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Xiuwei Xu

Publications and source records attributed to Xiuwei Xu.

32 records · Page 2Linked to original sources

EfficientLLaVA:Generalizable Auto-Pruning for Large Vision-language Models

While multimodal large language models demonstrate strong performance in complex reasoning tasks, they pose significant challenges related to model complexity during deployment, especially for resource-limited devices. In this paper, we propose an automatic pruning method for large vision-language models to enhance the efficiency of multimodal reasoning. Conventional methods rely on the training data of the original model to select the proper pruning ratio for different network components. However, these methods are impractical for large vision-language models due to the unaffordable search costs caused by web-scale training corpus. In contrast, our approach only leverages a small number of samples to search for the desired pruning policy by maximizing its generalization ability on unknown training data while maintaining the model accuracy, which enables the achievement of an optimal trade-off between accuracy and efficiency for large visual language models. Specifically, we formulate the generalization gap of the pruning strategy using the structural risk minimization principle. Based on both task performance and generalization capability, we iteratively search for the optimal pruning policy within a given search space and optimize the vision projector to evolve the search space with higher upper bound of performance. We conduct extensive experiments on the ScienceQA, Vizwiz, MM-vet, and LLaVA-Bench datasets for the task of visual question answering. Using only 64 samples for pruning policy search, EfficientLLaVA achieves an accuracy of 83.05% on ScienceQA, along with a $\times$ 1.8 speedup compared to the dense LLaVA-v1.5-7B model.

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UniGoal: Towards Universal Zero-shot Goal-oriented Navigation

In this paper, we propose a general framework for universal zero-shot goal-oriented navigation. Existing zero-shot methods build inference framework upon large language models (LLM) for specific tasks, which differs a lot in overall pipeline and fails to generalize across different types of goal. Towards the aim of universal zero-shot navigation, we propose a uniform graph representation to unify different goals, including object category, instance image and text description. We also convert the observation of agent into an online maintained scene graph. With this consistent scene and goal representation, we preserve most structural information compared with pure text and are able to leverage LLM for explicit graph-based reasoning. Specifically, we conduct graph matching between the scene graph and goal graph at each time instant and propose different strategies to generate long-term goal of exploration according to different matching states. The agent first iteratively searches subgraph of goal when zero-matched. With partial matching, the agent then utilizes coordinate projection and anchor pair alignment to infer the goal location. Finally scene graph correction and goal verification are applied for perfect matching. We also present a blacklist mechanism to enable robust switch between stages. Extensive experiments on several benchmarks show that our UniGoal achieves state-of-the-art zero-shot performance on three studied navigation tasks with a single model, even outperforming task-specific zero-shot methods and supervised universal methods.

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MoManipVLA: Transferring Vision-language-action Models for General Mobile Manipulation

Mobile manipulation is the fundamental challenge for robotics to assist humans with diverse tasks and environments in everyday life. However, conventional mobile manipulation approaches often struggle to generalize across different tasks and environments because of the lack of large-scale training. In contrast, recent advances in vision-language-action (VLA) models have shown impressive generalization capabilities, but these foundation models are developed for fixed-base manipulation tasks. Therefore, we propose an efficient policy adaptation framework named MoManipVLA to transfer pre-trained VLA models of fix-base manipulation to mobile manipulation, so that high generalization ability across tasks and environments can be achieved in mobile manipulation policy. Specifically, we utilize pre-trained VLA models to generate waypoints of the end-effector with high generalization ability. We design motion planning objectives for the mobile base and the robot arm, which aim at maximizing the physical feasibility of the trajectory. Finally, we present an efficient bi-level objective optimization framework for trajectory generation, where the upper-level optimization predicts waypoints for base movement to enhance the manipulator policy space, and the lower-level optimization selects the optimal end-effector trajectory to complete the manipulation task. In this way, MoManipVLA can adjust the position of the robot base in a zero-shot manner, thus making the waypoints predicted from the fixed-base VLA models feasible. Extensive experimental results on OVMM and the real world demonstrate that MoManipVLA achieves a 4.2% higher success rate than the state-of-the-art mobile manipulation, and only requires 50 training cost for real world deployment due to the strong generalization ability in the pre-trained VLA models.

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TSP3D: Text-guided Sparse Voxel Pruning for Efficient 3D Visual Grounding

In this paper, we propose an efficient multi-level convolution architecture for 3D visual grounding. Conventional methods are difficult to meet the requirements of real-time inference due to the two-stage or point-based architecture. Inspired by the success of multi-level fully sparse convolutional architecture in 3D object detection, we aim to build a new 3D visual grounding framework following this technical route. However, as in 3D visual grounding task the 3D scene representation should be deeply interacted with text features, sparse convolution-based architecture is inefficient for this interaction due to the large amount of voxel features. To this end, we propose text-guided pruning (TGP) and completion-based addition (CBA) to deeply fuse 3D scene representation and text features in an efficient way by gradual region pruning and target completion. Specifically, TGP iteratively sparsifies the 3D scene representation and thus efficiently interacts the voxel features with text features by cross-attention. To mitigate the affect of pruning on delicate geometric information, CBA adaptively fixes the over-pruned region by voxel completion with negligible computational overhead. Compared with previous single-stage methods, our method achieves top inference speed and surpasses previous fastest method by 100\% FPS. Our method also achieves state-of-the-art accuracy even compared with two-stage methods, with $+1.13$ lead of Acc@0.5 on ScanRefer, and $+2.6$ and $+3.2$ leads on NR3D and SR3D respectively. The code is available at \href{https://github.com/GWxuan/TSP3D}{https://github.com/GWxuan/TSP3D}.

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Q-VLM: Post-training Quantization for Large Vision-Language Models

In this paper, we propose a post-training quantization framework of large vision-language models (LVLMs) for efficient multi-modal inference. Conventional quantization methods sequentially search the layer-wise rounding functions by minimizing activation discretization errors, which fails to acquire optimal quantization strategy without considering cross-layer dependency. On the contrary, we mine the cross-layer dependency that significantly influences discretization errors of the entire vision-language model, and embed this dependency into optimal quantization strategy searching with low search cost. Specifically, we observe the strong correlation between the activation entropy and the cross-layer dependency concerning output discretization errors. Therefore, we employ the entropy as the proxy to partition blocks optimally, which aims to achieve satisfying trade-offs between discretization errors and the search cost. Moreover, we optimize the visual encoder to disentangle the cross-layer dependency for fine-grained decomposition of search space, so that the search cost is further reduced without harming the quantization accuracy. Experimental results demonstrate that our method compresses the memory by 2.78x and increase generate speed by 1.44x about 13B LLaVA model without performance degradation on diverse multi-modal reasoning tasks. Code is available at https://github.com/ChangyuanWang17/QVLM.

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EmbodiedSAM: Online Segment Any 3D Thing in Real Time

Embodied tasks require the agent to fully understand 3D scenes simultaneously with its exploration, so an online, real-time, fine-grained and highly-generalized 3D perception model is desperately needed. Since high-quality 3D data is limited, directly training such a model in 3D is almost infeasible. Meanwhile, vision foundation models (VFM) has revolutionized the field of 2D computer vision with superior performance, which makes the use of VFM to assist embodied 3D perception a promising direction. However, most existing VFM-assisted 3D perception methods are either offline or too slow that cannot be applied in practical embodied tasks. In this paper, we aim to leverage Segment Anything Model (SAM) for real-time 3D instance segmentation in an online setting. This is a challenging problem since future frames are not available in the input streaming RGB-D video, and an instance may be observed in several frames so object matching between frames is required. To address these challenges, we first propose a geometric-aware query lifting module to represent the 2D masks generated by SAM by 3D-aware queries, which is then iteratively refined by a dual-level query decoder. In this way, the 2D masks are transferred to fine-grained shapes on 3D point clouds. Benefit from the query representation for 3D masks, we can compute the similarity matrix between the 3D masks from different views by efficient matrix operation, which enables real-time inference. Experiments on ScanNet, ScanNet200, SceneNN and 3RScan show our method achieves leading performance even compared with offline methods. Our method also demonstrates great generalization ability in several zero-shot dataset transferring experiments and show great potential in open-vocabulary and data-efficient setting. Code and demo are available at https://xuxw98.github.io/ESAM/, with only one RTX 3090 GPU required for training and evaluation.

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SG-Nav: Online 3D Scene Graph Prompting for LLM-based Zero-shot Object Navigation

In this paper, we propose a new framework for zero-shot object navigation. Existing zero-shot object navigation methods prompt LLM with the text of spatially closed objects, which lacks enough scene context for in-depth reasoning. To better preserve the information of environment and fully exploit the reasoning ability of LLM, we propose to represent the observed scene with 3D scene graph. The scene graph encodes the relationships between objects, groups and rooms with a LLM-friendly structure, for which we design a hierarchical chain-of-thought prompt to help LLM reason the goal location according to scene context by traversing the nodes and edges. Moreover, benefit from the scene graph representation, we further design a re-perception mechanism to empower the object navigation framework with the ability to correct perception error. We conduct extensive experiments on MP3D, HM3D and RoboTHOR environments, where SG-Nav surpasses previous state-of-the-art zero-shot methods by more than 10% SR on all benchmarks, while the decision process is explainable. To the best of our knowledge, SG-Nav is the first zero-shot method that achieves even higher performance than supervised object navigation methods on the challenging MP3D benchmark.

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3D Small Object Detection with Dynamic Spatial Pruning

In this paper, we propose an efficient feature pruning strategy for 3D small object detection. Conventional 3D object detection methods struggle on small objects due to the weak geometric information from a small number of points. Although increasing the spatial resolution of feature representations can improve the detection performance on small objects, the additional computational overhead is unaffordable. With in-depth study, we observe the growth of computation mainly comes from the upsampling operation in the decoder of 3D detector. Motivated by this, we present a multi-level 3D detector named DSPDet3D which benefits from high spatial resolution to achieves high accuracy on small object detection, while reducing redundant computation by only focusing on small object areas. Specifically, we theoretically derive a dynamic spatial pruning (DSP) strategy to prune the redundant spatial representation of 3D scene in a cascade manner according to the distribution of objects. Then we design DSP module following this strategy and construct DSPDet3D with this efficient module. On ScanNet and TO-SCENE dataset, our method achieves leading performance on small object detection. Moreover, DSPDet3D trained with only ScanNet rooms can generalize well to scenes in larger scale. It takes less than 2s to directly process a whole building consisting of more than 4500k points while detecting out almost all objects, ranging from cups to beds, on a single RTX 3090 GPU. Project page: https://xuxw98.github.io/DSPDet3D/.

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Towards Accurate Post-training Quantization for Diffusion Models

In this paper, we propose an accurate data-free post-training quantization framework of diffusion models (ADP-DM) for efficient image generation. Conventional data-free quantization methods learn shared quantization functions for tensor discretization regardless of the generation timesteps, while the activation distribution differs significantly across various timesteps. The calibration images are acquired in random timesteps which fail to provide sufficient information for generalizable quantization function learning. Both issues cause sizable quantization errors with obvious image generation performance degradation. On the contrary, we design group-wise quantization functions for activation discretization in different timesteps and sample the optimal timestep for informative calibration image generation, so that our quantized diffusion model can reduce the discretization errors with negligible computational overhead. Specifically, we partition the timesteps according to the importance weights of quantization functions in different groups, which are optimized by differentiable search algorithms. We also select the optimal timestep for calibration image generation by structural risk minimizing principle in order to enhance the generalization ability in the deployment of quantized diffusion model. Extensive experimental results show that our method outperforms the state-of-the-art post-training quantization of diffusion model by a sizable margin with similar computational cost.

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Memory-based Adapters for Online 3D Scene Perception

In this paper, we propose a new framework for online 3D scene perception. Conventional 3D scene perception methods are offline, i.e., take an already reconstructed 3D scene geometry as input, which is not applicable in robotic applications where the input data is streaming RGB-D videos rather than a complete 3D scene reconstructed from pre-collected RGB-D videos. To deal with online 3D scene perception tasks where data collection and perception should be performed simultaneously, the model should be able to process 3D scenes frame by frame and make use of the temporal information. To this end, we propose an adapter-based plug-and-play module for the backbone of 3D scene perception model, which constructs memory to cache and aggregate the extracted RGB-D features to empower offline models with temporal learning ability. Specifically, we propose a queued memory mechanism to cache the supporting point cloud and image features. Then we devise aggregation modules which directly perform on the memory and pass temporal information to current frame. We further propose 3D-to-2D adapter to enhance image features with strong global context. Our adapters can be easily inserted into mainstream offline architectures of different tasks and significantly boost their performance on online tasks. Extensive experiments on ScanNet and SceneNN datasets demonstrate our approach achieves leading performance on three 3D scene perception tasks compared with state-of-the-art online methods by simply finetuning existing offline models, without any model and task-specific designs. \href{https://xuxw98.github.io/Online3D/}{Project page}.

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MCUFormer: Deploying Vision Transformers on Microcontrollers with Limited Memory

Due to the high price and heavy energy consumption of GPUs, deploying deep models on IoT devices such as microcontrollers makes significant contributions for ecological AI. Conventional methods successfully enable convolutional neural network inference of high resolution images on microcontrollers, while the framework for vision transformers that achieve the state-of-the-art performance in many vision applications still remains unexplored. In this paper, we propose a hardware-algorithm co-optimizations method called MCUFormer to deploy vision transformers on microcontrollers with extremely limited memory, where we jointly design transformer architecture and construct the inference operator library to fit the memory resource constraint. More specifically, we generalize the one-shot network architecture search (NAS) to discover the optimal architecture with highest task performance given the memory budget from the microcontrollers, where we enlarge the existing search space of vision transformers by considering the low-rank decomposition dimensions and patch resolution for memory reduction. For the construction of the inference operator library of vision transformers, we schedule the memory buffer during inference through operator integration, patch embedding decomposition, and token overwriting, allowing the memory buffer to be fully utilized to adapt to the forward pass of the vision transformer. Experimental results demonstrate that our MCUFormer achieves 73.62\% top-1 accuracy on ImageNet for image classification with 320KB memory on STM32F746 microcontroller. Code is available at https://github.com/liangyn22/MCUFormer.

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Embodied Task Planning with Large Language Models

Equipping embodied agents with commonsense is important for robots to successfully complete complex human instructions in general environments. Recent large language models (LLM) can embed rich semantic knowledge for agents in plan generation of complex tasks, while they lack the information about the realistic world and usually yield infeasible action sequences. In this paper, we propose a TAsk Planing Agent (TaPA) in embodied tasks for grounded planning with physical scene constraint, where the agent generates executable plans according to the existed objects in the scene by aligning LLMs with the visual perception models. Specifically, we first construct a multimodal dataset containing triplets of indoor scenes, instructions and action plans, where we provide the designed prompts and the list of existing objects in the scene for GPT-3.5 to generate a large number of instructions and corresponding planned actions. The generated data is leveraged for grounded plan tuning of pre-trained LLMs. During inference, we discover the objects in the scene by extending open-vocabulary object detectors to multi-view RGB images collected in different achievable locations. Experimental results show that the generated plan from our TaPA framework can achieve higher success rate than LLaVA and GPT-3.5 by a sizable margin, which indicates the practicality of embodied task planning in general and complex environments.

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Binarizing Sparse Convolutional Networks for Efficient Point Cloud Analysis

In this paper, we propose binary sparse convolutional networks called BSC-Net for efficient point cloud analysis. We empirically observe that sparse convolution operation causes larger quantization errors than standard convolution. However, conventional network quantization methods directly binarize the weights and activations in sparse convolution, resulting in performance drop due to the significant quantization loss. On the contrary, we search the optimal subset of convolution operation that activates the sparse convolution at various locations for quantization error alleviation, and the performance gap between real-valued and binary sparse convolutional networks is closed without complexity overhead. Specifically, we first present the shifted sparse convolution that fuses the information in the receptive field for the active sites that match the pre-defined positions. Then we employ the differentiable search strategies to discover the optimal opsitions for active site matching in the shifted sparse convolution, and the quantization errors are significantly alleviated for efficient point cloud analysis. For fair evaluation of the proposed method, we empirically select the recently advances that are beneficial for sparse convolution network binarization to construct a strong baseline. The experimental results on Scan-Net and NYU Depth v2 show that our BSC-Net achieves significant improvement upon our srtong baseline and outperforms the state-of-the-art network binarization methods by a remarkable margin without additional computation overhead for binarizing sparse convolutional networks.

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Back to Reality: Weakly-supervised 3D Object Detection with Shape-guided Label Enhancement

In this paper, we propose a weakly-supervised approach for 3D object detection, which makes it possible to train a strong 3D detector with position-level annotations (i.e. annotations of object centers). In order to remedy the information loss from box annotations to centers, our method, namely Back to Reality (BR), makes use of synthetic 3D shapes to convert the weak labels into fully-annotated virtual scenes as stronger supervision, and in turn utilizes the perfect virtual labels to complement and refine the real labels. Specifically, we first assemble 3D shapes into physically reasonable virtual scenes according to the coarse scene layout extracted from position-level annotations. Then we go back to reality by applying a virtual-to-real domain adaptation method, which refine the weak labels and additionally supervise the training of detector with the virtual scenes. Furthermore, we propose a more challenging benckmark for indoor 3D object detection with more diversity in object sizes to better show the potential of BR. With less than 5% of the labeling labor, we achieve comparable detection performance with some popular fully-supervised approaches on the widely used ScanNet dataset. Code is available at: https://github.com/wyf-ACCEPT/BackToReality

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