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Yilei Li

Publications and source records attributed to Yilei Li.

At least 19 recordsLinked to original sources

OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies

Facial rigging - creating FACS-based blendshapes together with inner-mouth geometry (teeth, gums, and tongue) - remains a major bottleneck in 3D character production. Existing pipelines still require substantial designer effort, especially for manual landmark annotation, per-character template adjustment, and inner-mouth placement. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. OmniFaceRig supports diverse topologies - humans, humanoids, long-muzzled animals (e.g., dogs, wolves, foxes), and short-muzzled animals (e.g., cats, bears, rabbits, tigers) - with no manual landmarks, no user-provided templates, and no per-asset setup. The pipeline combines hybrid VLM+CV riggability checking, multi-model face parsing, dense keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, OmniFaceRig selects topology-specific face and inner-mouth templates and uses collision-aware inner-mouth fitting to reduce teeth-face intersections without exposing users to category-specific tuning. We also publicly release Omni-Bench, a freely available benchmark dataset of 1,000 biped 3D characters with FACS facial blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high final rigging success on screened Omni-Bench inputs, nearly complete face detection recall from the segmentation ensemble and reliable inner-mouth placement with low penetration. Together, OmniFaceRig provides an automatic path from static generated characters to animation-ready facial rigs across both human and non-human topologies.

cs.GR

Seamless Interaction: Dyadic Audiovisual Motion Modeling and Large-Scale Dataset

Human communication involves a complex interplay of verbal and nonverbal signals, essential for conveying meaning and achieving interpersonal goals. To develop socially intelligent AI technologies, it is crucial to develop models that can both comprehend and generate dyadic behavioral dynamics. To this end, we introduce the Seamless Interaction Dataset, a large-scale collection of over 4,000 hours of face-to-face interaction footage from over 4,000 participants in diverse contexts. This dataset enables the development of AI technologies that understand dyadic embodied dynamics, unlocking breakthroughs in virtual agents, telepresence experiences, and multimodal content analysis tools. We also develop a suite of models that utilize the dataset to generate dyadic motion gestures and facial expressions aligned with human speech. These models can take as input both the speech and visual behavior of their interlocutors. We present a variant with speech from an LLM model and integrations with 2D and 3D rendering methods, bringing us closer to interactive virtual agents. Additionally, we describe controllable variants of our motion models that can adapt emotional responses and expressivity levels, as well as generating more semantically-relevant gestures. Finally, we discuss methods for assessing the quality of these dyadic motion models, which are demonstrating the potential for more intuitive and responsive human-AI interactions.

cs.CV

Decorum: A Language-Based Approach For Style-Conditioned Synthesis of Indoor 3D Scenes

3D indoor scene generation is an important problem for the design of digital and real-world environments. To automate this process, a scene generation model should be able to not only generate plausible scene layouts, but also take into consideration visual features and style preferences. Existing methods for this task exhibit very limited control over these attributes, only allowing text inputs in the form of simple object-level descriptions or pairwise spatial relationships. Our proposed method Decorum enables users to control the scene generation process with natural language by adopting language-based representations at each stage. This enables us to harness recent advancements in Large Language Models (LLMs) to model language-to-language mappings. In addition, we show that using a text-based representation allows us to select furniture for our scenes using a novel object retrieval method based on multimodal LLMs. Evaluations on the benchmark 3D-FRONT dataset show that our methods achieve improvements over existing work in text-conditioned scene synthesis and object retrieval.

cs.CV

Make-A-Texture: Fast Shape-Aware Texture Generation in 3 Seconds

We present Make-A-Texture, a new framework that efficiently synthesizes high-resolution texture maps from textual prompts for given 3D geometries. Our approach progressively generates textures that are consistent across multiple viewpoints with a depth-aware inpainting diffusion model, in an optimized sequence of viewpoints determined by an automatic view selection algorithm. A significant feature of our method is its remarkable efficiency, achieving a full texture generation within an end-to-end runtime of just 3.07 seconds on a single NVIDIA H100 GPU, significantly outperforming existing methods. Such an acceleration is achieved by optimizations in the diffusion model and a specialized backprojection method. Moreover, our method reduces the artifacts in the backprojection phase, by selectively masking out non-frontal faces, and internal faces of open-surfaced objects. Experimental results demonstrate that Make-A-Texture matches or exceeds the quality of other state-of-the-art methods. Our work significantly improves the applicability and practicality of texture generation models for real-world 3D content creation, including interactive creation and text-guided texture editing.

cs.CV

WaSt-3D: Wasserstein-2 Distance for Scene-to-Scene Stylization on 3D Gaussians

While style transfer techniques have been well-developed for 2D image stylization, the extension of these methods to 3D scenes remains relatively unexplored. Existing approaches demonstrate proficiency in transferring colors and textures but often struggle with replicating the geometry of the scenes. In our work, we leverage an explicit Gaussian Splatting (GS) representation and directly match the distributions of Gaussians between style and content scenes using the Earth Mover's Distance (EMD). By employing the entropy-regularized Wasserstein-2 distance, we ensure that the transformation maintains spatial smoothness. Additionally, we decompose the scene stylization problem into smaller chunks to enhance efficiency. This paradigm shift reframes stylization from a pure generative process driven by latent space losses to an explicit matching of distributions between two Gaussian representations. Our method achieves high-resolution 3D stylization by faithfully transferring details from 3D style scenes onto the content scene. Furthermore, WaSt-3D consistently delivers results across diverse content and style scenes without necessitating any training, as it relies solely on optimization-based techniques. See our project page for additional results and source code: $\href{https://compvis.github.io/wast3d/}{https://compvis.github.io/wast3d/}$.

cs.CV

Garment3DGen: 3D Garment Stylization and Texture Generation

We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. We leverage the recent progress of image-to-3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Carefully designed losses allow the base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, we generate high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the simulation-ready 3D garment of their choice without the need of artist intervention. We present a plethora of quantitative and qualitative comparisons on various assets and demonstrate that Garment3DGen unlocks key applications ranging from sketch-to-simulated garments or interacting with the garments in VR. Code is publicly available.

cs.CV

SteinDreamer: Variance Reduction for Text-to-3D Score Distillation via Stein Identity

Score distillation has emerged as one of the most prevalent approaches for text-to-3D asset synthesis. Essentially, score distillation updates 3D parameters by lifting and back-propagating scores averaged over different views. In this paper, we reveal that the gradient estimation in score distillation is inherent to high variance. Through the lens of variance reduction, the effectiveness of SDS and VSD can be interpreted as applications of various control variates to the Monte Carlo estimator of the distilled score. Motivated by this rethinking and based on Stein's identity, we propose a more general solution to reduce variance for score distillation, termed Stein Score Distillation (SSD). SSD incorporates control variates constructed by Stein identity, allowing for arbitrary baseline functions. This enables us to include flexible guidance priors and network architectures to explicitly optimize for variance reduction. In our experiments, the overall pipeline, dubbed SteinDreamer, is implemented by instantiating the control variate with a monocular depth estimator. The results suggest that SSD can effectively reduce the distillation variance and consistently improve visual quality for both object- and scene-level generation. Moreover, we demonstrate that SteinDreamer achieves faster convergence than existing methods due to more stable gradient updates.

cs.CV

Taming Mode Collapse in Score Distillation for Text-to-3D Generation

Despite the remarkable performance of score distillation in text-to-3D generation, such techniques notoriously suffer from view inconsistency issues, also known as "Janus" artifact, where the generated objects fake each view with multiple front faces. Although empirically effective methods have approached this problem via score debiasing or prompt engineering, a more rigorous perspective to explain and tackle this problem remains elusive. In this paper, we reveal that the existing score distillation-based text-to-3D generation frameworks degenerate to maximal likelihood seeking on each view independently and thus suffer from the mode collapse problem, manifesting as the Janus artifact in practice. To tame mode collapse, we improve score distillation by re-establishing the entropy term in the corresponding variational objective, which is applied to the distribution of rendered images. Maximizing the entropy encourages diversity among different views in generated 3D assets, thereby mitigating the Janus problem. Based on this new objective, we derive a new update rule for 3D score distillation, dubbed Entropic Score Distillation (ESD). We theoretically reveal that ESD can be simplified and implemented by just adopting the classifier-free guidance trick upon variational score distillation. Although embarrassingly straightforward, our extensive experiments successfully demonstrate that ESD can be an effective treatment for Janus artifacts in score distillation.

cs.CV

MMG-Ego4D: Multi-Modal Generalization in Egocentric Action Recognition

In this paper, we study a novel problem in egocentric action recognition, which we term as "Multimodal Generalization" (MMG). MMG aims to study how systems can generalize when data from certain modalities is limited or even completely missing. We thoroughly investigate MMG in the context of standard supervised action recognition and the more challenging few-shot setting for learning new action categories. MMG consists of two novel scenarios, designed to support security, and efficiency considerations in real-world applications: (1) missing modality generalization where some modalities that were present during the train time are missing during the inference time, and (2) cross-modal zero-shot generalization, where the modalities present during the inference time and the training time are disjoint. To enable this investigation, we construct a new dataset MMG-Ego4D containing data points with video, audio, and inertial motion sensor (IMU) modalities. Our dataset is derived from Ego4D dataset, but processed and thoroughly re-annotated by human experts to facilitate research in the MMG problem. We evaluate a diverse array of models on MMG-Ego4D and propose new methods with improved generalization ability. In particular, we introduce a new fusion module with modality dropout training, contrastive-based alignment training, and a novel cross-modal prototypical loss for better few-shot performance. We hope this study will serve as a benchmark and guide future research in multimodal generalization problems. The benchmark and code will be available at https://github.com/facebookresearch/MMG_Ego4D.

cs.CV

PyTorchVideo: A Deep Learning Library for Video Understanding

We introduce PyTorchVideo, an open-source deep-learning library that provides a rich set of modular, efficient, and reproducible components for a variety of video understanding tasks, including classification, detection, self-supervised learning, and low-level processing. The library covers a full stack of video understanding tools including multimodal data loading, transformations, and models that reproduce state-of-the-art performance. PyTorchVideo further supports hardware acceleration that enables real-time inference on mobile devices. The library is based on PyTorch and can be used by any training framework; for example, PyTorchLightning, PySlowFast, or Classy Vision. PyTorchVideo is available at https://pytorchvideo.org/

cs.CV

Improving Efficiency in Neural Network Accelerator Using Operands Hamming Distance optimization

Neural network accelerator is a key enabler for the on-device AI inference, for which energy efficiency is an important metric. The data-path energy, including the computation energy and the data movement energy among the arithmetic units, claims a significant part of the total accelerator energy. By revisiting the basic physics of the arithmetic logic circuits, we show that the data-path energy is highly correlated with the bit flips when streaming the input operands into the arithmetic units, defined as the hamming distance of the input operand matrices. Based on the insight, we propose a post-training optimization algorithm and a hamming-distance-aware training algorithm to co-design and co-optimize the accelerator and the network synergistically. The experimental results based on post-layout simulation with MobileNetV2 demonstrate on average 2.85X data-path energy reduction and up to 8.51X data-path energy reduction for certain layers.

cs.CV

Optical models for thin layers

We provide a systematic study of the optical models for thin layers: the 3D model, the 2D model and the linearized 2D model. We show that the 2D model is applicable for layers with small optical thicknesses. Excellent agreement of the 2D model with the 3D model is demonstrated over broad spectral ranges from DC to near UV for representative van der Waals atomic layers and thin metal layers. The linearized 2D model requires additionally weak optical response. Analytical expressions for the applicability and accuracies of the optical models are derived. We discuss the advantages and limitations of the models for the purpose of measuring their optical response functions. Further, we generalize the theory to take into account in-plane anisotropy, heterostructures, and stratified substrates. Implications of the 2D model for the correct analysis of transmission attenuation and implementations of half- and total-absorption layers are discussed.

physics.optics

A Streaming Accelerator for Deep Convolutional Neural Networks with Image and Feature Decomposition for Resource-limited System Applications

Deep convolutional neural networks (CNN) are widely used in modern artificial intelligence (AI) and smart vision systems but also limited by computation latency, throughput, and energy efficiency on a resource-limited scenario, such as mobile devices, internet of things (IoT), unmanned aerial vehicles (UAV), and so on. A hardware streaming architecture is proposed to accelerate convolution and pooling computations for state-of-the-art deep CNNs. It is optimized for energy efficiency by maximizing local data reuse to reduce off-chip DRAM data access. In addition, image and feature decomposition techniques are introduced to optimize memory access pattern for an arbitrary size of image and number of features within limited on-chip SRAM capacity. A prototype accelerator was implemented in TSMC 65 nm CMOS technology with 2.3 mm x 0.8 mm core area, which achieves 144 GOPS peak throughput and 0.8 TOPS/W peak energy efficiency.

cs.AR

Bright visible light emission from graphene

Graphene and related two-dimensional materials are promising candidates for atomically thin, flexible, and transparent optoelectronics. In particular, the strong light-matter interaction in graphene has allowed for the development of state-of-the-art photodetectors, optical modulators, and plasmonic devices. In addition, electrically biased graphene on SiO2 substrates can be used as a low-efficiency emitter in the mid-infrared range. However, emission in the visible range has remained elusive. Here we report the observation of bright visible-light emission from electrically biased suspended graphenes. In these devices, heat transport is greatly minimised; thus hot electrons (~ 2800 K) become spatially localised at the centre of graphene layer, resulting in a 1000-fold enhancement in the thermal radiation efficiency. Moreover, strong optical interference between the suspended graphene and substrate can be utilized to tune the emission spectrum. We also demonstrate the scalability of this technique by realizing arrays of chemical-vapour-deposited graphene bright visible-light emitters. These results pave the way towards the realisation of commercially viable large-scale, atomically-thin, flexible and transparent light emitters and displays with low-operation voltage, and graphene-based, on-chip ultrafast optical communications.

cond-mat.mes-hall

A Reconfigurable Streaming Deep Convolutional Neural Network Accelerator for Internet of Things

Convolutional neural network (CNN) offers significant accuracy in image detection. To implement image detection using CNN in the internet of things (IoT) devices, a streaming hardware accelerator is proposed. The proposed accelerator optimizes the energy efficiency by avoiding unnecessary data movement. With unique filter decomposition technique, the accelerator can support arbitrary convolution window size. In addition, max pooling function can be computed in parallel with convolution by using separate pooling unit, thus achieving throughput improvement. A prototype accelerator was implemented in TSMC 65nm technology with a core size of 5mm2. The accelerator can support major CNNs and achieve 152GOPS peak throughput and 434GOPS/W energy efficiency at 350mW, making it a promising hardware accelerator for intelligent IoT devices.

cs.CV

A/D Converter Architectures for Energy-Efficient Vision Processor

AI applications have emerged in current world. Among AI applications, computer-vision (CV) related applications have attracted high interest. Hardware implementation of CV processors necessitates a high performance but low-power image detector. The key to energy-efficiency work lies in analog-digital converting, where output of imaging detectors is transferred to digital domain and CV algorithms can be performed on data. In this paper, analog-digital converter architectures are compared, and an example ADC design is proposed which achieves both good performance and low power consumption.

cs.ET

MRFI Stream Arbitration: An Efficient Arbitration Scheme for NoC with Emerging Interconnect Technology

An improved version of stream arbitration based on multiband RF interconnect (MRFI) is proposed. Thanks to the simultaneous multiple channel transmitting/receiving feature of MRFI, dynamic bandwidth allocation is achieved in the proposed arbitration algorithm. With dynamic bandwidth allocation, MRFI based arbitration can guarantee 100% channel bandwidth utilization, which is a significant improvement compared with original RF-I based stream arbitration whose channel bandwidth utilization is only around 30%~50%.

cs.ET

Measurement of the optical dielectric function of transition metal dichalcogenide monolayers: MoS2, MoSe2, WS2 and WSe2

We report a determination of the complex in-plane dielectric function of monolayers of four transition metal dichalcogenides: MoS2, MoSe2, WS2 and WSe2, for photon energies from 1.5 - 3 eV. The results were obtained from reflection spectra using a Kramers-Kronig constrained variational analysis. From the dielectric functions, we obtain the absolute absorbance of the monolayers. We also provide a comparison of the dielectric function for the monolayers with the corresponding bulk materials.

cond-mat.mtrl-sci