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Ying He

Publications and source records attributed to Ying He.

At least 73 records · Page 4Linked to original sources

Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling

We present MIRReS, a novel two-stage inverse rendering framework that jointly reconstructs and optimizes the explicit geometry, material, and lighting from multi-view images. Unlike previous methods that rely on implicit irradiance fields or simplified path tracing algorithms, our method extracts an explicit geometry (triangular mesh) in stage one, and introduces a more realistic physically-based inverse rendering model that utilizes multi-bounce path tracing and Monte Carlo integration. By leveraging multi-bounce path tracing, our method effectively estimates indirect illumination, including self-shadowing and internal reflections, which improves the intrinsic decomposition of shape, material, and lighting. Moreover, we incorporate reservoir sampling into our framework to address the noise in Monte Carlo integration, enhancing convergence and facilitating gradient-based optimization with low sample counts. Through qualitative and quantitative evaluation of several scenarios, especially in challenging scenarios with complex shadows, we demonstrate that our method achieves state-of-the-art performance on decomposition results. Additionally, our optimized explicit geometry enables applications such as scene editing, relighting, and material editing with modern graphics engines or CAD software. The source code is available at https://brabbitdousha.github.io/MIRReS/

cs.CV↗

Inter3D: A Benchmark and Strong Baseline for Human-Interactive 3D Object Reconstruction

Recent advancements in implicit 3D reconstruction methods, e.g., neural rendering fields and Gaussian splatting, have primarily focused on novel view synthesis of static or dynamic objects with continuous motion states. However, these approaches struggle to efficiently model a human-interactive object with n movable parts, requiring 2^n separate models to represent all discrete states. To overcome this limitation, we propose Inter3D, a new benchmark and approach for novel state synthesis of human-interactive objects. We introduce a self-collected dataset featuring commonly encountered interactive objects and a new evaluation pipeline, where only individual part states are observed during training, while part combination states remain unseen. We also propose a strong baseline approach that leverages Space Discrepancy Tensors to efficiently modelling all states of an object. To alleviate the impractical constraints on camera trajectories across training states, we propose a Mutual State Regularization mechanism to enhance the spatial density consistency of movable parts. In addition, we explore two occupancy grid sampling strategies to facilitate training efficiency. We conduct extensive experiments on the proposed benchmark, showcasing the challenges of the task and the superiority of our approach.

cs.GR↗

From Transparent to Opaque: Rethinking Neural Implicit Surfaces with $α$-NeuS

Traditional 3D shape reconstruction techniques from multi-view images, such as structure from motion and multi-view stereo, face challenges in reconstructing transparent objects. Recent advances in neural radiance fields and its variants primarily address opaque or transparent objects, encountering difficulties to reconstruct both transparent and opaque objects simultaneously. This paper introduces $α$-Neus -- an extension of NeuS -- that proves NeuS is unbiased for materials from fully transparent to fully opaque. We find that transparent and opaque surfaces align with the non-negative local minima and the zero iso-surface, respectively, in the learned distance field of NeuS. Traditional iso-surfacing extraction algorithms, such as marching cubes, which rely on fixed iso-values, are ill-suited for such data. We develop a method to extract the transparent and opaque surface simultaneously based on DCUDF. To validate our approach, we construct a benchmark that includes both real-world and synthetic scenes, demonstrating its practical utility and effectiveness. Our data and code are publicly available at https://github.com/728388808/alpha-NeuS.

cs.CV↗

Guided modes in graphene waveguides

By analogy of optical waveguides, we investigate the guided modes in graphene waveguides, which is made of symmetric quantum well. The unique properties of the graphene waveguide are discussed based on the two different dispersion relations, which correspond to classical motion and Klein tunneling, respectively. It is shown that the third-order mode is absent in the classical motion, while the fundamental mode is absent in the Klein tunneling case. We hope these phenomena can lead to the potential applications in graphene-based quantum devices.

cond-mat.mes-hall↗

Location Privacy Threats and Protections in 6G Vehicular Networks: A Comprehensive Review

Location privacy is critical in vehicular networks, where drivers' trajectories and personal information can be exposed, allowing adversaries to launch data and physical attacks that threaten drivers' safety and personal security. This survey reviews comprehensively different localization techniques, including widely used ones like sensing infrastructure-based, optical vision-based, and cellular radio-based localization, and identifies inadequately addressed location privacy concerns. We classify Location Privacy Preserving Mechanisms (LPPMs) into user-side, server-side, and user-server-interface-based, and evaluate their effectiveness. Our analysis shows that the user-server-interface-based LPPMs have received insufficient attention in the literature, despite their paramount importance in vehicular networks. Further, we examine methods for balancing data utility and privacy protection for existing LPPMs in vehicular networks and highlight emerging challenges from future upper-layer location privacy attacks, wireless technologies, and network convergences. By providing insights into the relationship between localization techniques and location privacy, and evaluating the effectiveness of different LPPMs, this survey can help inform the development of future LPPMs in vehicular networks.

cs.CR↗

3DMambaIPF: A State Space Model for Iterative Point Cloud Filtering via Differentiable Rendering

Noise is an inevitable aspect of point cloud acquisition, necessitating filtering as a fundamental task within the realm of 3D vision. Existing learning-based filtering methods have shown promising capabilities on small-scale synthetic or real-world datasets. Nonetheless, the effectiveness of these methods is constrained when dealing with a substantial quantity of point clouds. This limitation primarily stems from their limited denoising capabilities for large-scale point clouds and their inclination to generate noisy outliers after denoising. The recent introduction of State Space Models (SSMs) for long sequence modeling in Natural Language Processing (NLP) presents a promising solution for handling large-scale data. Encouraged by iterative point cloud filtering methods, we introduce 3DMambaIPF, firstly incorporating Mamba (Selective SSM) architecture to sequentially handle extensive point clouds from large scenes, capitalizing on its strengths in selective input processing and long sequence modeling capabilities. Additionally, we integrate a robust and fast differentiable rendering loss to constrain the noisy points around the surface. In contrast to previous methodologies, this differentiable rendering loss enhances the visual realism of denoised geometric structures and aligns point cloud boundaries more closely with those observed in real-world objects. Extensive evaluation on datasets comprising small-scale synthetic and real-world models (typically with up to 50K points) demonstrate that our method achieves state-of-the-art results. Moreover, we showcase the superior scalability and efficiency of our method on large-scale models with about 500K points, where the majority of the existing learning-based denoising methods are unable to handle.

cs.MM↗

Do Not DeepFake Me: Privacy-Preserving Neural 3D Head Reconstruction Without Sensitive Images

While 3D head reconstruction is widely used for modeling, existing neural reconstruction approaches rely on high-resolution multi-view images, posing notable privacy issues. Individuals are particularly sensitive to facial features, and facial image leakage can lead to many malicious activities, such as unauthorized tracking and deepfake. In contrast, geometric data is less susceptible to misuse due to its complex processing requirements, and absence of facial texture features. In this paper, we propose a novel two-stage 3D facial reconstruction method aimed at avoiding exposure to sensitive facial information while preserving detailed geometric accuracy. Our approach first uses non-sensitive rear-head images for initial geometry and then refines this geometry using processed privacy-removed gradient images. Extensive experiments show that the resulting geometry is comparable to methods using full images, while the process is resistant to DeepFake applications and facial recognition (FR) systems, thereby proving its effectiveness in privacy protection.

cs.CV↗

A Review of Human Emotion Synthesis Based on Generative Technology

Human emotion synthesis is a crucial aspect of affective computing. It involves using computational methods to mimic and convey human emotions through various modalities, with the goal of enabling more natural and effective human-computer interactions. Recent advancements in generative models, such as Autoencoders, Generative Adversarial Networks, Diffusion Models, Large Language Models, and Sequence-to-Sequence Models, have significantly contributed to the development of this field. However, there is a notable lack of comprehensive reviews in this field. To address this problem, this paper aims to address this gap by providing a thorough and systematic overview of recent advancements in human emotion synthesis based on generative models. Specifically, this review will first present the review methodology, the emotion models involved, the mathematical principles of generative models, and the datasets used. Then, the review covers the application of different generative models to emotion synthesis based on a variety of modalities, including facial images, speech, and text. It also examines mainstream evaluation metrics. Additionally, the review presents some major findings and suggests future research directions, providing a comprehensive understanding of the role of generative technology in the nuanced domain of emotion synthesis.

cs.LG↗

3D Scene Graph Guided Vision-Language Pre-training

3D vision-language (VL) reasoning has gained significant attention due to its potential to bridge the 3D physical world with natural language descriptions. Existing approaches typically follow task-specific, highly specialized paradigms. Therefore, these methods focus on a limited range of reasoning sub-tasks and rely heavily on the hand-crafted modules and auxiliary losses. This highlights the need for a simpler, unified and general-purpose model. In this paper, we leverage the inherent connection between 3D scene graphs and natural language, proposing a 3D scene graph-guided vision-language pre-training (VLP) framework. Our approach utilizes modality encoders, graph convolutional layers and cross-attention layers to learn universal representations that adapt to a variety of 3D VL reasoning tasks, thereby eliminating the need for task-specific designs. The pre-training objectives include: 1) Scene graph-guided contrastive learning, which leverages the strong correlation between 3D scene graphs and natural language to align 3D objects with textual features at various fine-grained levels; and 2) Masked modality learning, which uses cross-modality information to reconstruct masked words and 3D objects. Instead of directly reconstructing the 3D point clouds of masked objects, we use position clues to predict their semantic categories. Extensive experiments demonstrate that our pre-training model, when fine-tuned on several downstream tasks, achieves performance comparable to or better than existing methods in tasks such as 3D visual grounding, 3D dense captioning, and 3D question answering.

cs.CV↗

Point Cloud Unsupervised Pre-training via 3D Gaussian Splatting

Pre-training on large-scale unlabeled datasets contribute to the model achieving powerful performance on 3D vision tasks, especially when annotations are limited. However, existing rendering-based self-supervised frameworks are computationally demanding and memory-intensive during pre-training due to the inherent nature of volume rendering. In this paper, we propose an efficient framework named GS$^3$ to learn point cloud representation, which seamlessly integrates fast 3D Gaussian Splatting into the rendering-based framework. The core idea behind our framework is to pre-train the point cloud encoder by comparing rendered RGB images with real RGB images, as only Gaussian points enriched with learned rich geometric and appearance information can produce high-quality renderings. Specifically, we back-project the input RGB-D images into 3D space and use a point cloud encoder to extract point-wise features. Then, we predict 3D Gaussian points of the scene from the learned point cloud features and uses a tile-based rasterizer for image rendering. Finally, the pre-trained point cloud encoder can be fine-tuned to adapt to various downstream 3D tasks, including high-level perception tasks such as 3D segmentation and detection, as well as low-level tasks such as 3D scene reconstruction. Extensive experiments on downstream tasks demonstrate the strong transferability of the pre-trained point cloud encoder and the effectiveness of our self-supervised learning framework. In addition, our GS$^3$ framework is highly efficient, achieving approximately 9$\times$ pre-training speedup and less than 0.25$\times$ memory cost compared to the previous rendering-based framework Ponder.

cs.CV↗

ITS: Implicit Thin Shell for Polygonal Meshes

In computer graphics, simplifying a polygonal mesh surface~$\mathcal{M}$ into a geometric proxy that maintains close conformity to~$\mathcal{M}$ is crucial, as it can significantly reduce computational demands in various applications. In this paper, we introduce the Implicit Thin Shell~(ITS), a concept designed to implicitly represent the sandwich-walled space surrounding~$\mathcal{M}$, defined as~$\{\textbf{x}\in\mathbb{R}^3|ε_1\leq f(\textbf{x}) \leq ε_2, ε_1< 0, ε_2>0\}$. Here, $f$ is an approximation of the signed distance function~(SDF) of~$\mathcal{M}$, and we aim to minimize the thickness~$ε_2-ε_1$. To achieve a balance between mathematical simplicity and expressive capability in~$f$, we employ a tri-variate tensor-product B-spline to represent~$f$. This representation is coupled with adaptive knot grids that adapt to the inherent shape variations of~$\mathcal{M}$, while restricting~$f$'s basis functions to the first degree. In this manner, the analytical form of~$f$ can be rapidly determined by solving a sparse linear system. Moreover, the process of identifying the extreme values of~$f$ among the infinitely many points on~$\mathcal{M}$ can be simplified to seeking extremes among a finite set of candidate points. By exhausting the candidate points, we find the extreme values~$ε_1<0$ and $ε_2>0$ that minimize the thickness. The constructed ITS is guaranteed to wrap~$\mathcal{M}$ rigorously, without any intersections between the bounding surfaces and~$\mathcal{M}$. ITS offers numerous potential applications thanks to its rigorousness, tightness, expressiveness, and computational efficiency. We demonstrate the efficacy of ITS in rapid inside-outside tests and in mesh simplification through the control of global error.

cs.GR↗

Flatten Anything: Unsupervised Neural Surface Parameterization

Surface parameterization plays an essential role in numerous computer graphics and geometry processing applications. Traditional parameterization approaches are designed for high-quality meshes laboriously created by specialized 3D modelers, thus unable to meet the processing demand for the current explosion of ordinary 3D data. Moreover, their working mechanisms are typically restricted to certain simple topologies, thus relying on cumbersome manual efforts (e.g., surface cutting, part segmentation) for pre-processing. In this paper, we introduce the Flatten Anything Model (FAM), an unsupervised neural architecture to achieve global free-boundary surface parameterization via learning point-wise mappings between 3D points on the target geometric surface and adaptively-deformed UV coordinates within the 2D parameter domain. To mimic the actual physical procedures, we ingeniously construct geometrically-interpretable sub-networks with specific functionalities of surface cutting, UV deforming, unwrapping, and wrapping, which are assembled into a bi-directional cycle mapping framework. Compared with previous methods, our FAM directly operates on discrete surface points without utilizing connectivity information, thus significantly reducing the strict requirements for mesh quality and even applicable to unstructured point cloud data. More importantly, our FAM is fully-automated without the need for pre-cutting and can deal with highly-complex topologies, since its learning process adaptively finds reasonable cutting seams and UV boundaries. Extensive experiments demonstrate the universality, superiority, and inspiring potential of our proposed neural surface parameterization paradigm. Our code is available at https://github.com/keeganhk/FlattenAnything.

cs.CV↗

Diffusing Winding Gradients (DWG): A Parallel and Scalable Method for 3D Reconstruction from Unoriented Point Clouds

This paper presents a new method, Diffusing Winding Gradients (DWG), for reconstructing watertight 3D surfaces from unoriented point clouds. Our method exploits the alignment between the gradients of the generalized winding number (GWN) field and globally consistent normals to orient points effectively. Starting with an unoriented point cloud, DWG initially assigns a random normal to each point. It computes the corresponding GWN field and extract a level set whose iso-value is the average GWN values across all input points. The gradients of this level set are then utilized to update the point normals. This cycle of recomputing the GWN field and updating point normals is repeated until the GWN level sets stabilize and their gradients cease to change. Unlike conventional methods, our method does not rely on solving linear systems or optimizing objective functions, which simplifies its implementation and enhances its suitability for efficient parallel execution. Experimental results demonstrate that our method significantly outperforms existing methods in terms of runtime performance. For large-scale models with 10 to 20 million points, our CUDA implementation on an NVIDIA GTX 4090 GPU achieves speeds 30-120 times faster than iPSR, the leading sequential method, tested on a high-end PC with an Intel i9 CPU. Additionally, by employing a screened variant of GWN, DWG demonstrates enhanced robustness against noise and outliers, and proves effective for models with thin structures and real-world inputs with overlapping and misaligned scans. For source code and more details, visit our project webpage: https://dwgtech.github.io/.

cs.GR↗

Weighted Squared Volume Minimization (WSVM) for Generating Uniform Tetrahedral Meshes

This paper presents a new algorithm, Weighted Squared Volume Minimization (WSVM), for generating high-quality tetrahedral meshes from closed triangle meshes. Drawing inspiration from the principle of minimal surfaces that minimize squared surface area, WSVM employs a new energy function integrating weighted squared volumes for tetrahedral elements. When minimized with constant weights, this energy promotes uniform volumes among the tetrahedra. Adjusting the weights to account for local geometry further achieves uniform dihedral angles within the mesh. The algorithm begins with an initial tetrahedral mesh generated via Delaunay tetrahedralization and proceeds by sequentially minimizing volume-oriented and then dihedral angle-oriented energies. At each stage, it alternates between optimizing vertex positions and refining mesh connectivity through the iterative process. The algorithm operates fully automatically and requires no parameter tuning. Evaluations on a variety of 3D models demonstrate that WSVM consistently produces tetrahedral meshes of higher quality, with fewer slivers and enhanced uniformity compared to existing methods. Check out further details at the project webpage: https://kaixinyu-hub.github.io/WSVM.github.io.

cs.GR↗

Fire-Flyer AI-HPC: A Cost-Effective Software-Hardware Co-Design for Deep Learning

The rapid progress in Deep Learning (DL) and Large Language Models (LLMs) has exponentially increased demands of computational power and bandwidth. This, combined with the high costs of faster computing chips and interconnects, has significantly inflated High Performance Computing (HPC) construction costs. To address these challenges, we introduce the Fire-Flyer AI-HPC architecture, a synergistic hardware-software co-design framework and its best practices. For DL training, we deployed the Fire-Flyer 2 with 10,000 PCIe A100 GPUs, achieved performance approximating the DGX-A100 while reducing costs by half and energy consumption by 40%. We specifically engineered HFReduce to accelerate allreduce communication and implemented numerous measures to keep our Computation-Storage Integrated Network congestion-free. Through our software stack, including HaiScale, 3FS, and HAI-Platform, we achieved substantial scalability by overlapping computation and communication. Our system-oriented experience from DL training provides valuable insights to drive future advancements in AI-HPC.

cs.DC↗

DCUDF2: Improving Efficiency and Accuracy in Extracting Zero Level Sets from Unsigned Distance Fields

Unsigned distance fields (UDFs) allow for the representation of models with complex topologies, but extracting accurate zero level sets from these fields poses significant challenges, particularly in preserving topological accuracy and capturing fine geometric details. To overcome these issues, we introduce DCUDF2, an enhancement over DCUDF--the current state-of-the-art method--for extracting zero level sets from UDFs. Our approach utilizes an accuracy-aware loss function, enhanced with self-adaptive weights, to improve geometric quality significantly. We also propose a topology correction strategy that reduces the dependence on hyper-parameter, increasing the robustness of our method. Furthermore, we develop new operations leveraging self-adaptive weights to boost runtime efficiency. Extensive experiments on surface extraction across diverse datasets demonstrate that DCUDF2 outperforms DCUDF and existing methods in both geometric fidelity and topological accuracy. We will make the source code publicly available.

cs.CV↗

ByCAN: Reverse Engineering Controller Area Network (CAN) Messages from Bit to Byte Level

As the primary standard protocol for modern cars, the Controller Area Network (CAN) is a critical research target for automotive cybersecurity threats and autonomous applications. As the decoding specification of CAN is a proprietary black-box maintained by Original Equipment Manufacturers (OEMs), conducting related research and industry developments can be challenging without a comprehensive understanding of the meaning of CAN messages. In this paper, we propose a fully automated reverse-engineering system, named ByCAN, to reverse engineer CAN messages. ByCAN outperforms existing research by introducing byte-level clusters and integrating multiple features at both byte and bit levels. ByCAN employs the clustering and template matching algorithms to automatically decode the specifications of CAN frames without the need for prior knowledge. Experimental results demonstrate that ByCAN achieves high accuracy in slicing and labeling performance, i.e., the identification of CAN signal boundaries and labels. In the experiments, ByCAN achieves slicing accuracy of 80.21%, slicing coverage of 95.21%, and labeling accuracy of 68.72% for general labels when analyzing the real-world CAN frames.

cs.CR↗

GTNet: Graph Transformer Network for 3D Point Cloud Classification and Semantic Segmentation

Recently, graph-based and Transformer-based deep learning networks have demonstrated excellent performances on various point cloud tasks. Most of the existing graph methods are based on static graph, which take a fixed input to establish graph relations. Moreover, many graph methods apply maximization and averaging to aggregate neighboring features, so that only a single neighboring point affects the feature of centroid or different neighboring points have the same influence on the centroid's feature, which ignoring the correlation and difference between points. Most Transformer-based methods extract point cloud features based on global attention and lack the feature learning on local neighbors. To solve the problems of these two types of models, we propose a new feature extraction block named Graph Transformer and construct a 3D point point cloud learning network called GTNet to learn features of point clouds on local and global patterns. Graph Transformer integrates the advantages of graph-based and Transformer-based methods, and consists of Local Transformer and Global Transformer modules. Local Transformer uses a dynamic graph to calculate all neighboring point weights by intra-domain cross-attention with dynamically updated graph relations, so that every neighboring point could affect the features of centroid with different weights; Global Transformer enlarges the receptive field of Local Transformer by a global self-attention. In addition, to avoid the disappearance of the gradient caused by the increasing depth of network, we conduct residual connection for centroid features in GTNet; we also adopt the features of centroid and neighbors to generate the local geometric descriptors in Local Transformer to strengthen the local information learning capability of the model. Finally, we use GTNet for shape classification, part segmentation and semantic segmentation tasks in this paper.

cs.CV↗