight attention hand (LWA-HAND) to reconstruct hands in low flops from a single RGB image. To solve the occlusion and interaction problem in efficient attention architectures, we propose three mobile attention modules in this paper. The first module is a lightweight feature attention module that extracts both local occlusion representation and global image patch representation in a coarse-to-fine manner. The second module is a cross image and graph bridge module which fuses image context and hand vertex. The third module is a lightweight cross-attention mechanism that uses element-wise operation for the cross-attention of two hands in linear complexity. The resulting model achieves comparable performance on the InterHand2.6M benchmark in comparison with the state-of-the-art models. Simultaneously, it reduces the flops to $0.47GFlops$ while the state-of-the-art models have heavy computations between $10GFlops$ and $20GFlops$.

cs.CV↗

Multi-Agent Reinforcement Learning of 3D Furniture Layout Simulation in Indoor Graphics Scenes

In the industrial interior design process, professional designers plan the furniture layout to achieve a satisfactory 3D design for selling. In this paper, we explore the interior graphics scenes design task as a Markov decision process (MDP) in 3D simulation, which is solved by multi-agent reinforcement learning. The goal is to produce furniture layout in the 3D simulation of the indoor graphics scenes. In particular, we firstly transform the 3D interior graphic scenes into two 2D simulated scenes. We then design the simulated environment and apply two reinforcement learning agents to learn the optimal 3D layout for the MDP formulation in a cooperative way. We conduct our experiments on a large-scale real-world interior layout dataset that contains industrial designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts as compared with the state-of-art model. The developed simulator and codes are available at \url{https://github.com/CODE-SUBMIT/simulator2}.

cs.CV↗

Deep Reinforcement Learning for Producing Furniture Layout in Indoor Scenes

In the industrial interior design process, professional designers plan the size and position of furniture in a room to achieve a satisfactory design for selling. In this paper, we explore the interior scene design task as a Markov decision process (MDP), which is solved by deep reinforcement learning. The goal is to produce an accurate position and size of the furniture simultaneously for the indoor layout task. In particular, we first formulate the furniture layout task as a MDP problem by defining the state, action, and reward function. We then design the simulated environment and train reinforcement learning agents to produce the optimal layout for the MDP formulation. We conduct our experiments on a large-scale real-world interior layout dataset that contains industrial designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts as compared with the state-of-art model. The developed simulator and codes are available at \url{https://github.com/CODE-SUBMIT/simulator1}.

cs.CV↗

Deep Layout of Custom-size Furniture through Multiple-domain Learning

In this paper, we propose a multiple-domain model for producing a custom-size furniture layout in the interior scene. This model is aimed to support professional interior designers to produce interior decoration solutions with custom-size furniture more quickly. The proposed model combines a deep layout module, a domain attention module, a dimensional domain transfer module, and a custom-size module in the end-end training. Compared with the prior work on scene synthesis, our proposed model enhances the ability of auto-layout of custom-size furniture in the interior room. We conduct our experiments on a real-world interior layout dataset that contains $710,700$ designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts of custom-size furniture in comparison with the state-of-art model.

cs.CV↗

End-to-end Generative Floor-plan and Layout with Attributes and Relation Graph

In this paper, we propose an end-end model for producing furniture layout for interior scene synthesis from the random vector. This proposed model is aimed to support professional interior designers to produce the interior decoration solutions more quickly. The proposed model combines a conditional floor-plan module of the room, a conditional graphical floor-plan module of the room and a conditional layout module. As compared with the prior work on scene synthesis, our proposed three modules enhance the ability of auto-layout generation given the dimensional category of the room. We conduct our experiments on the proposed real-world interior layout dataset that contains $191208$ designs from the professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts in comparison with the state-of-the-art model. The dataset and code are released \href{https://github.com/CODE-SUBMIT/dataset3}{Dataset,Code}

cs.CV↗

Structural Plan of Indoor Scenes with Personalized Preferences

In this paper, we propose an assistive model that supports professional interior designers to produce industrial interior decoration solutions and to meet the personalized preferences of the property owners. The proposed model is able to automatically produce the layout of objects of a particular indoor scene according to property owners' preferences. In particular, the model consists of the extraction of abstract graph, conditional graph generation, and conditional scene instantiation. We provide an interior layout dataset that contains real-world 11000 designs from professional designers. Our numerical results on the dataset demonstrate the effectiveness of the proposed model compared with the state-of-art methods.

cs.CV↗

Adversarial Model for Rotated Indoor Scenes Planning

In this paper, we propose an adversarial model for producing furniture layout for interior scene synthesis when the interior room is rotated. The proposed model combines a conditional adversarial network, a rotation module, a mode module, and a rotation discriminator module. As compared with the prior work on scene synthesis, our proposed three modules enhance the ability of auto-layout generation and reduce the mode collapse during the rotation of the interior room. We conduct our experiments on a proposed real-world interior layout dataset that contains 14400 designs from the professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts for four types of rooms, including the bedroom, the bathroom, the study room, and the tatami room.

cs.CV↗

Mutual Information Maximization in Graph Neural Networks

A variety of graph neural networks (GNNs) frameworks for representation learning on graphs have been recently developed. These frameworks rely on aggregation and iteration scheme to learn the representation of nodes. However, information between nodes is inevitably lost in the scheme during learning. In order to reduce the loss, we extend the GNNs frameworks by exploring the aggregation and iteration scheme in the methodology of mutual information. We propose a new approach of enlarging the normal neighborhood in the aggregation of GNNs, which aims at maximizing mutual information. Based on a series of experiments conducted on several benchmark datasets, we show that the proposed approach improves the state-of-the-art performance for four types of graph tasks, including supervised and semi-supervised graph classification, graph link prediction and graph edge generation and classification.

cs.LG↗

The Direction-Aware, Learnable, Additive Kernels and the Adversarial Network for Deep Floor Plan Recognition

This paper presents a new approach for the recognition of elements in floor plan layouts. Besides of elements with common shapes, we aim to recognize elements with irregular shapes such as circular rooms and inclined walls. Furthermore, the reduction of noise in the semantic segmentation of the floor plan is on demand. To this end, we propose direction-aware, learnable, additive kernels in the application of both the context module and common convolutional blocks. We apply them for high performance of elements with both common and irregular shapes. Besides, an adversarial network with two discriminators is proposed to further improve the accuracy of the elements and to reduce the noise of the semantic segmentation. Experimental results demonstrate the superiority and effectiveness of the proposed network over the state-of-the-art methods.

cs.CV↗