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Xiu Li

Publications and source records attributed to Xiu Li.

At least 127 records · Page 7Linked to original sources

A Plug-and-Play Physical Motion Restoration Approach for In-the-Wild High-Difficulty Motions

Extracting physically plausible 3D human motion from videos is a critical task. Although existing simulation-based motion imitation methods can enhance the physical quality of daily motions estimated from monocular video capture, extending this capability to high-difficulty motions remains an open challenge. This can be attributed to some flawed motion clips in video-based motion capture results and the inherent complexity in modeling high-difficulty motions. Therefore, sensing the advantage of segmentation in localizing human body, we introduce a mask-based motion correction module (MCM) that leverages motion context and video mask to repair flawed motions, producing imitation-friendly motions; and propose a physics-based motion transfer module (PTM), which employs a pretrain and adapt approach for motion imitation, improving physical plausibility with the ability to handle in-the-wild and challenging motions. Our approach is designed as a plug-and-play module to physically refine the video motion capture results, including high-difficulty in-the-wild motions. Finally, to validate our approach, we collected a challenging in-the-wild test set to establish a benchmark, and our method has demonstrated effectiveness on both the new benchmark and existing public datasets.https://physicalmotionrestoration.github.io

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InterDance:Reactive 3D Dance Generation with Realistic Duet Interactions

Humans perform a variety of interactive motions, among which duet dance is one of the most challenging interactions. However, in terms of human motion generative models, existing works are still unable to generate high-quality interactive motions, especially in the field of duet dance. On the one hand, it is due to the lack of large-scale high-quality datasets. On the other hand, it arises from the incomplete representation of interactive motion and the lack of fine-grained optimization of interactions. To address these challenges, we propose, InterDance, a large-scale duet dance dataset that significantly enhances motion quality, data scale, and the variety of dance genres. Built upon this dataset, we propose a new motion representation that can accurately and comprehensively describe interactive motion. We further introduce a diffusion-based framework with an interaction refinement guidance strategy to optimize the realism of interactions progressively. Extensive experiments demonstrate the effectiveness of our dataset and algorithm.

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Bridging the Divide: Reconsidering Softmax and Linear Attention

Widely adopted in modern Vision Transformer designs, Softmax attention can effectively capture long-range visual information; however, it incurs excessive computational cost when dealing with high-resolution inputs. In contrast, linear attention naturally enjoys linear complexity and has great potential to scale up to higher-resolution images. Nonetheless, the unsatisfactory performance of linear attention greatly limits its practical application in various scenarios. In this paper, we take a step forward to close the gap between the linear and Softmax attention with novel theoretical analyses, which demystify the core factors behind the performance deviations. Specifically, we present two key perspectives to understand and alleviate the limitations of linear attention: the injective property and the local modeling ability. Firstly, we prove that linear attention is not injective, which is prone to assign identical attention weights to different query vectors, thus adding to severe semantic confusion since different queries correspond to the same outputs. Secondly, we confirm that effective local modeling is essential for the success of Softmax attention, in which linear attention falls short. The aforementioned two fundamental differences significantly contribute to the disparities between these two attention paradigms, which is demonstrated by our substantial empirical validation in the paper. In addition, more experiment results indicate that linear attention, as long as endowed with these two properties, can outperform Softmax attention across various tasks while maintaining lower computation complexity. Code is available at https://github.com/LeapLabTHU/InLine.

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COVE: Unleashing the Diffusion Feature Correspondence for Consistent Video Editing

Video editing is an emerging task, in which most current methods adopt the pre-trained text-to-image (T2I) diffusion model to edit the source video in a zero-shot manner. Despite extensive efforts, maintaining the temporal consistency of edited videos remains challenging due to the lack of temporal constraints in the regular T2I diffusion model. To address this issue, we propose COrrespondence-guided Video Editing (COVE), leveraging the inherent diffusion feature correspondence to achieve high-quality and consistent video editing. Specifically, we propose an efficient sliding-window-based strategy to calculate the similarity among tokens in the diffusion features of source videos, identifying the tokens with high correspondence across frames. During the inversion and denoising process, we sample the tokens in noisy latent based on the correspondence and then perform self-attention within them. To save GPU memory usage and accelerate the editing process, we further introduce the temporal-dimensional token merging strategy, which can effectively reduce redundancy. COVE can be seamlessly integrated into the pre-trained T2I diffusion model without the need for extra training or optimization. Extensive experiment results demonstrate that COVE achieves the start-of-the-art performance in various video editing scenarios, outperforming existing methods both quantitatively and qualitatively. The code will be release at https://github.com/wangjiangshan0725/COVE.

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InstantSwap: Fast Customized Concept Swapping across Sharp Shape Differences

Recent advances in Customized Concept Swapping (CCS) enable a text-to-image model to swap a concept in the source image with a customized target concept. However, the existing methods still face the challenges of inconsistency and inefficiency. They struggle to maintain consistency in both the foreground and background during concept swapping, especially when the shape difference is large between objects. Additionally, they either require time-consuming training processes or involve redundant calculations during inference. To tackle these issues, we introduce InstantSwap, a new CCS method that aims to handle sharp shape disparity at speed. Specifically, we first extract the bbox of the object in the source image automatically based on attention map analysis and leverage the bbox to achieve both foreground and background consistency. For background consistency, we remove the gradient outside the bbox during the swapping process so that the background is free from being modified. For foreground consistency, we employ a cross-attention mechanism to inject semantic information into both source and target concepts inside the box. This helps learn semantic-enhanced representations that encourage the swapping process to focus on the foreground objects. To improve swapping speed, we avoid computing gradients at each timestep but instead calculate them periodically to reduce the number of forward passes, which improves efficiency a lot with a little sacrifice on performance. Finally, we establish a benchmark dataset to facilitate comprehensive evaluation. Extensive evaluations demonstrate the superiority and versatility of InstantSwap. Project Page: https://instantswap.github.io/

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AToM: Aligning Text-to-Motion Model at Event-Level with GPT-4Vision Reward

Recently, text-to-motion models have opened new possibilities for creating realistic human motion with greater efficiency and flexibility. However, aligning motion generation with event-level textual descriptions presents unique challenges due to the complex relationship between textual prompts and desired motion outcomes. To address this, we introduce AToM, a framework that enhances the alignment between generated motion and text prompts by leveraging reward from GPT-4Vision. AToM comprises three main stages: Firstly, we construct a dataset MotionPrefer that pairs three types of event-level textual prompts with generated motions, which cover the integrity, temporal relationship and frequency of motion. Secondly, we design a paradigm that utilizes GPT-4Vision for detailed motion annotation, including visual data formatting, task-specific instructions and scoring rules for each sub-task. Finally, we fine-tune an existing text-to-motion model using reinforcement learning guided by this paradigm. Experimental results demonstrate that AToM significantly improves the event-level alignment quality of text-to-motion generation.

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SUMO: Search-Based Uncertainty Estimation for Model-Based Offline Reinforcement Learning

The performance of offline reinforcement learning (RL) suffers from the limited size and quality of static datasets. Model-based offline RL addresses this issue by generating synthetic samples through a dynamics model to enhance overall performance. To evaluate the reliability of the generated samples, uncertainty estimation methods are often employed. However, model ensemble, the most commonly used uncertainty estimation method, is not always the best choice. In this paper, we propose a \textbf{S}earch-based \textbf{U}ncertainty estimation method for \textbf{M}odel-based \textbf{O}ffline RL (SUMO) as an alternative. SUMO characterizes the uncertainty of synthetic samples by measuring their cross entropy against the in-distribution dataset samples, and uses an efficient search-based method for implementation. In this way, SUMO can achieve trustworthy uncertainty estimation. We integrate SUMO into several model-based offline RL algorithms including MOPO and Adapted MOReL (AMOReL), and provide theoretical analysis for them. Extensive experimental results on D4RL datasets demonstrate that SUMO can provide more accurate uncertainty estimation and boost the performance of base algorithms. These indicate that SUMO could be a better uncertainty estimator for model-based offline RL when used in either reward penalty or trajectory truncation. Our code is available and will be open-source for further research and development.

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ODRL: A Benchmark for Off-Dynamics Reinforcement Learning

We consider off-dynamics reinforcement learning (RL) where one needs to transfer policies across different domains with dynamics mismatch. Despite the focus on developing dynamics-aware algorithms, this field is hindered due to the lack of a standard benchmark. To bridge this gap, we introduce ODRL, the first benchmark tailored for evaluating off-dynamics RL methods. ODRL contains four experimental settings where the source and target domains can be either online or offline, and provides diverse tasks and a broad spectrum of dynamics shifts, making it a reliable platform to comprehensively evaluate the agent's adaptation ability to the target domain. Furthermore, ODRL includes recent off-dynamics RL algorithms in a unified framework and introduces some extra baselines for different settings, all implemented in a single-file manner. To unpack the true adaptation capability of existing methods, we conduct extensive benchmarking experiments, which show that no method has universal advantages across varied dynamics shifts. We hope this benchmark can serve as a cornerstone for future research endeavors. Our code is publicly available at https://github.com/OffDynamicsRL/off-dynamics-rl.

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Lodge++: High-quality and Long Dance Generation with Vivid Choreography Patterns

We propose Lodge++, a choreography framework to generate high-quality, ultra-long, and vivid dances given the music and desired genre. To handle the challenges in computational efficiency, the learning of complex and vivid global choreography patterns, and the physical quality of local dance movements, Lodge++ adopts a two-stage strategy to produce dances from coarse to fine. In the first stage, a global choreography network is designed to generate coarse-grained dance primitives that capture complex global choreography patterns. In the second stage, guided by these dance primitives, a primitive-based dance diffusion model is proposed to further generate high-quality, long-sequence dances in parallel, faithfully adhering to the complex choreography patterns. Additionally, to improve the physical plausibility, Lodge++ employs a penetration guidance module to resolve character self-penetration, a foot refinement module to optimize foot-ground contact, and a multi-genre discriminator to maintain genre consistency throughout the dance. Lodge++ is validated by extensive experiments, which show that our method can rapidly generate ultra-long dances suitable for various dance genres, ensuring well-organized global choreography patterns and high-quality local motion.

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Coarse-to-fine Dynamic Uplift Modeling for Real-time Video Recommendation

With the rise of short video platforms, video recommendation technology faces more complex challenges. Currently, there are multiple non-personalized modules in the video recommendation pipeline that urgently need personalized modeling techniques for improvement. Inspired by the success of uplift modeling in online marketing, we attempt to implement uplift modeling in the video recommendation scenario. However, we face two main challenges: 1) Design and utilization of treatments, and 2) Capture of user real-time interest. To address them, we design adjusting the distribution of videos with varying durations as the treatment and propose Coarse-to-fine Dynamic Uplift Modeling (CDUM) for real-time video recommendation. CDUM consists of two modules, CPM and FIC. The former module fully utilizes the offline features of users to model their long-term preferences, while the latter module leverages online real-time contextual features and request-level candidates to model users' real-time interests. These two modules work together to dynamically identify and targeting specific user groups and applying treatments effectively. Further, we conduct comprehensive experiments on the offline public and industrial datasets and online A/B test, demonstrating the superiority and effectiveness of our proposed CDUM. Our proposed CDUM is eventually fully deployed on the Kuaishou platform, serving hundreds of millions of users every day. The source code will be provided after the paper is accepted.

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A Large Language Model-Driven Reward Design Framework via Dynamic Feedback for Reinforcement Learning

Large Language Models (LLMs) have shown significant potential in designing reward functions for Reinforcement Learning (RL) tasks. However, obtaining high-quality reward code often involves human intervention, numerous LLM queries, or repetitive RL training. To address these issues, we propose CARD, a LLM-driven Reward Design framework that iteratively generates and improves reward function code. Specifically, CARD includes a Coder that generates and verifies the code, while a Evaluator provides dynamic feedback to guide the Coder in improving the code, eliminating the need for human feedback. In addition to process feedback and trajectory feedback, we introduce Trajectory Preference Evaluation (TPE), which evaluates the current reward function based on trajectory preferences. If the code fails the TPE, the Evaluator provides preference feedback, avoiding RL training at every iteration and making the reward function better aligned with the task objective. Empirical results on Meta-World and ManiSkill2 demonstrate that our method achieves an effective balance between task performance and token efficiency, outperforming or matching the baselines across all tasks. On 10 out of 12 tasks, CARD shows better or comparable performance to policies trained with expert-designed rewards, and our method even surpasses the oracle on 3 tasks.

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Understanding What Affects the Generalization Gap in Visual Reinforcement Learning: Theory and Empirical Evidence

Recently, there are many efforts attempting to learn useful policies for continuous control in visual reinforcement learning (RL). In this scenario, it is important to learn a generalizable policy, as the testing environment may differ from the training environment, e.g., there exist distractors during deployment. Many practical algorithms are proposed to handle this problem. However, to the best of our knowledge, none of them provide a theoretical understanding of what affects the generalization gap and why their proposed methods work. In this paper, we bridge this issue by theoretically answering the key factors that contribute to the generalization gap when the testing environment has distractors. Our theories indicate that minimizing the representation distance between training and testing environments, which aligns with human intuition, is the most critical for the benefit of reducing the generalization gap. Our theoretical results are supported by the empirical evidence in the DMControl Generalization Benchmark (DMC-GB).

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UW-SDF: Exploiting Hybrid Geometric Priors for Neural SDF Reconstruction from Underwater Multi-view Monocular Images

Due to the unique characteristics of underwater environments, accurate 3D reconstruction of underwater objects poses a challenging problem in tasks such as underwater exploration and mapping. Traditional methods that rely on multiple sensor data for 3D reconstruction are time-consuming and face challenges in data acquisition in underwater scenarios. We propose UW-SDF, a framework for reconstructing target objects from multi-view underwater images based on neural SDF. We introduce hybrid geometric priors to optimize the reconstruction process, markedly enhancing the quality and efficiency of neural SDF reconstruction. Additionally, to address the challenge of segmentation consistency in multi-view images, we propose a novel few-shot multi-view target segmentation strategy using the general-purpose segmentation model (SAM), enabling rapid automatic segmentation of unseen objects. Through extensive qualitative and quantitative experiments on diverse datasets, we demonstrate that our proposed method outperforms the traditional underwater 3D reconstruction method and other neural rendering approaches in the field of underwater 3D reconstruction.

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GRA: Detecting Oriented Objects through Group-wise Rotating and Attention

Oriented object detection, an emerging task in recent years, aims to identify and locate objects across varied orientations. This requires the detector to accurately capture the orientation information, which varies significantly within and across images. Despite the existing substantial efforts, simultaneously ensuring model effectiveness and parameter efficiency remains challenging in this scenario. In this paper, we propose a lightweight yet effective Group-wise Rotating and Attention (GRA) module to replace the convolution operations in backbone networks for oriented object detection. GRA can adaptively capture fine-grained features of objects with diverse orientations, comprising two key components: Group-wise Rotating and Group-wise Attention. Group-wise Rotating first divides the convolution kernel into groups, where each group extracts different object features by rotating at a specific angle according to the object orientation. Subsequently, Group-wise Attention is employed to adaptively enhance the object-related regions in the feature. The collaborative effort of these components enables GRA to effectively capture the various orientation information while maintaining parameter efficiency. Extensive experimental results demonstrate the superiority of our method. For example, GRA achieves a new state-of-the-art (SOTA) on the DOTA-v2.0 benchmark, while saving the parameters by nearly 50% compared to the previous SOTA method. Code will be released.

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FAFA: Frequency-Aware Flow-Aided Self-Supervision for Underwater Object Pose Estimation

Although methods for estimating the pose of objects in indoor scenes have achieved great success, the pose estimation of underwater objects remains challenging due to difficulties brought by the complex underwater environment, such as degraded illumination, blurring, and the substantial cost of obtaining real annotations. In response, we introduce FAFA, a Frequency-Aware Flow-Aided self-supervised framework for 6D pose estimation of unmanned underwater vehicles (UUVs). Essentially, we first train a frequency-aware flow-based pose estimator on synthetic data, where an FFT-based augmentation approach is proposed to facilitate the network in capturing domain-invariant features and target domain styles from a frequency perspective. Further, we perform self-supervised training by enforcing flow-aided multi-level consistencies to adapt it to the real-world underwater environment. Our framework relies solely on the 3D model and RGB images, alleviating the need for any real pose annotations or other-modality data like depths. We evaluate the effectiveness of FAFA on common underwater object pose benchmarks and showcase significant performance improvements compared to state-of-the-art methods. Code is available at github.com/tjy0703/FAFA.

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CoST: Contrastive Quantization based Semantic Tokenization for Generative Recommendation

Embedding-based retrieval serves as a dominant approach to candidate item matching for industrial recommender systems. With the success of generative AI, generative retrieval has recently emerged as a new retrieval paradigm for recommendation, which casts item retrieval as a generation problem. Its model consists of two stages: semantic tokenization and autoregressive generation. The first stage involves item tokenization that constructs discrete semantic tokens to index items, while the second stage autoregressively generates semantic tokens of candidate items. Therefore, semantic tokenization serves as a crucial preliminary step for training generative recommendation models. Existing research usually employs a vector quantizier with reconstruction loss (e.g., RQ-VAE) to obtain semantic tokens of items, but this method fails to capture the essential neighborhood relationships that are vital for effective item modeling in recommender systems. In this paper, we propose a contrastive quantization-based semantic tokenization approach, named CoST, which harnesses both item relationships and semantic information to learn semantic tokens. Our experimental results highlight the significant impact of semantic tokenization on generative recommendation performance, with CoST achieving up to a 43% improvement in Recall@5 and 44% improvement in NDCG@5 on the MIND dataset over previous baselines.

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A Survey of Camouflaged Object Detection and Beyond

Camouflaged Object Detection (COD) refers to the task of identifying and segmenting objects that blend seamlessly into their surroundings, posing a significant challenge for computer vision systems. In recent years, COD has garnered widespread attention due to its potential applications in surveillance, wildlife conservation, autonomous systems, and more. While several surveys on COD exist, they often have limitations in terms of the number and scope of papers covered, particularly regarding the rapid advancements made in the field since mid-2023. To address this void, we present the most comprehensive review of COD to date, encompassing both theoretical frameworks and practical contributions to the field. This paper explores various COD methods across four domains, including both image-level and video-level solutions, from the perspectives of traditional and deep learning approaches. We thoroughly investigate the correlations between COD and other camouflaged scenario methods, thereby laying the theoretical foundation for subsequent analyses. Beyond object-level detection, we also summarize extended methods for instance-level tasks, including camouflaged instance segmentation, counting, and ranking. Additionally, we provide an overview of commonly used benchmarks and evaluation metrics in COD tasks, conducting a comprehensive evaluation of deep learning-based techniques in both image and video domains, considering both qualitative and quantitative performance. Finally, we discuss the limitations of current COD models and propose 9 promising directions for future research, focusing on addressing inherent challenges and exploring novel, meaningful technologies. For those interested, a curated list of COD-related techniques, datasets, and additional resources can be found at https://github.com/ChunmingHe/awesome-concealed-object-segmentation

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Mind the Model, Not the Agent: The Primacy Bias in Model-based RL

The primacy bias in model-free reinforcement learning (MFRL), which refers to the agent's tendency to overfit early data and lose the ability to learn from new data, can significantly decrease the performance of MFRL algorithms. Previous studies have shown that employing simple techniques, such as resetting the agent's parameters, can substantially alleviate the primacy bias in MFRL. However, the primacy bias in model-based reinforcement learning (MBRL) remains unexplored. In this work, we focus on investigating the primacy bias in MBRL. We begin by observing that resetting the agent's parameters harms its performance in the context of MBRL. We further find that the primacy bias in MBRL is more closely related to the primacy bias of the world model instead of the primacy bias of the agent. Based on this finding, we propose \textit{world model resetting}, a simple yet effective technique to alleviate the primacy bias in MBRL. We apply our method to two different MBRL algorithms, MBPO and DreamerV2. We validate the effectiveness of our method on multiple continuous control tasks on MuJoCo and DeepMind Control Suite, as well as discrete control tasks on Atari 100k benchmark. The experimental results show that \textit{world model resetting} can significantly alleviate the primacy bias in the model-based setting and improve the algorithm's performance. We also give a guide on how to perform \textit{world model resetting} effectively.

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