Searcharxiv⌕ Search

arXiv subjects

Zhiqi Li

Publications and source records attributed to Zhiqi Li.

72 records · Page 4Linked to original sources

Swift Parameter-free Attention Network for Efficient Super-Resolution

Single Image Super-Resolution (SISR) is a crucial task in low-level computer vision, aiming to reconstruct high-resolution images from low-resolution counterparts. Conventional attention mechanisms have significantly improved SISR performance but often result in complex network structures and large number of parameters, leading to slow inference speed and large model size. To address this issue, we propose the Swift Parameter-free Attention Network (SPAN), a highly efficient SISR model that balances parameter count, inference speed, and image quality. SPAN employs a novel parameter-free attention mechanism, which leverages symmetric activation functions and residual connections to enhance high-contribution information and suppress redundant information. Our theoretical analysis demonstrates the effectiveness of this design in achieving the attention mechanism's purpose. We evaluate SPAN on multiple benchmarks, showing that it outperforms existing efficient super-resolution models in terms of both image quality and inference speed, achieving a significant quality-speed trade-off. This makes SPAN highly suitable for real-world applications, particularly in resource-constrained scenarios. Notably, we won the first place both in the overall performance track and runtime track of the NTIRE 2024 efficient super-resolution challenge. Our code and models are made publicly available at https://github.com/hongyuanyu/SPAN.

eess.IV↗

Video Mamba Suite: State Space Model as a Versatile Alternative for Video Understanding

Understanding videos is one of the fundamental directions in computer vision research, with extensive efforts dedicated to exploring various architectures such as RNN, 3D CNN, and Transformers. The newly proposed architecture of state space model, e.g., Mamba, shows promising traits to extend its success in long sequence modeling to video modeling. To assess whether Mamba can be a viable alternative to Transformers in the video understanding domain, in this work, we conduct a comprehensive set of studies, probing different roles Mamba can play in modeling videos, while investigating diverse tasks where Mamba could exhibit superiority. We categorize Mamba into four roles for modeling videos, deriving a Video Mamba Suite composed of 14 models/modules, and evaluating them on 12 video understanding tasks. Our extensive experiments reveal the strong potential of Mamba on both video-only and video-language tasks while showing promising efficiency-performance trade-offs. We hope this work could provide valuable data points and insights for future research on video understanding. Code is public: https://github.com/OpenGVLab/video-mamba-suite.

cs.CV↗

Efficient Deformable ConvNets: Rethinking Dynamic and Sparse Operator for Vision Applications

We introduce Deformable Convolution v4 (DCNv4), a highly efficient and effective operator designed for a broad spectrum of vision applications. DCNv4 addresses the limitations of its predecessor, DCNv3, with two key enhancements: 1. removing softmax normalization in spatial aggregation to enhance its dynamic property and expressive power and 2. optimizing memory access to minimize redundant operations for speedup. These improvements result in a significantly faster convergence compared to DCNv3 and a substantial increase in processing speed, with DCNv4 achieving more than three times the forward speed. DCNv4 demonstrates exceptional performance across various tasks, including image classification, instance and semantic segmentation, and notably, image generation. When integrated into generative models like U-Net in the latent diffusion model, DCNv4 outperforms its baseline, underscoring its possibility to enhance generative models. In practical applications, replacing DCNv3 with DCNv4 in the InternImage model to create FlashInternImage results in up to 80% speed increase and further performance improvement without further modifications. The advancements in speed and efficiency of DCNv4, combined with its robust performance across diverse vision tasks, show its potential as a foundational building block for future vision models.

cs.CV↗

MVControl: Adding Conditional Control to Multi-view Diffusion for Controllable Text-to-3D Generation

We introduce MVControl, a novel neural network architecture that enhances existing pre-trained multi-view 2D diffusion models by incorporating additional input conditions, e.g. edge maps. Our approach enables the generation of controllable multi-view images and view-consistent 3D content. To achieve controllable multi-view image generation, we leverage MVDream as our base model, and train a new neural network module as additional plugin for end-to-end task-specific condition learning. To precisely control the shapes and views of generated images, we innovatively propose a new conditioning mechanism that predicts an embedding encapsulating the input spatial and view conditions, which is then injected to the network globally. Once MVControl is trained, score-distillation (SDS) loss based optimization can be performed to generate 3D content, in which process we propose to use a hybrid diffusion prior. The hybrid prior relies on a pre-trained Stable-Diffusion network and our trained MVControl for additional guidance. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content. Code available at https://github.com/WU-CVGL/MVControl/.

cs.CV↗

ET3D: Efficient Text-to-3D Generation via Multi-View Distillation

Recent breakthroughs in text-to-image generation has shown encouraging results via large generative models. Due to the scarcity of 3D assets, it is hardly to transfer the success of text-to-image generation to that of text-to-3D generation. Existing text-to-3D generation methods usually adopt the paradigm of DreamFusion, which conducts per-asset optimization by distilling a pretrained text-to-image diffusion model. The generation speed usually ranges from several minutes to tens of minutes per 3D asset, which degrades the user experience and also imposes a burden to the service providers due to the high computational budget. In this work, we present an efficient text-to-3D generation method, which requires only around 8 $ms$ to generate a 3D asset given the text prompt on a consumer graphic card. The main insight is that we exploit the images generated by a large pre-trained text-to-image diffusion model, to supervise the training of a text conditioned 3D generative adversarial network. Once the network is trained, we are able to efficiently generate a 3D asset via a single forward pass. Our method requires no 3D training data and provides an alternative approach for efficient text-to-3D generation by distilling pre-trained image diffusion models.

cs.CV↗

Leveraging Vision-Centric Multi-Modal Expertise for 3D Object Detection

Current research is primarily dedicated to advancing the accuracy of camera-only 3D object detectors (apprentice) through the knowledge transferred from LiDAR- or multi-modal-based counterparts (expert). However, the presence of the domain gap between LiDAR and camera features, coupled with the inherent incompatibility in temporal fusion, significantly hinders the effectiveness of distillation-based enhancements for apprentices. Motivated by the success of uni-modal distillation, an apprentice-friendly expert model would predominantly rely on camera features, while still achieving comparable performance to multi-modal models. To this end, we introduce VCD, a framework to improve the camera-only apprentice model, including an apprentice-friendly multi-modal expert and temporal-fusion-friendly distillation supervision. The multi-modal expert VCD-E adopts an identical structure as that of the camera-only apprentice in order to alleviate the feature disparity, and leverages LiDAR input as a depth prior to reconstruct the 3D scene, achieving the performance on par with other heterogeneous multi-modal experts. Additionally, a fine-grained trajectory-based distillation module is introduced with the purpose of individually rectifying the motion misalignment for each object in the scene. With those improvements, our camera-only apprentice VCD-A sets new state-of-the-art on nuScenes with a score of 63.1% NDS.

cs.CV↗

Delving into the Devils of Bird's-eye-view Perception: A Review, Evaluation and Recipe

Learning powerful representations in bird's-eye-view (BEV) for perception tasks is trending and drawing extensive attention both from industry and academia. Conventional approaches for most autonomous driving algorithms perform detection, segmentation, tracking, etc., in a front or perspective view. As sensor configurations get more complex, integrating multi-source information from different sensors and representing features in a unified view come of vital importance. BEV perception inherits several advantages, as representing surrounding scenes in BEV is intuitive and fusion-friendly; and representing objects in BEV is most desirable for subsequent modules as in planning and/or control. The core problems for BEV perception lie in (a) how to reconstruct the lost 3D information via view transformation from perspective view to BEV; (b) how to acquire ground truth annotations in BEV grid; (c) how to formulate the pipeline to incorporate features from different sources and views; and (d) how to adapt and generalize algorithms as sensor configurations vary across different scenarios. In this survey, we review the most recent works on BEV perception and provide an in-depth analysis of different solutions. Moreover, several systematic designs of BEV approach from the industry are depicted as well. Furthermore, we introduce a full suite of practical guidebook to improve the performance of BEV perception tasks, including camera, LiDAR and fusion inputs. At last, we point out the future research directions in this area. We hope this report will shed some light on the community and encourage more research effort on BEV perception. We keep an active repository to collect the most recent work and provide a toolbox for bag of tricks at https://github.com/OpenDriveLab/Birds-eye-view-Perception

cs.CV↗

FB-BEV: BEV Representation from Forward-Backward View Transformations

View Transformation Module (VTM), where transformations happen between multi-view image features and Bird-Eye-View (BEV) representation, is a crucial step in camera-based BEV perception systems. Currently, the two most prominent VTM paradigms are forward projection and backward projection. Forward projection, represented by Lift-Splat-Shoot, leads to sparsely projected BEV features without post-processing. Backward projection, with BEVFormer being an example, tends to generate false-positive BEV features from incorrect projections due to the lack of utilization on depth. To address the above limitations, we propose a novel forward-backward view transformation module. Our approach compensates for the deficiencies in both existing methods, allowing them to enhance each other to obtain higher quality BEV representations mutually. We instantiate the proposed module with FB-BEV, which achieves a new state-of-the-art result of 62.4% NDS on the nuScenes test set. Code and models are available at https://github.com/NVlabs/FB-BEV.

cs.CV↗

FB-OCC: 3D Occupancy Prediction based on Forward-Backward View Transformation

This technical report summarizes the winning solution for the 3D Occupancy Prediction Challenge, which is held in conjunction with the CVPR 2023 Workshop on End-to-End Autonomous Driving and CVPR 23 Workshop on Vision-Centric Autonomous Driving Workshop. Our proposed solution FB-OCC builds upon FB-BEV, a cutting-edge camera-based bird's-eye view perception design using forward-backward projection. On top of FB-BEV, we further study novel designs and optimization tailored to the 3D occupancy prediction task, including joint depth-semantic pre-training, joint voxel-BEV representation, model scaling up, and effective post-processing strategies. These designs and optimization result in a state-of-the-art mIoU score of 54.19% on the nuScenes dataset, ranking the 1st place in the challenge track. Code and models will be released at: https://github.com/NVlabs/FB-BEV.

cs.CV↗

InternImage: Exploring Large-Scale Vision Foundation Models with Deformable Convolutions

Compared to the great progress of large-scale vision transformers (ViTs) in recent years, large-scale models based on convolutional neural networks (CNNs) are still in an early state. This work presents a new large-scale CNN-based foundation model, termed InternImage, which can obtain the gain from increasing parameters and training data like ViTs. Different from the recent CNNs that focus on large dense kernels, InternImage takes deformable convolution as the core operator, so that our model not only has the large effective receptive field required for downstream tasks such as detection and segmentation, but also has the adaptive spatial aggregation conditioned by input and task information. As a result, the proposed InternImage reduces the strict inductive bias of traditional CNNs and makes it possible to learn stronger and more robust patterns with large-scale parameters from massive data like ViTs. The effectiveness of our model is proven on challenging benchmarks including ImageNet, COCO, and ADE20K. It is worth mentioning that InternImage-H achieved a new record 65.4 mAP on COCO test-dev and 62.9 mIoU on ADE20K, outperforming current leading CNNs and ViTs. The code will be released at https://github.com/OpenGVLab/InternImage.

cs.CV↗

PointGame: Geometrically and Adaptively Masked Auto-Encoder on Point Clouds

Self-supervised learning is attracting large attention in point cloud understanding. However, exploring discriminative and transferable features still remains challenging due to their nature of irregularity and sparsity. We propose a geometrically and adaptively masked auto-encoder for self-supervised learning on point clouds, termed \textit{PointGame}. PointGame contains two core components: GATE and EAT. GATE stands for the geometrical and adaptive token embedding module; it not only absorbs the conventional wisdom of geometric descriptors that captures the surface shape effectively, but also exploits adaptive saliency to focus on the salient part of a point cloud. EAT stands for the external attention-based Transformer encoder with linear computational complexity, which increases the efficiency of the whole pipeline. Unlike cutting-edge unsupervised learning models, PointGame leverages geometric descriptors to perceive surface shapes and adaptively mines discriminative features from training data. PointGame showcases clear advantages over its competitors on various downstream tasks under both global and local fine-tuning strategies. The code and pre-trained models will be publicly available.

cs.CV↗

RemoteTouch: Enhancing Immersive 3D Video Communication with Hand Touch

Recent research advance has significantly improved the visual realism of immersive 3D video communication. In this work we present a method to further enhance this immersive experience by adding the hand touch capability ("remote hand clapping"). In our system, each meeting participant sits in front of a large screen with haptic feedback. The local participant can reach his hand out to the screen and perform hand clapping with the remote participant as if the two participants were only separated by a virtual glass. A key challenge in emulating the remote hand touch is the realistic rendering of the participant's hand and arm as the hand touches the screen. When the hand is very close to the screen, the RGBD data required for realistic rendering is no longer available. To tackle this challenge, we present a dual representation of the user's hand. Our dual representation not only preserves the high-quality rendering usually found in recent image-based rendering systems but also allows the hand to reach the screen. This is possible because the dual representation includes both an image-based model and a 3D geometry-based model, with the latter driven by a hand skeleton tracked by a side view camera. In addition, the dual representation provides a distance-based fusion of the image-based and 3D geometry-based models as the hand moves closer to the screen. The result is that the image-based and 3D geometry-based models mutually enhance each other, leading to realistic and seamless rendering. Our experiments demonstrate that our method provides consistent hand contact experience between remote users and improves the immersive experience of 3D video communication.

cs.CV↗

Prototype Design and Efficiency Analysis of a Novel Robot Drive Based on 3K-H-V Topology

Robot actuators directly affect the performance of robots, and robot drives directly affect the performance of robot actuators. With the development of robotics, robots have put higher requirements on robot drives, such as high stiffness, high accuracy, high loading, high efficiency, low backlash, compact size, and hollow structure. In order to meet the demand development of robot actuators, this research base proposes a new robot drive based on 3K-H-V topology using involute and cycloidal gear shapes, planetary cycloidal drive, from the perspective of drive topology and through the design idea of decoupling. In this study, the reduction ratio and the efficiency model of the 3K-H-V topology were analyzed, and a prototype planetary cycloidal actuator was designed. The feasibility of the drive is initially verified by experimentally concluding that the PCA has a hollow structure, compact size, and high torque density (69 kg/Nm).

cs.RO↗

Federated Learning with Label Distribution Skew via Logits Calibration

Traditional federated optimization methods perform poorly with heterogeneous data (ie, accuracy reduction), especially for highly skewed data. In this paper, we investigate the label distribution skew in FL, where the distribution of labels varies across clients. First, we investigate the label distribution skew from a statistical view. We demonstrate both theoretically and empirically that previous methods based on softmax cross-entropy are not suitable, which can result in local models heavily overfitting to minority classes and missing classes. Additionally, we theoretically introduce a deviation bound to measure the deviation of the gradient after local update. At last, we propose FedLC (\textbf {Fed} erated learning via\textbf {L} ogits\textbf {C} alibration), which calibrates the logits before softmax cross-entropy according to the probability of occurrence of each class. FedLC applies a fine-grained calibrated cross-entropy loss to local update by adding a pairwise label margin. Extensive experiments on federated datasets and real-world datasets demonstrate that FedLC leads to a more accurate global model and much improved performance. Furthermore, integrating other FL methods into our approach can further enhance the performance of the global model.

cs.LG↗

BEVFormer: Learning Bird's-Eye-View Representation from Multi-Camera Images via Spatiotemporal Transformers

3D visual perception tasks, including 3D detection and map segmentation based on multi-camera images, are essential for autonomous driving systems. In this work, we present a new framework termed BEVFormer, which learns unified BEV representations with spatiotemporal transformers to support multiple autonomous driving perception tasks. In a nutshell, BEVFormer exploits both spatial and temporal information by interacting with spatial and temporal space through predefined grid-shaped BEV queries. To aggregate spatial information, we design spatial cross-attention that each BEV query extracts the spatial features from the regions of interest across camera views. For temporal information, we propose temporal self-attention to recurrently fuse the history BEV information. Our approach achieves the new state-of-the-art 56.9\% in terms of NDS metric on the nuScenes \texttt{test} set, which is 9.0 points higher than previous best arts and on par with the performance of LiDAR-based baselines. We further show that BEVFormer remarkably improves the accuracy of velocity estimation and recall of objects under low visibility conditions. The code is available at \url{https://github.com/zhiqi-li/BEVFormer}.

cs.CV↗

Panoptic SegFormer: Delving Deeper into Panoptic Segmentation with Transformers

Panoptic segmentation involves a combination of joint semantic segmentation and instance segmentation, where image contents are divided into two types: things and stuff. We present Panoptic SegFormer, a general framework for panoptic segmentation with transformers. It contains three innovative components: an efficient deeply-supervised mask decoder, a query decoupling strategy, and an improved post-processing method. We also use Deformable DETR to efficiently process multi-scale features, which is a fast and efficient version of DETR. Specifically, we supervise the attention modules in the mask decoder in a layer-wise manner. This deep supervision strategy lets the attention modules quickly focus on meaningful semantic regions. It improves performance and reduces the number of required training epochs by half compared to Deformable DETR. Our query decoupling strategy decouples the responsibilities of the query set and avoids mutual interference between things and stuff. In addition, our post-processing strategy improves performance without additional costs by jointly considering classification and segmentation qualities to resolve conflicting mask overlaps. Our approach increases the accuracy 6.2\% PQ over the baseline DETR model. Panoptic SegFormer achieves state-of-the-art results on COCO test-dev with 56.2\% PQ. It also shows stronger zero-shot robustness over existing methods. The code is released at \url{https://github.com/zhiqi-li/Panoptic-SegFormer}.

cs.CV↗

An Introduction of mini-AlphaStar

StarCraft II (SC2) is a real-time strategy game in which players produce and control multiple units to fight against opponent's units. Due to its difficulties, such as huge state space, various action space, a long time horizon, and imperfect information, SC2 has been a research hotspot in reinforcement learning. Recently, an agent called AlphaStar (AS) has been proposed, which shows good performance, obtaining a high win rate of 99.8% against human players. We implemented a mini-scaled version of it called mini-AlphaStar (mAS) based on AS's paper and pseudocode. The difference between AS and mAS is that we substituted the hyper-parameters of AS with smaller ones for mini-scale training. Codes of mAS are all open-sourced (https://github.com/liuruoze/mini-AlphaStar) for future research.

cs.AI↗

Hyperbolicity of Links in Thickened Surfaces

Menasco showed that a non-split, prime, alternating link that is not a 2-braid is hyperbolic in $S^3$. We prove a similar result for links in closed thickened surfaces $S \times I$. We define a link to be fully alternating if it has an alternating projection from $S\times I$ to $S$ where the interior of every complementary region is an open disk. We show that a prime, fully alternating link in $S\times I$ is hyperbolic. Similar to Menasco, we also give an easy way to determine primeness in $S\times I$. A fully alternating link is prime in $S\times I$ if and only if it is "obviously prime". Furthermore, we extend our result to show that a prime link with fully alternating projection to an essential surface embedded in an orientable, hyperbolic 3-manifold has a hyperbolic complement.

math.GT↗