Abstract:Conversational recommender systems enable natural language conversations and thus lead to a more engaging and effective recommendation scenario. As the conversations for recommender systems usually contain limited contextual information, many existing conversational recommender systems incorporate external sources to enrich the contextual information. However, how to combine different types of contextual information is still a challenge. In this paper, we propose a multi-type context-aware conversational recommender system, called MCCRS, effectively fusing multi-type contextual information via mixture-of-experts to improve conversational recommender systems. MCCRS incorporates both structured information and unstructured information, including the structured knowledge graph, unstructured conversation history, and unstructured item reviews. It consists of several experts, with each expert specialized in a particular domain (i.e., one specific contextual information). Multiple experts are then coordinated by a ChairBot to generate the final results. Our proposed MCCRS model takes advantage of different contextual information and the specialization of different experts followed by a ChairBot breaks the model bottleneck on a single contextual information. Experimental results demonstrate that our proposed MCCRS method achieves significantly higher performance compared to existing baselines.
Abstract:Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.
Abstract:In this paper, we present WonderHuman to reconstruct dynamic human avatars from a monocular video for high-fidelity novel view synthesis. Previous dynamic human avatar reconstruction methods typically require the input video to have full coverage of the observed human body. However, in daily practice, one typically has access to limited viewpoints, such as monocular front-view videos, making it a cumbersome task for previous methods to reconstruct the unseen parts of the human avatar. To tackle the issue, we present WonderHuman, which leverages 2D generative diffusion model priors to achieve high-quality, photorealistic reconstructions of dynamic human avatars from monocular videos, including accurate rendering of unseen body parts. Our approach introduces a Dual-Space Optimization technique, applying Score Distillation Sampling (SDS) in both canonical and observation spaces to ensure visual consistency and enhance realism in dynamic human reconstruction. Additionally, we present a View Selection strategy and Pose Feature Injection to enforce the consistency between SDS predictions and observed data, ensuring pose-dependent effects and higher fidelity in the reconstructed avatar. In the experiments, our method achieves SOTA performance in producing photorealistic renderings from the given monocular video, particularly for those challenging unseen parts. The project page and source code can be found at https://wyiguanw.github.io/WonderHuman/.
Abstract:Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process, such as camera manipulation or content editing, remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation.
Abstract:Recent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporal consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods.
Abstract:3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.
Abstract:This paper introduces a new learning-based method, NASM, for anisotropic surface meshing. Our key idea is to propose a graph neural network to embed an input mesh into a high-dimensional (high-d) Euclidean embedding space to preserve curvature-based anisotropic metric by using a dot product loss between high-d edge vectors. This can dramatically reduce the computational time and increase the scalability. Then, we propose a novel feature-sensitive remeshing on the generated high-d embedding to automatically capture sharp geometric features. We define a high-d normal metric, and then derive an automatic differentiation on a high-d centroidal Voronoi tessellation (CVT) optimization with the normal metric to simultaneously preserve geometric features and curvature anisotropy that exhibit in the original 3D shapes. To our knowledge, this is the first time that a deep learning framework and a large dataset are proposed to construct a high-d Euclidean embedding space for 3D anisotropic surface meshing. Experimental results are evaluated and compared with the state-of-the-art in anisotropic surface meshing on a large number of surface models from Thingi10K dataset as well as tested on extensive unseen 3D shapes from Multi-Garment Network dataset and FAUST human dataset.
Abstract:In this paper, we introduce Nested Low-Rank Adaptation (NoRA), a novel approach to parameter-efficient fine-tuning that extends the capabilities of Low-Rank Adaptation (LoRA) techniques. Vanilla LoRA overlooks pre-trained weight inheritance and still requires fine-tuning numerous parameters. To addresses these issues, our NoRA adopts a dual-layer nested structure with Singular Value Decomposition (SVD), effectively leveraging original matrix knowledge while reducing tunable parameters. Specifically, NoRA freezes the outer LoRA weights and utilizes an inner LoRA design, providing enhanced control over model optimization. This approach allows the model to more precisely adapt to specific tasks while maintaining a compact parameter space. By freezing outer LoRA weights and using an inner LoRA design, NoRA enables precise task adaptation with a compact parameter space. Evaluations on tasks including commonsense reasoning with large language models, fine-tuning vision-language models, and subject-driven generation demonstrate NoRA's superiority over LoRA and its variants. Notably, NoRA reduces fine-tuning parameters|training-time|memory-usage by 4\%|22.5\%|20.7\% compared to LoRA on LLaMA-3 8B, while achieving 2.2\% higher performance. Code will be released upon acceptance.
Abstract:Accurate classification of blood cells is of vital significance in the diagnosis of hematological disorders. However, in real-world scenarios, domain shifts caused by the variability in laboratory procedures and settings, result in a rapid deterioration of the model's generalization performance. To address this issue, we propose a novel framework of domain-invariant representation learning (DoRL) via segment anything model (SAM) for blood cell classification. The DoRL comprises two main components: a LoRA-based SAM (LoRA-SAM) and a cross-domain autoencoder (CAE). The advantage of DoRL is that it can extract domain-invariant representations from various blood cell datasets in an unsupervised manner. Specifically, we first leverage the large-scale foundation model of SAM, fine-tuned with LoRA, to learn general image embeddings and segment blood cells. Additionally, we introduce CAE to learn domain-invariant representations across different-domain datasets while mitigating images' artifacts. To validate the effectiveness of domain-invariant representations, we employ five widely used machine learning classifiers to construct blood cell classification models. Experimental results on two public blood cell datasets and a private real dataset demonstrate that our proposed DoRL achieves a new state-of-the-art cross-domain performance, surpassing existing methods by a significant margin. The source code can be available at the URL (https://github.com/AnoK3111/DoRL).
Abstract:Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.