3D Gaussian Splatting (GS) have achieved considerable improvement over Neural Radiance Fields in terms of 3D fitting fidelity and rendering speed. However, this unstructured representation with scattered Gaussians poses a significant challenge for generative modeling. To address the problem, we introduce GaussianCube, a structured GS representation that is both powerful and efficient for generative modeling. We achieve this by first proposing a modified densification-constrained GS fitting algorithm which can yield high-quality fitting results using a fixed number of free Gaussians, and then re-arranging the Gaussians into a predefined voxel grid via Optimal Transport. The structured grid representation allows us to use standard 3D U-Net as our backbone in diffusion generative modeling without elaborate designs. Extensive experiments conducted on ShapeNet and OmniObject3D show that our model achieves state-of-the-art generation results both qualitatively and quantitatively, underscoring the potential of GaussianCube as a powerful and versatile 3D representation.
In this paper, we introduce a novel approach for autonomous driving trajectory generation by harnessing the complementary strengths of diffusion probabilistic models (a.k.a., diffusion models) and transformers. Our proposed framework, termed the "World-Centric Diffusion Transformer" (WcDT), optimizes the entire trajectory generation process, from feature extraction to model inference. To enhance the scene diversity and stochasticity, the historical trajectory data is first preprocessed and encoded into latent space using Denoising Diffusion Probabilistic Models (DDPM) enhanced with Diffusion with Transformer (DiT) blocks. Then, the latent features, historical trajectories, HD map features, and historical traffic signal information are fused with various transformer-based encoders. The encoded traffic scenes are then decoded by a trajectory decoder to generate multimodal future trajectories. Comprehensive experimental results show that the proposed approach exhibits superior performance in generating both realistic and diverse trajectories, showing its potential for integration into automatic driving simulation systems.
This paper introduces a novel theoretical simplification of the Diffusion Schr\"odinger Bridge (DSB) that facilitates its unification with Score-based Generative Models (SGMs), addressing the limitations of DSB in complex data generation and enabling faster convergence and enhanced performance. By employing SGMs as an initial solution for DSB, our approach capitalizes on the strengths of both frameworks, ensuring a more efficient training process and improving the performance of SGM. We also propose a reparameterization technique that, despite theoretical approximations, practically improves the network's fitting capabilities. Our extensive experimental evaluations confirm the effectiveness of the simplified DSB, demonstrating its significant improvements. We believe the contributions of this work pave the way for advanced generative modeling. The code is available at https://github.com/checkcrab/SDSB.
The impressive performance of large language models (LLMs) on code-related tasks has shown the potential of fully automated software development. In light of this, we introduce a new software engineering task, namely Natural Language to code Repository (NL2Repo). This task aims to generate an entire code repository from its natural language requirements. To address this task, we propose a simple yet effective framework CodeS, which decomposes NL2Repo into multiple sub-tasks by a multi-layer sketch. Specifically, CodeS includes three modules: RepoSketcher, FileSketcher, and SketchFiller. RepoSketcher first generates a repository's directory structure for given requirements; FileSketcher then generates a file sketch for each file in the generated structure; SketchFiller finally fills in the details for each function in the generated file sketch. To rigorously assess CodeS on the NL2Repo task, we carry out evaluations through both automated benchmarking and manual feedback analysis. For benchmark-based evaluation, we craft a repository-oriented benchmark, SketchEval, and design an evaluation metric, SketchBLEU. For feedback-based evaluation, we develop a VSCode plugin for CodeS and engage 30 participants in conducting empirical studies. Extensive experiments prove the effectiveness and practicality of CodeS on the NL2Repo task.
Effective weed control plays a crucial role in optimizing crop yield and enhancing agricultural product quality. However, the reliance on herbicide application not only poses a critical threat to the environment but also promotes the emergence of resistant weeds. Fortunately, recent advances in precision weed management enabled by ML and DL provide a sustainable alternative. Despite great progress, existing algorithms are mainly developed based on supervised learning approaches, which typically demand large-scale datasets with manual-labeled annotations, which is time-consuming and labor-intensive. As such, label-efficient learning methods, especially semi-supervised learning, have gained increased attention in the broader domain of computer vision and have demonstrated promising performance. These methods aim to utilize a small number of labeled data samples along with a great number of unlabeled samples to develop high-performing models comparable to the supervised learning counterpart trained on a large amount of labeled data samples. In this study, we assess the effectiveness of a semi-supervised learning framework for multi-class weed detection, employing two well-known object detection frameworks, namely FCOS and Faster-RCNN. Specifically, we evaluate a generalized student-teacher framework with an improved pseudo-label generation module to produce reliable pseudo-labels for the unlabeled data. To enhance generalization, an ensemble student network is employed to facilitate the training process. Experimental results show that the proposed approach is able to achieve approximately 76\% and 96\% detection accuracy as the supervised methods with only 10\% of labeled data in CottenWeedDet3 and CottonWeedDet12, respectively. We offer access to the source code, contributing a valuable resource for ongoing semi-supervised learning research in weed detection and beyond.
Neural network compression techniques, such as knowledge distillation (KD) and network pruning, have received increasing attention. Recent work `Prune, then Distill' reveals that a pruned student-friendly teacher network can benefit the performance of KD. However, the conventional teacher-student pipeline, which entails cumbersome pre-training of the teacher and complicated compression steps, makes pruning with KD less efficient. In addition to compressing models, recent compression techniques also emphasize the aspect of efficiency. Early pruning demands significantly less computational cost in comparison to the conventional pruning methods as it does not require a large pre-trained model. Likewise, a special case of KD, known as self-distillation (SD), is more efficient since it requires no pre-training or student-teacher pair selection. This inspires us to collaborate early pruning with SD for efficient model compression. In this work, we propose the framework named Early Pruning with Self-Distillation (EPSD), which identifies and preserves distillable weights in early pruning for a given SD task. EPSD efficiently combines early pruning and self-distillation in a two-step process, maintaining the pruned network's trainability for compression. Instead of a simple combination of pruning and SD, EPSD enables the pruned network to favor SD by keeping more distillable weights before training to ensure better distillation of the pruned network. We demonstrated that EPSD improves the training of pruned networks, supported by visual and quantitative analyses. Our evaluation covered diverse benchmarks (CIFAR-10/100, Tiny-ImageNet, full ImageNet, CUB-200-2011, and Pascal VOC), with EPSD outperforming advanced pruning and SD techniques.
This paper presents a novel generative model, Collaborative Competitive Agents (CCA), which leverages the capabilities of multiple Large Language Models (LLMs) based agents to execute complex tasks. Drawing inspiration from Generative Adversarial Networks (GANs), the CCA system employs two equal-status generator agents and a discriminator agent. The generators independently process user instructions and generate results, while the discriminator evaluates the outputs, and provides feedback for the generator agents to further reflect and improve the generation results. Unlike the previous generative model, our system can obtain the intermediate steps of generation. This allows each generator agent to learn from other successful executions due to its transparency, enabling a collaborative competition that enhances the quality and robustness of the system's results. The primary focus of this study is image editing, demonstrating the CCA's ability to handle intricate instructions robustly. The paper's main contributions include the introduction of a multi-agent-based generative model with controllable intermediate steps and iterative optimization, a detailed examination of agent relationships, and comprehensive experiments on image editing. Code is available at \href{https://github.com/TiankaiHang/CCA}{https://github.com/TiankaiHang/CCA}.
In this paper, we propose a novel technique, Back-stepping Experience Replay (BER), that is compatible with arbitrary off-policy reinforcement learning (RL) algorithms. BER aims to enhance learning efficiency in systems with approximate reversibility, reducing the need for complex reward shaping. The method constructs reversed trajectories using back-stepping transitions to reach random or fixed targets. Interpretable as a bi-directional approach, BER addresses inaccuracies in back-stepping transitions through a distillation of the replay experience during learning. Given the intricate nature of soft robots and their complex interactions with environments, we present an application of BER in a model-free RL approach for the locomotion and navigation of a soft snake robot, which is capable of serpentine motion enabled by anisotropic friction between the body and ground. In addition, a dynamic simulator is developed to assess the effectiveness and efficiency of the BER algorithm, in which the robot demonstrates successful learning (reaching a 100% success rate) and adeptly reaches random targets, achieving an average speed 48% faster than that of the best baseline approach.