Undoubtedly, high-fidelity 3D hair is crucial for achieving realism, artistic expression, and immersion in computer graphics. While existing 3D hair modeling methods have achieved impressive performance, the challenge of achieving high-quality hair reconstruction persists: they either require strict capture conditions, making practical applications difficult, or heavily rely on learned prior data, obscuring fine-grained details in images. To address these challenges, we propose MonoHair,a generic framework to achieve high-fidelity hair reconstruction from a monocular video, without specific requirements for environments. Our approach bifurcates the hair modeling process into two main stages: precise exterior reconstruction and interior structure inference. The exterior is meticulously crafted using our Patch-based Multi-View Optimization (PMVO). This method strategically collects and integrates hair information from multiple views, independent of prior data, to produce a high-fidelity exterior 3D line map. This map not only captures intricate details but also facilitates the inference of the hair's inner structure. For the interior, we employ a data-driven, multi-view 3D hair reconstruction method. This method utilizes 2D structural renderings derived from the reconstructed exterior, mirroring the synthetic 2D inputs used during training. This alignment effectively bridges the domain gap between our training data and real-world data, thereby enhancing the accuracy and reliability of our interior structure inference. Lastly, we generate a strand model and resolve the directional ambiguity by our hair growth algorithm. Our experiments demonstrate that our method exhibits robustness across diverse hairstyles and achieves state-of-the-art performance. For more results, please refer to our project page https://keyuwu-cs.github.io/MonoHair/.
Visual instruction tuning is the key to building multimodal large language models (MLLMs), which greatly improves the reasoning capabilities of large language models (LLMs) in vision scenario. However, existing MLLMs mostly rely on a mixture of multiple highly diverse visual instruction datasets for training (even more than a million instructions), which may introduce data redundancy. To investigate this issue, we conduct a series of empirical studies, which reveal a significant redundancy within the visual instruction datasets, and show that greatly reducing the amount of several instruction dataset even do not affect the performance. Based on the findings, we propose a new data selection approach TIVE, to eliminate redundancy within visual instruction data. TIVE first estimates the task-level and instance-level value of the visual instructions based on computed gradients. Then, according to the estimated values, TIVE determines the task proportion within the visual instructions, and selects representative instances to compose a smaller visual instruction subset for training. Experiments on LLaVA-1.5 show that our approach using only about 7.5% data can achieve comparable performance as the full-data fine-tuned model across seven benchmarks, even surpassing it on four of the benchmarks. Our code and data will be publicly released.
In this paper, we study the harmlessness alignment problem of multimodal large language models~(MLLMs). We conduct a systematic empirical analysis of the harmlessness performance of representative MLLMs and reveal that the image input poses the alignment vulnerability of MLLMs. Inspired by this, we propose a novel jailbreak method named HADES, which hides and amplifies the harmfulness of the malicious intent within the text input, using meticulously crafted images. Experimental results show that HADES can effectively jailbreak existing MLLMs, which achieves an average Attack Success Rate~(ASR) of 90.26% for LLaVA-1.5 and 71.60% for Gemini Pro Vision. Our code and data will be publicly released.
It remains a significant challenge how to quantitatively control the expressiveness of speech emotion in speech generation. In this work, we present a novel approach for manipulating the rendering of emotions for speech generation. We propose a hierarchical emotion distribution extractor, i.e. Hierarchical ED, that quantifies the intensity of emotions at different levels of granularity. Support vector machines (SVMs) are employed to rank emotion intensity, resulting in a hierarchical emotional embedding. Hierarchical ED is subsequently integrated into the FastSpeech2 framework, guiding the model to learn emotion intensity at phoneme, word, and utterance levels. During synthesis, users can manually edit the emotional intensity of the generated voices. Both objective and subjective evaluations demonstrate the effectiveness of the proposed network in terms of fine-grained quantitative emotion editing.
In this paper, we aim to improve the reasoning ability of large language models (LLMs) over knowledge graphs (KGs) to answer complex questions. Inspired by existing methods that design the interaction strategy between LLMs and KG, we propose an autonomous LLM-based agent framework, called KG-Agent, which enables a small LLM to actively make decisions until finishing the reasoning process over KGs. In KG-Agent, we integrate the LLM, multifunctional toolbox, KG-based executor, and knowledge memory, and develop an iteration mechanism that autonomously selects the tool then updates the memory for reasoning over KG. To guarantee the effectiveness, we leverage program language to formulate the multi-hop reasoning process over the KG, and synthesize a code-based instruction dataset to fine-tune the base LLM. Extensive experiments demonstrate that only using 10K samples for tuning LLaMA-7B can outperform state-of-the-art methods using larger LLMs or more data, on both in-domain and out-domain datasets. Our code and data will be publicly released.
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.
We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian splatting and position-based dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to Gaussian shader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. For more information, please visit our project page at \url{https://amysteriouscat.github.io/GaussianSplashing/}.
Reinforcement learning (RL) has been widely used in training large language models~(LLMs) for preventing unexpected outputs, \eg reducing harmfulness and errors. However, existing RL methods mostly adopt the instance-level reward, which is unable to provide fine-grained supervision for complex reasoning tasks, and can not focus on the few key tokens that lead to the incorrectness. To address it, we propose a new RL method named \textbf{RLMEC} that incorporates a generative model as the reward model, which is trained by the erroneous solution rewriting task under the minimum editing constraint, and can produce token-level rewards for RL training. Based on the generative reward model, we design the token-level RL objective for training and an imitation-based regularization for stabilizing RL process. And the both objectives focus on the learning of the key tokens for the erroneous solution, reducing the effect of other unimportant tokens. The experiment results on mathematical tasks and question-answering tasks have demonstrated the effectiveness of our approach. Our code and data are available at \url{https://github.com/RUCAIBox/RLMEC}.
Recently, multi-task instruction tuning has been applied into sentence representation learning, which endows the capability of generating specific representations with the guidance of task instruction, exhibiting strong generalization ability on new tasks. However, these methods mostly neglect the potential interference problems across different tasks and instances, which may affect the training and convergence of the model. To address it, we propose a data curriculum method, namely Data-CUBE, that arranges the orders of all the multi-task data for training, to minimize the interference risks from the two views. In the task level, we aim to find the optimal task order to minimize the total cross-task interference risk, which is exactly the traveling salesman problem, hence we utilize a simulated annealing algorithm to find its solution. In the instance level, we measure the difficulty of all instances per task, then divide them into the easy-to-difficult mini-batches for training. Experiments on MTEB sentence representation evaluation tasks show that our approach can boost the performance of state-of-the-art methods. Our code and data are publicly available at the link: \url{https://github.com/RUCAIBox/Data-CUBE}.