(Source) code summarization is the task of automatically generating natural language summaries for given code snippets. Such summaries play a key role in helping developers understand and maintain source code. Recently, with the successful application of large language models (LLMs) in numerous fields, software engineering researchers have also attempted to adapt LLMs to solve code summarization tasks. The main adaptation schemes include instruction prompting and task-oriented fine-tuning. However, instruction prompting involves designing crafted prompts for zero-shot learning or selecting appropriate samples for few-shot learning and requires users to have professional domain knowledge, while task-oriented fine-tuning requires high training costs. In this paper, we propose a novel prompt learning framework for code summarization called PromptCS. PromptCS trains a prompt agent that can generate continuous prompts to unleash the potential for LLMs in code summarization. Compared to the human-written discrete prompt, the continuous prompts are produced under the guidance of LLMs and are therefore easier to understand by LLMs. PromptCS freezes the parameters of LLMs when training the prompt agent, which can greatly reduce the requirements for training resources. We evaluate PromptCS on the CodeSearchNet dataset involving multiple programming languages. The results show that PromptCS significantly outperforms instruction prompting schemes on all four widely used metrics. In some base LLMs, e.g., CodeGen-Multi-2B and StarCoderBase-1B and -3B, PromptCS even outperforms the task-oriented fine-tuning scheme. More importantly, the training efficiency of PromptCS is faster than the task-oriented fine-tuning scheme, with a more pronounced advantage on larger LLMs. The results of the human evaluation demonstrate that PromptCS can generate more good summaries compared to baselines.
The scale and quality of point cloud datasets constrain the advancement of point cloud learning. Recently, with the development of multi-modal learning, the incorporation of domain-agnostic prior knowledge from other modalities, such as images and text, to assist in point cloud feature learning has been considered a promising avenue. Existing methods have demonstrated the effectiveness of multi-modal contrastive training and feature distillation on point clouds. However, challenges remain, including the requirement for paired triplet data, redundancy and ambiguity in supervised features, and the disruption of the original priors. In this paper, we propose a language-assisted approach to point cloud feature learning (LAST-PCL), enriching semantic concepts through LLMs-based text enrichment. We achieve de-redundancy and feature dimensionality reduction without compromising textual priors by statistical-based and training-free significant feature selection. Furthermore, we also delve into an in-depth analysis of the impact of text contrastive training on the point cloud. Extensive experiments validate that the proposed method learns semantically meaningful point cloud features and achieves state-of-the-art or comparable performance in 3D semantic segmentation, 3D object detection, and 3D scene classification tasks. The source code is available at https://github.com/yanmin-wu/LAST-PCL.
In the era where AI-generated content (AIGC) models can produce stunning and lifelike images, the lingering shadow of unauthorized reproductions and malicious tampering poses imminent threats to copyright integrity and information security. Current image watermarking methods, while widely accepted for safeguarding visual content, can only protect copyright and ensure traceability. They fall short in localizing increasingly realistic image tampering, potentially leading to trust crises, privacy violations, and legal disputes. To solve this challenge, we propose an innovative proactive forensics framework EditGuard, to unify copyright protection and tamper-agnostic localization, especially for AIGC-based editing methods. It can offer a meticulous embedding of imperceptible watermarks and precise decoding of tampered areas and copyright information. Leveraging our observed fragility and locality of image-into-image steganography, the realization of EditGuard can be converted into a united image-bit steganography issue, thus completely decoupling the training process from the tampering types. Extensive experiments demonstrate that our EditGuard balances the tamper localization accuracy, copyright recovery precision, and generalizability to various AIGC-based tampering methods, especially for image forgery that is difficult for the naked eye to detect. The project page is available at https://xuanyuzhang21.github.io/project/editguard/.
Diffusion models have revolutionized text-driven video editing. However, applying these methods to real-world editing encounters two significant challenges: (1) the rapid increase in graphics memory demand as the number of frames grows, and (2) the inter-frame inconsistency in edited videos. To this end, we propose NVEdit, a novel text-driven video editing framework designed to mitigate memory overhead and improve consistent editing for real-world long videos. Specifically, we construct a neural video field, powered by tri-plane and sparse grid, to enable encoding long videos with hundreds of frames in a memory-efficient manner. Next, we update the video field through off-the-shelf Text-to-Image (T2I) models to impart text-driven editing effects. A progressive optimization strategy is developed to preserve original temporal priors. Importantly, both the neural video field and T2I model are adaptable and replaceable, thus inspiring future research. Experiments demonstrate that our approach successfully edits hundreds of frames with impressive inter-frame consistency.
This paper presents GIR, a 3D Gaussian Inverse Rendering method for relightable scene factorization. Compared to existing methods leveraging discrete meshes or neural implicit fields for inverse rendering, our method utilizes 3D Gaussians to estimate the material properties, illumination, and geometry of an object from multi-view images. Our study is motivated by the evidence showing that 3D Gaussian is a more promising backbone than neural fields in terms of performance, versatility, and efficiency. In this paper, we aim to answer the question: ``How can 3D Gaussian be applied to improve the performance of inverse rendering?'' To address the complexity of estimating normals based on discrete and often in-homogeneous distributed 3D Gaussian representations, we proposed an efficient self-regularization method that facilitates the modeling of surface normals without the need for additional supervision. To reconstruct indirect illumination, we propose an approach that simulates ray tracing. Extensive experiments demonstrate our proposed GIR's superior performance over existing methods across multiple tasks on a variety of widely used datasets in inverse rendering. This substantiates its efficacy and broad applicability, highlighting its potential as an influential tool in relighting and reconstruction. Project page: https://3dgir.github.io
Humans interact with objects all the time. Enabling a humanoid to learn human-object interaction (HOI) is a key step for future smart animation and intelligent robotics systems. However, recent progress in physics-based HOI requires carefully designed task-specific rewards, making the system unscalable and labor-intensive. This work focuses on dynamic HOI imitation: teaching humanoid dynamic interaction skills through imitating kinematic HOI demonstrations. It is quite challenging because of the complexity of the interaction between body parts and objects and the lack of dynamic HOI data. To handle the above issues, we present PhysHOI, the first physics-based whole-body HOI imitation approach without task-specific reward designs. Except for the kinematic HOI representations of humans and objects, we introduce the contact graph to model the contact relations between body parts and objects explicitly. A contact graph reward is also designed, which proved to be critical for precise HOI imitation. Based on the key designs, PhysHOI can imitate diverse HOI tasks simply yet effectively without prior knowledge. To make up for the lack of dynamic HOI scenarios in this area, we introduce the BallPlay dataset that contains eight whole-body basketball skills. We validate PhysHOI on diverse HOI tasks, including whole-body grasping and basketball skills.
Large-scale text-to-video (T2V) diffusion models have great progress in recent years in terms of visual quality, motion and temporal consistency. However, the generation process is still a black box, where all attributes (e.g., appearance, motion) are learned and generated jointly without precise control ability other than rough text descriptions. Inspired by image animation which decouples the video as one specific appearance with the corresponding motion, we propose AnimateZero to unveil the pre-trained text-to-video diffusion model, i.e., AnimateDiff, and provide more precise appearance and motion control abilities for it. For appearance control, we borrow intermediate latents and their features from the text-to-image (T2I) generation for ensuring the generated first frame is equal to the given generated image. For temporal control, we replace the global temporal attention of the original T2V model with our proposed positional-corrected window attention to ensure other frames align with the first frame well. Empowered by the proposed methods, AnimateZero can successfully control the generating progress without further training. As a zero-shot image animator for given images, AnimateZero also enables multiple new applications, including interactive video generation and real image animation. The detailed experiments demonstrate the effectiveness of the proposed method in both T2V and related applications.
In response to legislation mandating companies to honor the \textit{right to be forgotten} by erasing user data, it has become imperative to enable data removal in Vertical Federated Learning (VFL) where multiple parties provide private features for model training. In VFL, data removal, i.e., \textit{machine unlearning}, often requires removing specific features across all samples under privacy guarentee in federated learning. To address this challenge, we propose \methname, a novel Gradient Boosting Decision Tree (GBDT) framework that effectively enables both \textit{instance unlearning} and \textit{feature unlearning} without the need for retraining from scratch. Leveraging a robust GBDT structure, we enable effective data deletion while reducing degradation of model performance. Extensive experimental results on popular datasets demonstrate that our method achieves superior model utility and forgetfulness compared to \textit{state-of-the-art} methods. To our best knowledge, this is the first work that investigates machine unlearning in VFL scenarios.
Intelligent structural design using AI can effectively reduce time overhead and increase efficiency. It has potential to become the new design paradigm in the future to assist and even replace engineers, and so it has become a research hotspot in the academic community. However, current methods have some limitations to be addressed, whether in terms of application scope, visual quality of generated results, or evaluation metrics of results. This study proposes a comprehensive solution. Firstly, we introduce building information modeling (BIM) into intelligent structural design and establishes a structural design pipeline integrating BIM and generative AI, which is a powerful supplement to the previous frameworks that only considered CAD drawings. In order to improve the perceptual quality and details of generations, this study makes 3 contributions. Firstly, in terms of generation framework, inspired by the process of human drawing, a novel 2-stage generation framework is proposed to replace the traditional end-to-end framework to reduce the generation difficulty for AI models. Secondly, in terms of generative AI tools adopted, diffusion models (DMs) are introduced to replace widely used generative adversarial network (GAN)-based models, and a novel physics-based conditional diffusion model (PCDM) is proposed to consider different design prerequisites. Thirdly, in terms of neural networks, an attention block (AB) consisting of a self-attention block (SAB) and a parallel cross-attention block (PCAB) is designed to facilitate cross-domain data fusion. The quantitative and qualitative results demonstrate the powerful generation and representation capabilities of PCDM. Necessary ablation studies are conducted to examine the validity of the methods. This study also shows that DMs have the potential to replace GANs and become the new benchmark for generative problems in civil engineering.
In this paper, a 24-dimensional geometrically-shaped constellation design based on Leech lattice is presented for indoor visible light communications (VLCs) with a peak-and an average-intensity input constraints. Firstly, by leveraging tools from large deviation theory, we characterize second-order asymptotics of the optimal constellation shaping region under aforementioned intensity constraints, which further refine our previous results in [Chen. et. al, 2020]. Within the optimal geometrical shaping region, we develop an energy-efficient 24-dimensional constellation design, where a significant coding gain brought by the Leech lattice and the nearly-maximum shaping gain are incorporated by using a strategy called coarsely shaping and finely coding. Fast algorithms for constellation mapping and demodulation are presented as well. Numerical results verifies the superiority of our results as compared with existing methods.