National University of Defense Technology
Abstract:Scene Graph Generation (SGG) aims to generate a comprehensive graphical representation that accurately captures the semantic information of a given scenario. However, the SGG model's performance in predicting more fine-grained predicates is hindered by a significant predicate bias. According to existing works, the long-tail distribution of predicates in training data results in the biased scene graph. However, the semantic overlap between predicate categories makes predicate prediction difficult, and there is a significant difference in the sample size of semantically similar predicates, making the predicate prediction more difficult. Therefore, higher requirements are placed on the discriminative ability of the model. In order to address this problem, this paper proposes Ensemble Predicate Decoding (EPD), which employs multiple decoders to attain unbiased scene graph generation. Two auxiliary decoders trained on lower-frequency predicates are used to improve the discriminative ability of the model. Extensive experiments are conducted on the VG, and the experiment results show that EPD enhances the model's representation capability for predicates. In addition, we find that our approach ensures a relatively superior predictive capability for more frequent predicates compared to previous unbiased SGG methods.




Abstract:The household rearrangement task involves spotting misplaced objects in a scene and accommodate them with proper places. It depends both on common-sense knowledge on the objective side and human user preference on the subjective side. In achieving such task, we propose to mine object functionality with user preference alignment directly from the scene itself, without relying on human intervention. To do so, we work with scene graph representation and propose LLM-enhanced scene graph learning which transforms the input scene graph into an affordance-enhanced graph (AEG) with information-enhanced nodes and newly discovered edges (relations). In AEG, the nodes corresponding to the receptacle objects are augmented with context-induced affordance which encodes what kind of carriable objects can be placed on it. New edges are discovered with newly discovered non-local relations. With AEG, we perform task planning for scene rearrangement by detecting misplaced carriables and determining a proper placement for each of them. We test our method by implementing a tiding robot in simulator and perform evaluation on a new benchmark we build. Extensive evaluations demonstrate that our method achieves state-of-the-art performance on misplacement detection and the following rearrangement planning.




Abstract:Low-level 3D representations, such as point clouds, meshes, NeRFs, and 3D Gaussians, are commonly used to represent 3D objects or scenes. However, humans usually perceive 3D objects or scenes at a higher level as a composition of parts or structures rather than points or voxels. Representing 3D as semantic parts can benefit further understanding and applications. We aim to solve part-aware 3D reconstruction, which parses objects or scenes into semantic parts. In this paper, we introduce a hybrid representation of superquadrics and 2D Gaussians, trying to dig 3D structural clues from multi-view image inputs. Accurate structured geometry reconstruction and high-quality rendering are achieved at the same time. We incorporate parametric superquadrics in mesh forms into 2D Gaussians by attaching Gaussian centers to faces in meshes. During the training, superquadrics parameters are iteratively optimized, and Gaussians are deformed accordingly, resulting in an efficient hybrid representation. On the one hand, this hybrid representation inherits the advantage of superquadrics to represent different shape primitives, supporting flexible part decomposition of scenes. On the other hand, 2D Gaussians are incorporated to model the complex texture and geometry details, ensuring high-quality rendering and geometry reconstruction. The reconstruction is fully unsupervised. We conduct extensive experiments on data from DTU and ShapeNet datasets, in which the method decomposes scenes into reasonable parts, outperforming existing state-of-the-art approaches.




Abstract:Fourier features based positional encoding (PE) is commonly used in machine learning tasks that involve learning high-frequency features from low-dimensional inputs, such as 3D view synthesis and time series regression with neural tangent kernels. Despite their effectiveness, existing PEs require manual, empirical adjustment of crucial hyperparameters, specifically the Fourier features, tailored to each unique task. Further, PEs face challenges in efficiently learning high-frequency functions, particularly in tasks with limited data. In this paper, we introduce sinusoidal PE (SPE), designed to efficiently learn adaptive frequency features closely aligned with the true underlying function. Our experiments demonstrate that SPE, without hyperparameter tuning, consistently achieves enhanced fidelity and faster training across various tasks, including 3D view synthesis, Text-to-Speech generation, and 1D regression. SPE is implemented as a direct replacement for existing PEs. Its plug-and-play nature lets numerous tasks easily adopt and benefit from SPE.




Abstract:The design and analysis of Computer-Aided Design (CAD) sketches play a crucial role in industrial product design, primarily involving CAD primitives and their inter-primitive constraints. To address challenges related to error accumulation in autoregressive models and the complexities associated with self-supervised model design for this task, we propose a two-stage network framework. This framework consists of a primitive network and a constraint network, transforming the sketch analysis task into a set prediction problem to enhance the effective handling of primitives and constraints. By decoupling target types from parameters, the model gains increased flexibility and optimization while reducing complexity. Additionally, the constraint network incorporates a pointer module to explicitly indicate the relationship between constraint parameters and primitive indices, enhancing interpretability and performance. Qualitative and quantitative analyses on two publicly available datasets demonstrate the superiority of this method.
Abstract:Combinatorial Optimization (CO) problems are fundamentally crucial in numerous practical applications across diverse industries, characterized by entailing enormous solution space and demanding time-sensitive response. Despite significant advancements made by recent neural solvers, their limited expressiveness does not conform well to the multi-modal nature of CO landscapes. While some research has pivoted towards diffusion models, they require simulating a Markov chain with many steps to produce a sample, which is time-consuming and does not meet the efficiency requirement of real applications, especially at scale. We propose DISCO, an efficient DIffusion Solver for Combinatorial Optimization problems that excels in both solution quality and inference speed. DISCO's efficacy is two-pronged: Firstly, it achieves rapid denoising of solutions through an analytically solvable form, allowing for direct sampling from the solution space with very few reverse-time steps, thereby drastically reducing inference time. Secondly, DISCO enhances solution quality by restricting the sampling space to a more constrained, meaningful domain guided by solution residues, while still preserving the inherent multi-modality of the output probabilistic distributions. DISCO achieves state-of-the-art results on very large Traveling Salesman Problems with 10000 nodes and challenging Maximal Independent Set benchmarks, with its per-instance denoising time up to 44.8 times faster. Through further combining a divide-and-conquer strategy, DISCO can be generalized to solve arbitrary-scale problem instances off the shelf, even outperforming models trained specifically on corresponding scales.
Abstract:The insertion of objects into a scene and relighting are commonly utilized applications in augmented reality (AR). Previous methods focused on inserting virtual objects using CAD models or real objects from single-view images, resulting in highly limited AR application scenarios. We propose a novel NeRF-based pipeline for inserting object NeRFs into scene NeRFs, enabling novel view synthesis and realistic relighting, supporting physical interactions like casting shadows onto each other, from two sets of images depicting the object and scene. The lighting environment is in a hybrid representation of Spherical Harmonics and Spherical Gaussians, representing both high- and low-frequency lighting components very well, and supporting non-Lambertian surfaces. Specifically, we leverage the benefits of volume rendering and introduce an innovative approach for efficient shadow rendering by comparing the depth maps between the camera view and the light source view and generating vivid soft shadows. The proposed method achieves realistic relighting effects in extensive experimental evaluations.




Abstract:To effectively implement quantum algorithms on noisy intermediate-scale quantum (NISQ) processors is a central task in modern quantum technology. NISQ processors feature tens to a few hundreds of noisy qubits with limited coherence times and gate operations with errors, so NISQ algorithms naturally require employing circuits of short lengths via quantum compilation. Here, we develop a reinforcement learning (RL)-based quantum compiler for a superconducting processor and demonstrate its capability of discovering novel and hardware-amenable circuits with short lengths. We show that for the three-qubit quantum Fourier transformation, a compiled circuit using only seven CZ gates with unity circuit fidelity can be achieved. The compiler is also able to find optimal circuits under device topological constraints, with lengths considerably shorter than those by the conventional method. Our study exemplifies the codesign of the software with hardware for efficient quantum compilation, offering valuable insights for the advancement of RL-based compilers.
Abstract:Recently proposed reward-conditioned policies (RCPs) offer an appealing alternative in reinforcement learning. Compared with policy gradient methods, policy learning in RCPs is simpler since it is based on supervised learning, and unlike value-based methods, it does not require optimization in the action space to take actions. However, for multi-armed bandit (MAB) problems, we find that RCPs are slower to converge and have inferior expected rewards at convergence, compared with classic methods such as the upper confidence bound and Thompson sampling. In this work, we show that the performance of RCPs can be enhanced by constructing policies through the marginalization of rewards using normalized weight functions, whose sum or integral equal $1$, although the function values may be negative. We refer to this technique as generalized marginalization, whose advantage is that negative weights for policies conditioned on low rewards can make the resulting policies more distinct from them. Strategies to perform generalized marginalization in MAB with discrete action spaces are studied. Through simulations, we demonstrate that the proposed technique improves RCPs and makes them competitive with classic methods, showing superior performance on challenging MABs with large action spaces and sparse reward signals.




Abstract:In this paper, we introduce LInK, a novel framework that integrates contrastive learning of performance and design space with optimization techniques for solving complex inverse problems in engineering design with discrete and continuous variables. We focus on the path synthesis problem for planar linkage mechanisms. By leveraging a multi-modal and transformation-invariant contrastive learning framework, LInK learns a joint representation that captures complex physics and design representations of mechanisms, enabling rapid retrieval from a vast dataset of over 10 million mechanisms. This approach improves precision through the warm start of a hierarchical unconstrained nonlinear optimization algorithm, combining the robustness of traditional optimization with the speed and adaptability of modern deep learning methods. Our results on an existing benchmark demonstrate that LInK outperforms existing methods with 28 times less error compared to a state-of-the-art approach while taking 20 times less time on an existing benchmark. Moreover, we introduce a significantly more challenging benchmark, named LINK-ABC, which involves synthesizing linkages that trace the trajectories of English capital alphabets - an inverse design benchmark task that existing methods struggle with due to large non-linearities and tiny feasible space. Our results demonstrate that LInK not only advances the field of mechanism design but also broadens the applicability of contrastive learning and optimization to other areas of engineering.