This paper presents one-bit supervision, a novel setting of learning with fewer labels, for image classification. Instead of training model using the accurate label of each sample, our setting requires the model to interact with the system by predicting the class label of each sample and learn from the answer whether the guess is correct, which provides one bit (yes or no) of information. An intriguing property of the setting is that the burden of annotation largely alleviates in comparison to offering the accurate label. There are two keys to one-bit supervision, which are (i) improving the guess accuracy and (ii) making good use of the incorrect guesses. To achieve these goals, we propose a multi-stage training paradigm and incorporate negative label suppression into an off-the-shelf semi-supervised learning algorithm. Theoretical analysis shows that one-bit annotation is more efficient than full-bit annotation in most cases and gives the conditions of combining our approach with active learning. Inspired by this, we further integrate the one-bit supervision framework into the self-supervised learning algorithm which yields an even more efficient training schedule. Different from training from scratch, when self-supervised learning is used for initialization, both hard example mining and class balance are verified effective in boosting the learning performance. However, these two frameworks still need full-bit labels in the initial stage. To cast off this burden, we utilize unsupervised domain adaptation to train the initial model and conduct pure one-bit annotations on the target dataset. In multiple benchmarks, the learning efficiency of the proposed approach surpasses that using full-bit, semi-supervised supervision.
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800$\times$800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Recently years have witnessed a rapid development of large language models (LLMs). Despite the strong ability in many language-understanding tasks, the heavy computational burden largely restricts the application of LLMs especially when one needs to deploy them onto edge devices. In this paper, we propose a quantization-aware low-rank adaptation (QA-LoRA) algorithm. The motivation lies in the imbalanced degrees of freedom of quantization and adaptation, and the solution is to use group-wise operators which increase the degree of freedom of quantization meanwhile decreasing that of adaptation. QA-LoRA is easily implemented with a few lines of code, and it equips the original LoRA with two-fold abilities: (i) during fine-tuning, the LLM's weights are quantized (e.g., into INT4) to reduce time and memory usage; (ii) after fine-tuning, the LLM and auxiliary weights are naturally integrated into a quantized model without loss of accuracy. We apply QA-LoRA to the LLaMA and LLaMA2 model families and validate its effectiveness in different fine-tuning datasets and downstream scenarios. Code will be made available at https://github.com/yuhuixu1993/qa-lora.
The AI community has been pursuing algorithms known as artificial general intelligence (AGI) that apply to any kind of real-world problem. Recently, chat systems powered by large language models (LLMs) emerge and rapidly become a promising direction to achieve AGI in natural language processing (NLP), but the path towards AGI in computer vision (CV) remains unclear. One may owe the dilemma to the fact that visual signals are more complex than language signals, yet we are interested in finding concrete reasons, as well as absorbing experiences from GPT and LLMs to solve the problem. In this paper, we start with a conceptual definition of AGI and briefly review how NLP solves a wide range of tasks via a chat system. The analysis inspires us that unification is the next important goal of CV. But, despite various efforts in this direction, CV is still far from a system like GPT that naturally integrates all tasks. We point out that the essential weakness of CV lies in lacking a paradigm to learn from environments, yet NLP has accomplished the task in the text world. We then imagine a pipeline that puts a CV algorithm (i.e., an agent) in world-scale, interactable environments, pre-trains it to predict future frames with respect to its action, and then fine-tunes it with instruction to accomplish various tasks. We expect substantial research and engineering efforts to push the idea forward and scale it up, for which we share our perspectives on future research directions.
Fine-tuning visual models has been widely shown promising performance on many downstream visual tasks. With the surprising development of pre-trained visual foundation models, visual tuning jumped out of the standard modus operandi that fine-tunes the whole pre-trained model or just the fully connected layer. Instead, recent advances can achieve superior performance than full-tuning the whole pre-trained parameters by updating far fewer parameters, enabling edge devices and downstream applications to reuse the increasingly large foundation models deployed on the cloud. With the aim of helping researchers get the full picture and future directions of visual tuning, this survey characterizes a large and thoughtful selection of recent works, providing a systematic and comprehensive overview of existing work and models. Specifically, it provides a detailed background of visual tuning and categorizes recent visual tuning techniques into five groups: prompt tuning, adapter tuning, parameter tuning, and remapping tuning. Meanwhile, it offers some exciting research directions for prospective pre-training and various interactions in visual tuning.
The Segment Anything Model (SAM) has demonstrated its effectiveness in segmenting any object/part in various 2D images, yet its ability for 3D has not been fully explored. The real world is composed of numerous 3D scenes and objects. Due to the scarcity of accessible 3D data and high cost of its acquisition and annotation, lifting SAM to 3D is a challenging but valuable research avenue. With this in mind, we propose a novel framework to Segment Anything in 3D, named SA3D. Given a neural radiance field (NeRF) model, SA3D allows users to obtain the 3D segmentation result of any target object via only one-shot manual prompting in a single rendered view. With input prompts, SAM cuts out the target object from the according view. The obtained 2D segmentation mask is projected onto 3D mask grids via density-guided inverse rendering. 2D masks from other views are then rendered, which are mostly uncompleted but used as cross-view self-prompts to be fed into SAM again. Complete masks can be obtained and projected onto mask grids. This procedure is executed via an iterative manner while accurate 3D masks can be finally learned. SA3D can adapt to various radiance fields effectively without any additional redesigning. The entire segmentation process can be completed in approximately two minutes without any engineering optimization. Our experiments demonstrate the effectiveness of SA3D in different scenes, highlighting the potential of SAM in 3D scene perception. The project page is at https://jumpat.github.io/SA3D/.
The Mixture of Experts (MoE) model becomes an important choice of large language models nowadays because of its scalability with sublinear computational complexity for training and inference. However, existing MoE models suffer from two critical drawbacks, 1) tremendous inner-node and inter-node communication overhead introduced by all-to-all dispatching and gathering, and 2) limited scalability for the backbone because of the bound data parallel and expert parallel to scale in the expert dimension. In this paper, we systematically analyze these drawbacks in terms of training efficiency in the parallel framework view and propose a novel MoE architecture called Pipeline MoE (PPMoE) to tackle them. PPMoE builds expert parallel incorporating with tensor parallel and replaces communication-intensive all-to-all dispatching and gathering with a simple tensor index slicing and inner-node all-reduce. Besides, it is convenient for PPMoE to integrate pipeline parallel to further scale the backbone due to its flexible parallel architecture. Extensive experiments show that PPMoE not only achieves a more than $1.75\times$ speed up compared to existing MoE architectures but also reaches $90\%$ throughput of its corresponding backbone model that is $20\times$ smaller.
We study unsupervised domain adaptation (UDA) for semantic segmentation. Currently, a popular UDA framework lies in self-training which endows the model with two-fold abilities: (i) learning reliable semantics from the labeled images in the source domain, and (ii) adapting to the target domain via generating pseudo labels on the unlabeled images. We find that, by decreasing/increasing the proportion of training samples from the target domain, the 'learning ability' is strengthened/weakened while the 'adapting ability' goes in the opposite direction, implying a conflict between these two abilities, especially for a single model. To alleviate the issue, we propose a novel dual teacher-student (DTS) framework and equip it with a bidirectional learning strategy. By increasing the proportion of target-domain data, the second teacher-student model learns to 'Focus on Your Target' while the first model is not affected. DTS is easily plugged into existing self-training approaches. In a standard UDA scenario (training on synthetic, labeled data and real, unlabeled data), DTS shows consistent gains over the baselines and sets new state-of-the-art results of 76.5\% and 75.1\% mIoUs on GTAv$\rightarrow$Cityscapes and SYNTHIA$\rightarrow$Cityscapes, respectively.