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Zicheng Zhang

Publications and source records attributed to Zicheng Zhang.

At least 163 records · Page 9Linked to original sources

Q-Bench: A Benchmark for General-Purpose Foundation Models on Low-level Vision

The rapid evolution of Multi-modality Large Language Models (MLLMs) has catalyzed a shift in computer vision from specialized models to general-purpose foundation models. Nevertheless, there is still an inadequacy in assessing the abilities of MLLMs on low-level visual perception and understanding. To address this gap, we present Q-Bench, a holistic benchmark crafted to systematically evaluate potential abilities of MLLMs on three realms: low-level visual perception, low-level visual description, and overall visual quality assessment. a) To evaluate the low-level perception ability, we construct the LLVisionQA dataset, consisting of 2,990 diverse-sourced images, each equipped with a human-asked question focusing on its low-level attributes. We then measure the correctness of MLLMs on answering these questions. b) To examine the description ability of MLLMs on low-level information, we propose the LLDescribe dataset consisting of long expert-labelled golden low-level text descriptions on 499 images, and a GPT-involved comparison pipeline between outputs of MLLMs and the golden descriptions. c) Besides these two tasks, we further measure their visual quality assessment ability to align with human opinion scores. Specifically, we design a softmax-based strategy that enables MLLMs to predict quantifiable quality scores, and evaluate them on various existing image quality assessment (IQA) datasets. Our evaluation across the three abilities confirms that MLLMs possess preliminary low-level visual skills. However, these skills are still unstable and relatively imprecise, indicating the need for specific enhancements on MLLMs towards these abilities. We hope that our benchmark can encourage the research community to delve deeper to discover and enhance these untapped potentials of MLLMs. Project Page: https://q-future.github.io/Q-Bench.

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Q-Align: Teaching LMMs for Visual Scoring via Discrete Text-Defined Levels

The explosion of visual content available online underscores the requirement for an accurate machine assessor to robustly evaluate scores across diverse types of visual contents. While recent studies have demonstrated the exceptional potentials of large multi-modality models (LMMs) on a wide range of related fields, in this work, we explore how to teach them for visual rating aligned with human opinions. Observing that human raters only learn and judge discrete text-defined levels in subjective studies, we propose to emulate this subjective process and teach LMMs with text-defined rating levels instead of scores. The proposed Q-Align achieves state-of-the-art performance on image quality assessment (IQA), image aesthetic assessment (IAA), as well as video quality assessment (VQA) tasks under the original LMM structure. With the syllabus, we further unify the three tasks into one model, termed the OneAlign. In our experiments, we demonstrate the advantage of the discrete-level-based syllabus over direct-score-based variants for LMMs. Our code and the pre-trained weights are released at https://github.com/Q-Future/Q-Align.

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Q-Boost: On Visual Quality Assessment Ability of Low-level Multi-Modality Foundation Models

Recent advancements in Multi-modality Large Language Models (MLLMs) have demonstrated remarkable capabilities in complex high-level vision tasks. However, the exploration of MLLM potential in visual quality assessment, a vital aspect of low-level vision, remains limited. To address this gap, we introduce Q-Boost, a novel strategy designed to enhance low-level MLLMs in image quality assessment (IQA) and video quality assessment (VQA) tasks, which is structured around two pivotal components: 1) Triadic-Tone Integration: Ordinary prompt design simply oscillates between the binary extremes of $positive$ and $negative$. Q-Boost innovates by incorporating a `middle ground' approach through $neutral$ prompts, allowing for a more balanced and detailed assessment. 2) Multi-Prompt Ensemble: Multiple quality-centric prompts are used to mitigate bias and acquire more accurate evaluation. The experimental results show that the low-level MLLMs exhibit outstanding zeros-shot performance on the IQA/VQA tasks equipped with the Q-Boost strategy.

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Evaluating Point Cloud from Moving Camera Videos: A No-Reference Metric

Point cloud is one of the most widely used digital representation formats for three-dimensional (3D) contents, the visual quality of which may suffer from noise and geometric shift distortions during the production procedure as well as compression and downsampling distortions during the transmission process. To tackle the challenge of point cloud quality assessment (PCQA), many PCQA methods have been proposed to evaluate the visual quality levels of point clouds by assessing the rendered static 2D projections. Although such projection-based PCQA methods achieve competitive performance with the assistance of mature image quality assessment (IQA) methods, they neglect that the 3D model is also perceived in a dynamic viewing manner, where the viewpoint is continually changed according to the feedback of the rendering device. Therefore, in this paper, we evaluate the point clouds from moving camera videos and explore the way of dealing with PCQA tasks via using video quality assessment (VQA) methods. First, we generate the captured videos by rotating the camera around the point clouds through several circular pathways. Then we extract both spatial and temporal quality-aware features from the selected key frames and the video clips through using trainable 2D-CNN and pre-trained 3D-CNN models respectively. Finally, the visual quality of point clouds is represented by the video quality values. The experimental results reveal that the proposed method is effective for predicting the visual quality levels of the point clouds and even competitive with full-reference (FR) PCQA methods. The ablation studies further verify the rationality of the proposed framework and confirm the contributions made by the quality-aware features extracted via the dynamic viewing manner. The code is available at https://github.com/zzc-1998/VQA_PC.

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FS-BAND: A Frequency-Sensitive Banding Detector

Banding artifact, as known as staircase-like contour, is a common quality annoyance that happens in compression, transmission, etc. scenarios, which largely affects the user's quality of experience (QoE). The banding distortion typically appears as relatively small pixel-wise variations in smooth backgrounds, which is difficult to analyze in the spatial domain but easily reflected in the frequency domain. In this paper, we thereby study the banding artifact from the frequency aspect and propose a no-reference banding detection model to capture and evaluate banding artifacts, called the Frequency-Sensitive BANding Detector (FS-BAND). The proposed detector is able to generate a pixel-wise banding map with a perception correlated quality score. Experimental results show that the proposed FS-BAND method outperforms state-of-the-art image quality assessment (IQA) approaches with higher accuracy in banding classification task.

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BAND-2k: Banding Artifact Noticeable Database for Banding Detection and Quality Assessment

Banding, also known as staircase-like contours, frequently occurs in flat areas of images/videos processed by the compression or quantization algorithms. As undesirable artifacts, banding destroys the original image structure, thus degrading users' quality of experience (QoE). In this paper, we systematically investigate the banding image quality assessment (IQA) problem, aiming to detect the image banding artifacts and evaluate their perceptual visual quality. Considering that the existing image banding databases only contain limited content sources and banding generation methods, and lack perceptual quality labels (i.e. mean opinion scores), we first build the largest banding IQA database so far, named Banding Artifact Noticeable Database (BAND-2k), which consists of 2,000 banding images generated by 15 compression and quantization schemes. A total of 23 workers participated in the subjective IQA experiment, yielding over 214,000 patch-level banding class labels and 44,371 reliable image-level quality ratings. Subsequently, we develop an effective no-reference (NR) banding evaluator for banding detection and quality assessment by leveraging frequency characteristics of banding artifacts. A dual convolutional neural network is employed to concurrently learn the feature representation from the high-frequency and low-frequency maps, thereby enhancing the ability to discern banding artifacts. The quality score of a banding image is generated by pooling the banding detection maps masked by the spatial frequency filters. Experiments demonstrate that our banding evaluator achieves a remarkably high accuracy in banding detection and also exhibits high SRCC and PLCC results with the perceptual quality labels. These findings unveil the strong correlations between the intensity of banding artifacts and the perceptual visual quality, thus validating the necessity of banding quality assessment.

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Q-Instruct: Improving Low-level Visual Abilities for Multi-modality Foundation Models

Multi-modality foundation models, as represented by GPT-4V, have brought a new paradigm for low-level visual perception and understanding tasks, that can respond to a broad range of natural human instructions in a model. While existing foundation models have shown exciting potentials on low-level visual tasks, their related abilities are still preliminary and need to be improved. In order to enhance these models, we conduct a large-scale subjective experiment collecting a vast number of real human feedbacks on low-level vision. Each feedback follows a pathway that starts with a detailed description on the low-level visual appearance (*e.g. clarity, color, brightness* of an image, and ends with an overall conclusion, with an average length of 45 words. The constructed **Q-Pathway** dataset includes 58K detailed human feedbacks on 18,973 images with diverse low-level appearance. Moreover, to enable foundation models to robustly respond to diverse types of questions, we design a GPT-participated conversion to process these feedbacks into diverse-format 200K instruction-response pairs. Experimental results indicate that the **Q-Instruct** consistently elevates low-level perception and understanding abilities across several foundational models. We anticipate that our datasets can pave the way for a future that general intelligence can perceive, understand low-level visual appearance and evaluate visual quality like a human. Our dataset, model zoo, and demo is published at: https://q-future.github.io/Q-Instruct.

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Subjective and Objective Quality Assessment for in-the-Wild Computer Graphics Images

Computer graphics images (CGIs) are artificially generated by means of computer programs and are widely perceived under various scenarios, such as games, streaming media, etc. In practice, the quality of CGIs consistently suffers from poor rendering during production, inevitable compression artifacts during the transmission of multimedia applications, and low aesthetic quality resulting from poor composition and design. However, few works have been dedicated to dealing with the challenge of computer graphics image quality assessment (CGIQA). Most image quality assessment (IQA) metrics are developed for natural scene images (NSIs) and validated on databases consisting of NSIs with synthetic distortions, which are not suitable for in-the-wild CGIs. To bridge the gap between evaluating the quality of NSIs and CGIs, we construct a large-scale in-the-wild CGIQA database consisting of 6,000 CGIs (CGIQA-6k) and carry out the subjective experiment in a well-controlled laboratory environment to obtain the accurate perceptual ratings of the CGIs. Then, we propose an effective deep learning-based no-reference (NR) IQA model by utilizing both distortion and aesthetic quality representation. Experimental results show that the proposed method outperforms all other state-of-the-art NR IQA methods on the constructed CGIQA-6k database and other CGIQA-related databases. The database is released at https://github.com/zzc-1998/CGIQA6K.

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Simple Baselines for Projection-based Full-reference and No-reference Point Cloud Quality Assessment

Point clouds are widely used in 3D content representation and have various applications in multimedia. However, compression and simplification processes inevitably result in the loss of quality-aware information under storage and bandwidth constraints. Therefore, there is an increasing need for effective methods to quantify the degree of distortion in point clouds. In this paper, we propose simple baselines for projection-based point cloud quality assessment (PCQA) to tackle this challenge. We use multi-projections obtained via a common cube-like projection process from the point clouds for both full-reference (FR) and no-reference (NR) PCQA tasks. Quality-aware features are extracted with popular vision backbones. The FR quality representation is computed as the similarity between the feature maps of reference and distorted projections while the NR quality representation is obtained by simply squeezing the feature maps of distorted projections with average pooling The corresponding quality representations are regressed into visual quality scores by fully-connected layers. Taking part in the ICIP 2023 PCVQA Challenge, we succeeded in achieving the top spot in four out of the five competition tracks.

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A No-Reference Quality Assessment Method for Digital Human Head

In recent years, digital humans have been widely applied in augmented/virtual reality (A/VR), where viewers are allowed to freely observe and interact with the volumetric content. However, the digital humans may be degraded with various distortions during the procedure of generation and transmission. Moreover, little effort has been put into the perceptual quality assessment of digital humans. Therefore, it is urgent to carry out objective quality assessment methods to tackle the challenge of digital human quality assessment (DHQA). In this paper, we develop a novel no-reference (NR) method based on Transformer to deal with DHQA in a multi-task manner. Specifically, the front 2D projections of the digital humans are rendered as inputs and the vision transformer (ViT) is employed for the feature extraction. Then we design a multi-task module to jointly classify the distortion types and predict the perceptual quality levels of digital humans. The experimental results show that the proposed method well correlates with the subjective ratings and outperforms the state-of-the-art quality assessment methods.

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Geometry-Aware Video Quality Assessment for Dynamic Digital Human

Dynamic Digital Humans (DDHs) are 3D digital models that are animated using predefined motions and are inevitably bothered by noise/shift during the generation process and compression distortion during the transmission process, which needs to be perceptually evaluated. Usually, DDHs are displayed as 2D rendered animation videos and it is natural to adapt video quality assessment (VQA) methods to DDH quality assessment (DDH-QA) tasks. However, the VQA methods are highly dependent on viewpoints and less sensitive to geometry-based distortions. Therefore, in this paper, we propose a novel no-reference (NR) geometry-aware video quality assessment method for DDH-QA challenge. Geometry characteristics are described by the statistical parameters estimated from the DDHs' geometry attribute distributions. Spatial and temporal features are acquired from the rendered videos. Finally, all kinds of features are integrated and regressed into quality values. Experimental results show that the proposed method achieves state-of-the-art performance on the DDH-QA database.

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A Consumer-tier based Visual-Brain Machine Interface for Augmented Reality Glasses Interactions

Objective.Visual-Brain Machine Interface(V-BMI) has provide a novel interaction technique for Augmented Reality (AR) industries. Several state-of-arts work has demonstates its high accuracy and real-time interaction capbilities. However, most of the studies employ EEGs devices that are rigid and difficult to apply in real-life AR glasseses application sceniraros. Here we develop a consumer-tier Visual-Brain Machine Inteface(V-BMI) system specialized for Augmented Reality(AR) glasses interactions. Approach. The developed system consists of a wearable hardware which takes advantages of fast set-up, reliable recording and comfortable wearable experience that specificized for AR glasses applications. Complementing this hardware, we have devised a software framework that facilitates real-time interactions within the system while accommodating a modular configuration to enhance scalability. Main results. The developed hardware is only 110g and 120x85x23 mm, which with 1 Tohm and peak to peak voltage is less than 1.5 uV, and a V-BMI based angry bird game and an Internet of Thing (IoT) AR applications are deisgned, we demonstrated such technology merits of intuitive experience and efficiency interaction. The real-time interaction accuracy is between 85 and 96 percentages in a commercial AR glasses (DTI is 2.24s and ITR 65 bits-min ). Significance. Our study indicates the developed system can provide an essential hardware-software framework for consumer based V-BMI AR glasses. Also, we derive several pivotal design factors for a consumer-grade V-BMI-based AR system: 1) Dynamic adaptation of stimulation patterns-classification methods via computer vision algorithms is necessary for AR glasses applications; and 2) Algorithmic localization to foster system stability and latency reduction.

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DDH-QA: A Dynamic Digital Humans Quality Assessment Database

In recent years, large amounts of effort have been put into pushing forward the real-world application of dynamic digital human (DDH). However, most current quality assessment research focuses on evaluating static 3D models and usually ignores motion distortions. Therefore, in this paper, we construct a large-scale dynamic digital human quality assessment (DDH-QA) database with diverse motion content as well as multiple distortions to comprehensively study the perceptual quality of DDHs. Both model-based distortion (noise, compression) and motion-based distortion (binding error, motion unnaturalness) are taken into consideration. Ten types of common motion are employed to drive the DDHs and a total of 800 DDHs are generated in the end. Afterward, we render the video sequences of the distorted DDHs as the evaluation media and carry out a well-controlled subjective experiment. Then a benchmark experiment is conducted with the state-of-the-art video quality assessment (VQA) methods and the experimental results show that existing VQA methods are limited in assessing the perceptual loss of DDHs.

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EEP-3DQA: Efficient and Effective Projection-based 3D Model Quality Assessment

Currently, great numbers of efforts have been put into improving the effectiveness of 3D model quality assessment (3DQA) methods. However, little attention has been paid to the computational costs and inference time, which is also important for practical applications. Unlike 2D media, 3D models are represented by more complicated and irregular digital formats, such as point cloud and mesh. Thus it is normally difficult to perform an efficient module to extract quality-aware features of 3D models. In this paper, we address this problem from the aspect of projection-based 3DQA and develop a no-reference (NR) \underline{E}fficient and \underline{E}ffective \underline{P}rojection-based \underline{3D} Model \underline{Q}uality \underline{A}ssessment (\textbf{EEP-3DQA}) method. The input projection images of EEP-3DQA are randomly sampled from the six perpendicular viewpoints of the 3D model and are further spatially downsampled by the grid-mini patch sampling strategy. Further, the lightweight Swin-Transformer tiny is utilized as the backbone to extract the quality-aware features. Finally, the proposed EEP-3DQA and EEP-3DQA-t (tiny version) achieve the best performance than the existing state-of-the-art NR-3DQA methods and even outperforms most full-reference (FR) 3DQA methods on the point cloud and mesh quality assessment databases while consuming less inference time than the compared 3DQA methods.

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Improving Adaptive Real-Time Video Communication Via Cross-layer Optimization

Effective Adaptive BitRate (ABR) algorithm or policy is of paramount importance for Real-Time Video Communication (RTVC) amid this pandemic to pursue uncompromised quality of experience (QoE). Existing ABR methods mainly separate the network bandwidth estimation and video encoder control, and fine-tune video bitrate towards estimated bandwidth, assuming the maximization of bandwidth utilization yields the optimal QoE. However, the QoE of a RTVC system is jointly determined by the quality of compressed video, fluency of video playback, and interaction delay. Solely maximizing the bandwidth utilization without comprehensively considering compound impacts incurred by both network and video application layers, does not assure the satisfactory QoE. And the decoupling of network and video layer further exacerbates the user experience due to network-codec incoordination. This work therefore proposes the Palette, a reinforcement learning based ABR scheme that unifies the processing of network and video application layers to directly maximize the QoE formulated as the weighted function of video quality, stalling rate and delay. To this aim, a cross-layer optimization is proposed to derive fine-grained compression factor of upcoming frame(s) using cross-layer observations like network conditions, video encoding parameters, and video content complexity. As a result, Palette manages to resolve the network-codec incoordination and to best catch up with the network fluctuation. Compared with state-of-the-art schemes in real-world tests, Palette not only reduces 3.1%-46.3% of the stalling rate, 20.2%-50.8% of the delay, but also improves 0.2%-7.2% of the video quality with comparable bandwidth consumption, under a variety of application scenarios.

cs.MM↗

DiffBFR: Bootstrapping Diffusion Model Towards Blind Face Restoration

Blind face restoration (BFR) is important while challenging. Prior works prefer to exploit GAN-based frameworks to tackle this task due to the balance of quality and efficiency. However, these methods suffer from poor stability and adaptability to long-tail distribution, failing to simultaneously retain source identity and restore detail. We propose DiffBFR to introduce Diffusion Probabilistic Model (DPM) for BFR to tackle the above problem, given its superiority over GAN in aspects of avoiding training collapse and generating long-tail distribution. DiffBFR utilizes a two-step design, that first restores identity information from low-quality images and then enhances texture details according to the distribution of real faces. This design is implemented with two key components: 1) Identity Restoration Module (IRM) for preserving the face details in results. Instead of denoising from pure Gaussian random distribution with LQ images as the condition during the reverse process, we propose a novel truncated sampling method which starts from LQ images with part noise added. We theoretically prove that this change shrinks the evidence lower bound of DPM and then restores more original details. With theoretical proof, two cascade conditional DPMs with different input sizes are introduced to strengthen this sampling effect and reduce training difficulty in the high-resolution image generated directly. 2) Texture Enhancement Module (TEM) for polishing the texture of the image. Here an unconditional DPM, a LQ-free model, is introduced to further force the restorations to appear realistic. We theoretically proved that this unconditional DPM trained on pure HQ images contributes to justifying the correct distribution of inference images output from IRM in pixel-level space. Truncated sampling with fractional time step is utilized to polish pixel-level textures while preserving identity information.

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Mamba: Bringing Multi-Dimensional ABR to WebRTC

Contemporary real-time video communication systems, such as WebRTC, use an adaptive bitrate (ABR) algorithm to assure high-quality and low-delay services, e.g., promptly adjusting video bitrate according to the instantaneous network bandwidth. However, target bitrate decisions in the network and bitrate control in the codec are typically incoordinated and simply ignoring the effect of inappropriate resolution and frame rate settings also leads to compromised results in bitrate control, thus devastatingly deteriorating the quality of experience (QoE). To tackle these challenges, Mamba, an end-to-end multi-dimensional ABR algorithm is proposed, which utilizes multi-agent reinforcement learning (MARL) to maximize the user's QoE by adaptively and collaboratively adjusting encoding factors including the quantization parameters (QP), resolution, and frame rate based on observed states such as network conditions and video complexity information in a video conferencing system. We also introduce curriculum learning to improve the training efficiency of MARL. Both the in-lab and real-world evaluation results demonstrate the remarkable efficacy of Mamba.

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MRA-GNN: Minutiae Relation-Aware Model over Graph Neural Network for Fingerprint Embedding

Deep learning has achieved remarkable results in fingerprint embedding, which plays a critical role in modern Automated Fingerprint Identification Systems. However, previous works including CNN-based and Transformer-based approaches fail to exploit the nonstructural data, such as topology and correlation in fingerprints, which is essential to facilitate the identifiability and robustness of embedding. To address this challenge, we propose a novel paradigm for fingerprint embedding, called Minutiae Relation-Aware model over Graph Neural Network (MRA-GNN). Our proposed approach incorporates a GNN-based framework in fingerprint embedding to encode the topology and correlation of fingerprints into descriptive features, achieving fingerprint representation in the form of graph embedding. Specifically, we reinterpret fingerprint data and their relative connections as vertices and edges respectively, and introduce a minutia graph and fingerprint graph to represent the topological relations and correlation structures of fingerprints. We equip MRA-GNN with a Topological relation Reasoning Module (TRM) and Correlation-Aware Module (CAM) to learn the fingerprint embedding from these graphs successfully. To tackle the over-smoothing problem in GNN models, we incorporate Feed-Forward Module and graph residual connections into proposed modules. The experimental results demonstrate that our proposed approach outperforms state-of-the-art methods on various fingerprint datasets, indicating the effectiveness of our approach in exploiting nonstructural information of fingerprints.

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