The neural radiance field (NeRF) has emerged as a prominent methodology for synthesizing realistic images of novel views. While neural radiance representations based on voxels or mesh individually offer distinct advantages, excelling in either rendering quality or speed, each has limitations in the other aspect. In response, we propose a pioneering hybrid representation named Vosh, seamlessly combining both voxel and mesh components in hybrid rendering for view synthesis. Vosh is meticulously crafted by optimizing the voxel grid of NeRF, strategically with selected voxels replaced by mesh. Therefore, it excels in fast rendering scenes with simple geometry and textures through its mesh component, while simultaneously enabling high-quality rendering in intricate regions by leveraging voxel component. The flexibility of Vosh is showcased through the ability to adjust hybrid ratios, providing users the ability to control the balance between rendering quality and speed based on flexible usage. Experimental results demonstrates that our method achieves commendable trade-off between rendering quality and speed, and notably has real-time performance on mobile devices.
Quantum comb is an essential tool for characterizing complex quantum protocols in quantum information processing. In this work, we introduce PQComb, a framework leveraging parameterized quantum circuits to explore the capabilities of quantum combs for general quantum process transformation tasks and beyond. By optimizing PQComb for time-reversal simulations of unknown unitary evolutions, we develop a simpler protocol for unknown qubit unitary inversion that reduces the ancilla qubit overhead from 6 to 3 compared to the existing method in [Yoshida, Soeda, Murao, PRL 131, 120602, 2023]. This demonstrates the utility of quantum comb structures and showcases PQComb's potential for solving complex quantum tasks. Our results pave the way for broader PQComb applications in quantum computing and quantum information, emphasizing its versatility for tackling diverse problems in quantum machine learning.
We study zero-sum differential games with state constraints and one-sided information, where the informed player (Player 1) has a categorical payoff type unknown to the uninformed player (Player 2). The goal of Player 1 is to minimize his payoff without violating the constraints, while that of Player 2 is to either violate the state constraints, or otherwise, to maximize the payoff. One example of the game is a man-to-man matchup in football. Without state constraints, Cardaliaguet (2007) showed that the value of such a game exists and is convex to the common belief of players. Our theoretical contribution is an extension of this result to differential games with state constraints and the derivation of the primal and dual subdynamic principles necessary for computing the behavioral strategies. Compared with existing works on imperfect-information dynamic games that focus on scalability and generalization, our focus is instead on revealing the mechanism of belief manipulation behaviors resulted from information asymmetry and state constraints. We use a simplified football game to demonstrate the utility of this work, where we reveal player positions and belief states in which the attacker should (or should not) play specific random fake moves to take advantage of information asymmetry, and compute how the defender should respond.
Viewport prediction is the crucial task for adaptive 360-degree video streaming, as the bitrate control algorithms usually require the knowledge of the user's viewing portions of the frames. Various methods are studied and adopted for viewport prediction from less accurate statistic tools to highly calibrated deep neural networks. Conventionally, it is difficult to implement sophisticated deep learning methods on mobile devices, which have limited computation capability. In this work, we propose an advanced learning-based viewport prediction approach and carefully design it to introduce minimal transmission and computation overhead for mobile terminals. We also propose a model-agnostic meta-learning (MAML) based saliency prediction network trainer, which provides a few-sample fast training solution to obtain the prediction model by utilizing the information from the past models. We further discuss how to integrate this mobile-friendly viewport prediction (MFVP) approach into a typical 360-degree video live streaming system by formulating and solving the bitrate adaptation problem. Extensive experiment results show that our prediction approach can work in real-time for live video streaming and can achieve higher accuracies compared to other existing prediction methods on mobile end, which, together with our bitrate adaptation algorithm, significantly improves the streaming QoE from various aspects. We observe the accuracy of MFVP is 8.1$\%$ to 28.7$\%$ higher than other algorithms and achieves 3.73$\%$ to 14.96$\%$ higher average quality level and 49.6$\%$ to 74.97$\%$ less quality level change than other algorithms.
Due to the effectiveness of second-order algorithms in solving classical optimization problems, designing second-order optimizers to train deep neural networks (DNNs) has attracted much research interest in recent years. However, because of the very high dimension of intermediate features in DNNs, it is difficult to directly compute and store the Hessian matrix for network optimization. Most of the previous second-order methods approximate the Hessian information imprecisely, resulting in unstable performance. In this work, we propose a compound optimizer, which is a combination of a second-order optimizer with a precise partial Hessian matrix for updating channel-wise parameters and the first-order stochastic gradient descent (SGD) optimizer for updating the other parameters. We show that the associated Hessian matrices of channel-wise parameters are diagonal and can be extracted directly and precisely from Hessian-free methods. The proposed method, namely SGD with Partial Hessian (SGD-PH), inherits the advantages of both first-order and second-order optimizers. Compared with first-order optimizers, it adopts a certain amount of information from the Hessian matrix to assist optimization, while compared with the existing second-order optimizers, it keeps the good generalization performance of first-order optimizers. Experiments on image classification tasks demonstrate the effectiveness of our proposed optimizer SGD-PH. The code is publicly available at \url{https://github.com/myingysun/SGDPH}.
Creating 3D textured meshes using generative artificial intelligence has garnered significant attention recently. While existing methods support text-based generative texture generation or editing on 3D meshes, they often struggle to precisely control pixels of texture images through more intuitive interaction. While 2D images can be edited generatively using drag interaction, applying this type of methods directly to 3D mesh textures still leads to issues such as the lack of local consistency among multiple views, error accumulation and long training times. To address these challenges, we propose a generative point-based 3D mesh texture editing method called DragTex. This method utilizes a diffusion model to blend locally inconsistent textures in the region near the deformed silhouette between different views, enabling locally consistent texture editing. Besides, we fine-tune a decoder to reduce reconstruction errors in the non-drag region, thereby mitigating overall error accumulation. Moreover, we train LoRA using multi-view images instead of training each view individually, which significantly shortens the training time. The experimental results show that our method effectively achieves dragging textures on 3D meshes and generates plausible textures that align with the desired intent of drag interaction.
We introduce a Cable Grasping-Convolutional Neural Network designed to facilitate robust cable grasping in cluttered environments. Utilizing physics simulations, we generate an extensive dataset that mimics the intricacies of cable grasping, factoring in potential collisions between cables and robotic grippers. We employ the Approximate Convex Decomposition technique to dissect the non-convex cable model, with grasp quality autonomously labeled based on simulated grasping attempts. The CG-CNN is refined using this simulated dataset and enhanced through domain randomization techniques. Subsequently, the trained model predicts grasp quality, guiding the optimal grasp pose to the robot controller for execution. Grasping efficacy is assessed across both synthetic and real-world settings. Given our model implicit collision sensitivity, we achieved commendable success rates of 92.3% for known cables and 88.4% for unknown cables, surpassing contemporary state-of-the-art approaches. Supplementary materials can be found at https://leizhang-public.github.io/cg-cnn/ .
Object detection limits its recognizable categories during the training phase, in which it can not cover all objects of interest for users. To satisfy the practical necessity, the incremental learning ability of the detector becomes a critical factor for real-world applications. Unfortunately, neural networks unavoidably meet catastrophic forgetting problem when it is implemented on a new task. To this end, many incremental object detection models preserve the knowledge of previous tasks by replaying samples or distillation from previous models. However, they ignore an important factor that the performance of the model mostly depends on its feature. These models try to rouse the memory of the neural network with previous samples but not to prevent forgetting. To this end, in this paper, we propose an incremental causal object detection (ICOD) model by learning causal features, which can adapt to more tasks. Traditional object detection models, unavoidably depend on the data-bias or data-specific features to get the detection results, which can not adapt to the new task. When the model meets the requirements of incremental learning, the data-bias information is not beneficial to the new task, and the incremental learning may eliminate these features and lead to forgetting. To this end, our ICOD is introduced to learn the causal features, rather than the data-bias features when training the detector. Thus, when the model is implemented to a new task, the causal features of the old task can aid the incremental learning process to alleviate the catastrophic forgetting problem. We conduct our model on several experiments, which shows a causal feature without data-bias can make the model adapt to new tasks better. \keywords{Object detection, incremental learning, causal feature.
Despite the recent advances in unified image segmentation (IS), developing a unified video segmentation (VS) model remains a challenge. This is mainly because generic category-specified VS tasks need to detect all objects and track them across consecutive frames, while prompt-guided VS tasks require re-identifying the target with visual/text prompts throughout the entire video, making it hard to handle the different tasks with the same architecture. We make an attempt to address these issues and present a novel unified VS architecture, namely UniVS, by using prompts as queries. UniVS averages the prompt features of the target from previous frames as its initial query to explicitly decode masks, and introduces a target-wise prompt cross-attention layer in the mask decoder to integrate prompt features in the memory pool. By taking the predicted masks of entities from previous frames as their visual prompts, UniVS converts different VS tasks into prompt-guided target segmentation, eliminating the heuristic inter-frame matching process. Our framework not only unifies the different VS tasks but also naturally achieves universal training and testing, ensuring robust performance across different scenarios. UniVS shows a commendable balance between performance and universality on 10 challenging VS benchmarks, covering video instance, semantic, panoptic, object, and referring segmentation tasks. Code can be found at \url{https://github.com/MinghanLi/UniVS}.
In this paper, we delve into the realm of vision transformers for continual semantic segmentation, a problem that has not been sufficiently explored in previous literature. Empirical investigations on the adaptation of existing frameworks to vanilla ViT reveal that incorporating visual adapters into ViTs or fine-tuning ViTs with distillation terms is advantageous for enhancing the segmentation capability of novel classes. These findings motivate us to propose Continual semantic Segmentation via Adapter-based ViT, namely ConSept. Within the simplified architecture of ViT with linear segmentation head, ConSept integrates lightweight attention-based adapters into vanilla ViTs. Capitalizing on the feature adaptation abilities of these adapters, ConSept not only retains superior segmentation ability for old classes, but also attains promising segmentation quality for novel classes. To further harness the intrinsic anti-catastrophic forgetting ability of ConSept and concurrently enhance the segmentation capabilities for both old and new classes, we propose two key strategies: distillation with a deterministic old-classes boundary for improved anti-catastrophic forgetting, and dual dice losses to regularize segmentation maps, thereby improving overall segmentation performance. Extensive experiments show the effectiveness of ConSept on multiple continual semantic segmentation benchmarks under overlapped or disjoint settings. Code will be publicly available at \url{https://github.com/DongSky/ConSept}.