Event cameras are bio-inspired sensors that respond to local changes in light intensity and feature low latency, high energy efficiency, and high dynamic range. Meanwhile, Spiking Neural Networks (SNNs) have gained significant attention due to their remarkable efficiency and fault tolerance. By synergistically harnessing the energy efficiency inherent in event cameras and the spike-based processing capabilities of SNNs, their integration could enable ultra-low-power application scenarios, such as action recognition tasks. However, existing approaches often entail converting asynchronous events into conventional frames, leading to additional data mapping efforts and a loss of sparsity, contradicting the design concept of SNNs and event cameras. To address this challenge, we propose SpikePoint, a novel end-to-end point-based SNN architecture. SpikePoint excels at processing sparse event cloud data, effectively extracting both global and local features through a singular-stage structure. Leveraging the surrogate training method, SpikePoint achieves high accuracy with few parameters and maintains low power consumption, specifically employing the identity mapping feature extractor on diverse datasets. SpikePoint achieves state-of-the-art (SOTA) performance on four event-based action recognition datasets using only 16 timesteps, surpassing other SNN methods. Moreover, it also achieves SOTA performance across all methods on three datasets, utilizing approximately 0.3\% of the parameters and 0.5\% of power consumption employed by artificial neural networks (ANNs). These results emphasize the significance of Point Cloud and pave the way for many ultra-low-power event-based data processing applications.
The last decade has witnessed the success of deep learning and the surge of publicly released trained models, which necessitates the quantification of the model functional distance for various purposes. However, quantifying the model functional distance is always challenging due to the opacity in inner workings and the heterogeneity in architectures or tasks. Inspired by the concept of "field" in physics, in this work we introduce Model Gradient Field (abbr. ModelGiF) to extract homogeneous representations from the heterogeneous pre-trained models. Our main assumption underlying ModelGiF is that each pre-trained deep model uniquely determines a ModelGiF over the input space. The distance between models can thus be measured by the similarity between their ModelGiFs. We validate the effectiveness of the proposed ModelGiF with a suite of testbeds, including task relatedness estimation, intellectual property protection, and model unlearning verification. Experimental results demonstrate the versatility of the proposed ModelGiF on these tasks, with significantly superiority performance to state-of-the-art competitors. Codes are available at https://github.com/zju-vipa/modelgif.
We present ArtiGrasp, a novel method to synthesize bi-manual hand-object interactions that include grasping and articulation. This task is challenging due to the diversity of the global wrist motions and the precise finger control that are necessary to articulate objects. ArtiGrasp leverages reinforcement learning and physics simulations to train a policy that controls the global and local hand pose. Our framework unifies grasping and articulation within a single policy guided by a single hand pose reference. Moreover, to facilitate the training of the precise finger control required for articulation, we present a learning curriculum with increasing difficulty. It starts with single-hand manipulation of stationary objects and continues with multi-agent training including both hands and non-stationary objects. To evaluate our method, we introduce Dynamic Object Grasping and Articulation, a task that involves bringing an object into a target articulated pose. This task requires grasping, relocation, and articulation. We show our method's efficacy towards this task. We further demonstrate that our method can generate motions with noisy hand-object pose estimates from an off-the-shelf image-based regressor.
We present EMDB, the Electromagnetic Database of Global 3D Human Pose and Shape in the Wild. EMDB is a novel dataset that contains high-quality 3D SMPL pose and shape parameters with global body and camera trajectories for in-the-wild videos. We use body-worn, wireless electromagnetic (EM) sensors and a hand-held iPhone to record a total of 58 minutes of motion data, distributed over 81 indoor and outdoor sequences and 10 participants. Together with accurate body poses and shapes, we also provide global camera poses and body root trajectories. To construct EMDB, we propose a multi-stage optimization procedure, which first fits SMPL to the 6-DoF EM measurements and then refines the poses via image observations. To achieve high-quality results, we leverage a neural implicit avatar model to reconstruct detailed human surface geometry and appearance, which allows for improved alignment and smoothness via a dense pixel-level objective. Our evaluations, conducted with a multi-view volumetric capture system, indicate that EMDB has an expected accuracy of 2.3 cm positional and 10.6 degrees angular error, surpassing the accuracy of previous in-the-wild datasets. We evaluate existing state-of-the-art monocular RGB methods for camera-relative and global pose estimation on EMDB. EMDB is publicly available under https://ait.ethz.ch/emdb
Weight Average (WA) is an active research topic due to its simplicity in ensembling deep networks and the effectiveness in promoting generalization. Existing weight average approaches, however, are often carried out along only one training trajectory in a post-hoc manner (i.e., the weights are averaged after the entire training process is finished), which significantly degrades the diversity between networks and thus impairs the effectiveness in ensembling. In this paper, inspired by weight average, we propose Lookaround, a straightforward yet effective SGD-based optimizer leading to flatter minima with better generalization. Specifically, Lookaround iterates two steps during the whole training period: the around step and the average step. In each iteration, 1) the around step starts from a common point and trains multiple networks simultaneously, each on transformed data by a different data augmentation, and 2) the average step averages these trained networks to get the averaged network, which serves as the starting point for the next iteration. The around step improves the functionality diversity while the average step guarantees the weight locality of these networks during the whole training, which is essential for WA to work. We theoretically explain the superiority of Lookaround by convergence analysis, and make extensive experiments to evaluate Lookaround on popular benchmarks including CIFAR and ImageNet with both CNNs and ViTs, demonstrating clear superiority over state-of-the-arts. Our code is available at https://github.com/Ardcy/Lookaround.
Centralized Training with Decentralized Execution (CTDE) has recently emerged as a popular framework for cooperative Multi-Agent Reinforcement Learning (MARL), where agents can use additional global state information to guide training in a centralized way and make their own decisions only based on decentralized local policies. Despite the encouraging results achieved, CTDE makes an independence assumption on agent policies, which limits agents to adopt global cooperative information from each other during centralized training. Therefore, we argue that existing CTDE methods cannot fully utilize global information for training, leading to an inefficient joint-policy exploration and even suboptimal results. In this paper, we introduce a novel Centralized Advising and Decentralized Pruning (CADP) framework for multi-agent reinforcement learning, that not only enables an efficacious message exchange among agents during training but also guarantees the independent policies for execution. Firstly, CADP endows agents the explicit communication channel to seek and take advices from different agents for more centralized training. To further ensure the decentralized execution, we propose a smooth model pruning mechanism to progressively constraint the agent communication into a closed one without degradation in agent cooperation capability. Empirical evaluations on StarCraft II micromanagement and Google Research Football benchmarks demonstrate that the proposed framework achieves superior performance compared with the state-of-the-art counterparts. Our code will be made publicly available.
In this paper, we propose a novel hybrid representation and end-to-end trainable network architecture to model fully editable and customizable neural avatars. At the core of our work lies a representation that combines the modeling power of neural fields with the ease of use and inherent 3D consistency of skinned meshes. To this end, we construct a trainable feature codebook to store local geometry and texture features on the vertices of a deformable body model, thus exploiting its consistent topology under articulation. This representation is then employed in a generative auto-decoder architecture that admits fitting to unseen scans and sampling of realistic avatars with varied appearances and geometries. Furthermore, our representation allows local editing by swapping local features between 3D assets. To verify our method for avatar creation and editing, we contribute a new high-quality dataset, dubbed CustomHumans, for training and evaluation. Our experiments quantitatively and qualitatively show that our method generates diverse detailed avatars and achieves better model fitting performance compared to state-of-the-art methods. Our code and dataset are available at https://custom-humans.github.io/.
Temporal graphs exhibit dynamic interactions between nodes over continuous time, whose topologies evolve with time elapsing. The whole temporal neighborhood of nodes reveals the varying preferences of nodes. However, previous works usually generate dynamic representation with limited neighbors for simplicity, which results in both inferior performance and high latency of online inference. Therefore, in this paper, we propose a novel method of temporal graph convolution with the whole neighborhood, namely Temporal Aggregation and Propagation Graph Neural Networks (TAP-GNN). Specifically, we firstly analyze the computational complexity of the dynamic representation problem by unfolding the temporal graph in a message-passing paradigm. The expensive complexity motivates us to design the AP (aggregation and propagation) block, which significantly reduces the repeated computation of historical neighbors. The final TAP-GNN supports online inference in the graph stream scenario, which incorporates the temporal information into node embeddings with a temporal activation function and a projection layer besides several AP blocks. Experimental results on various real-life temporal networks show that our proposed TAP-GNN outperforms existing temporal graph methods by a large margin in terms of both predictive performance and online inference latency. Our code is available at \url{https://github.com/doujiang-zheng/TAP-GNN}.
We propose a method to estimate 3D human poses from substantially blurred images. The key idea is to tackle the inverse problem of image deblurring by modeling the forward problem with a 3D human model, a texture map, and a sequence of poses to describe human motion. The blurring process is then modeled by a temporal image aggregation step. Using a differentiable renderer, we can solve the inverse problem by backpropagating the pixel-wise reprojection error to recover the best human motion representation that explains a single or multiple input images. Since the image reconstruction loss alone is insufficient, we present additional regularization terms. To the best of our knowledge, we present the first method to tackle this problem. Our method consistently outperforms other methods on significantly blurry inputs since they lack one or multiple key functionalities that our method unifies, i.e. image deblurring with sub-frame accuracy and explicit 3D modeling of non-rigid human motion.
We propose Hi4D, a method and dataset for the automatic analysis of physically close human-human interaction under prolonged contact. Robustly disentangling several in-contact subjects is a challenging task due to occlusions and complex shapes. Hence, existing multi-view systems typically fuse 3D surfaces of close subjects into a single, connected mesh. To address this issue we leverage i) individually fitted neural implicit avatars; ii) an alternating optimization scheme that refines pose and surface through periods of close proximity; and iii) thus segment the fused raw scans into individual instances. From these instances we compile Hi4D dataset of 4D textured scans of 20 subject pairs, 100 sequences, and a total of more than 11K frames. Hi4D contains rich interaction-centric annotations in 2D and 3D alongside accurately registered parametric body models. We define varied human pose and shape estimation tasks on this dataset and provide results from state-of-the-art methods on these benchmarks.