Neural networks have shown great potential in compressing volumetric data for scientific visualization. However, due to the high cost of training and inference, such volumetric neural representations have thus far only been applied to offline data processing and non-interactive rendering. In this paper, we demonstrate that by simultaneously leveraging modern GPU tensor cores, a native CUDA neural network framework, and online training, we can achieve high-performance and high-fidelity interactive ray tracing using volumetric neural representations. Additionally, our method is fully generalizable and can adapt to time-varying datasets on-the-fly. We present three strategies for online training with each leveraging a different combination of the GPU, the CPU, and out-of-core-streaming techniques. We also develop three rendering implementations that allow interactive ray tracing to be coupled with real-time volume decoding, sample streaming, and in-shader neural network inference. We demonstrate that our volumetric neural representations can scale up to terascale for regular-grid volume visualization, and can easily support irregular data structures such as OpenVDB, unstructured, AMR, and particle volume data.
Recently, online shopping has gradually become a common way of shopping for people all over the world. Wonderful merchandise advertisements often attract more people to buy. These advertisements properly integrate multimodal multi-structured information of commodities, such as visual spatial information and fine-grained structure information. However, traditional multimodal text generation focuses on the conventional description of what existed and happened, which does not match the requirement of advertisement copywriting in the real world. Because advertisement copywriting has a vivid language style and higher requirements of faithfulness. Unfortunately, there is a lack of reusable evaluation frameworks and a scarcity of datasets. Therefore, we present a dataset, E-MMAD (e-commercial multimodal multi-structured advertisement copywriting), which requires, and supports much more detailed information in text generation. Noticeably, it is one of the largest video captioning datasets in this field. Accordingly, we propose a baseline method and faithfulness evaluation metric on the strength of structured information reasoning to solve the demand in reality on this dataset. It surpasses the previous methods by a large margin on all metrics. The dataset and method are coming soon on \url{https://e-mmad.github.io/e-mmad.net/index.html}.
This work addresses the Burst Super-Resolution (BurstSR) task using a new architecture, which requires restoring a high-quality image from a sequence of noisy, misaligned, and low-resolution RAW bursts. To overcome the challenges in BurstSR, we propose a Burst Super-Resolution Transformer (BSRT), which can significantly improve the capability of extracting inter-frame information and reconstruction. To achieve this goal, we propose a Pyramid Flow-Guided Deformable Convolution Network (Pyramid FG-DCN) and incorporate Swin Transformer Blocks and Groups as our main backbone. More specifically, we combine optical flows and deformable convolutions, hence our BSRT can handle misalignment and aggregate the potential texture information in multi-frames more efficiently. In addition, our Transformer-based structure can capture long-range dependency to further improve the performance. The evaluation on both synthetic and real-world tracks demonstrates that our approach achieves a new state-of-the-art in BurstSR task. Further, our BSRT wins the championship in the NTIRE2022 Burst Super-Resolution Challenge.
Not until recently, robust bipedal locomotion has been achieved through reinforcement learning. However, existing implementations rely heavily on insights and efforts from human experts, which is costly for the iterative design of robot systems. Also, styles of the learned motion are strictly limited to that of the reference. In this paper, we propose a new way to learn bipedal locomotion from a simple sine wave as the reference for foot heights. With the naive human insight that the two feet should be lifted up alternatively and periodically, we experimentally demonstrate on the Cassie robot that, a simple reward function is able to make the robot learn to walk end-to-end and efficiently without any explicit knowledge of the model. With custom sine waves, the learned gait pattern can also have customized styles. Codes will be released at github.com/WooQi57/sin-cassie-rl.
A long-term goal of AI research is to build intelligent agents that can communicate with humans in natural language, perceive the environment, and perform real-world tasks. Vision-and-Language Navigation (VLN) is a fundamental and interdisciplinary research topic towards this goal, and receives increasing attention from natural language processing, computer vision, robotics, and machine learning communities. In this paper, we review contemporary studies in the emerging field of VLN, covering tasks, evaluation metrics, methods, etc. Through structured analysis of current progress and challenges, we highlight the limitations of current VLN and opportunities for future work. This paper serves as a thorough reference for the VLN research community.
Pre-training has been adopted in a few of recent works for Vision-and-Language Navigation (VLN). However, previous pre-training methods for VLN either lack the ability to predict future actions or ignore the trajectory contexts, which are essential for a greedy navigation process. In this work, to promote the learning of spatio-temporal visual-textual correspondence as well as the agent's capability of decision making, we propose a novel history-and-order aware pre-training paradigm (HOP) with VLN-specific objectives that exploit the past observations and support future action prediction. Specifically, in addition to the commonly used Masked Language Modeling (MLM) and Trajectory-Instruction Matching (TIM), we design two proxy tasks to model temporal order information: Trajectory Order Modeling (TOM) and Group Order Modeling (GOM). Moreover, our navigation action prediction is also enhanced by introducing the task of Action Prediction with History (APH), which takes into account the history visual perceptions. Extensive experimental results on four downstream VLN tasks (R2R, REVERIE, NDH, RxR) demonstrate the effectiveness of our proposed method compared against several state-of-the-art agents.
Knowledge-based visual question answering requires the ability of associating external knowledge for open-ended cross-modal scene understanding. One limitation of existing solutions is that they capture relevant knowledge from text-only knowledge bases, which merely contain facts expressed by first-order predicates or language descriptions while lacking complex but indispensable multimodal knowledge for visual understanding. How to construct vision-relevant and explainable multimodal knowledge for the VQA scenario has been less studied. In this paper, we propose MuKEA to represent multimodal knowledge by an explicit triplet to correlate visual objects and fact answers with implicit relations. To bridge the heterogeneous gap, we propose three objective losses to learn the triplet representations from complementary views: embedding structure, topological relation and semantic space. By adopting a pre-training and fine-tuning learning strategy, both basic and domain-specific multimodal knowledge are progressively accumulated for answer prediction. We outperform the state-of-the-art by 3.35% and 6.08% respectively on two challenging knowledge-required datasets: OK-VQA and KRVQA. Experimental results prove the complementary benefits of the multimodal knowledge with existing knowledge bases and the advantages of our end-to-end framework over the existing pipeline methods. The code is available at https://github.com/AndersonStra/MuKEA.
Most existing works in vision-and-language navigation (VLN) focus on either discrete or continuous environments, training agents that cannot generalize across the two. The fundamental difference between the two setups is that discrete navigation assumes prior knowledge of the connectivity graph of the environment, so that the agent can effectively transfer the problem of navigation with low-level controls to jumping from node to node with high-level actions by grounding to an image of a navigable direction. To bridge the discrete-to-continuous gap, we propose a predictor to generate a set of candidate waypoints during navigation, so that agents designed with high-level actions can be transferred to and trained in continuous environments. We refine the connectivity graph of Matterport3D to fit the continuous Habitat-Matterport3D, and train the waypoints predictor with the refined graphs to produce accessible waypoints at each time step. Moreover, we demonstrate that the predicted waypoints can be augmented during training to diversify the views and paths, and therefore enhance agent's generalization ability. Through extensive experiments we show that agents navigating in continuous environments with predicted waypoints perform significantly better than agents using low-level actions, which reduces the absolute discrete-to-continuous gap by 11.76% Success Weighted by Path Length (SPL) for the Cross-Modal Matching Agent and 18.24% SPL for the Recurrent VLN-BERT. Our agents, trained with a simple imitation learning objective, outperform previous methods by a large margin, achieving new state-of-the-art results on the testing environments of the R2R-CE and the RxR-CE datasets.
We establish an open framework for developing plan optimization models for knowledge-based planning (KBP) in radiotherapy. Our framework includes reference plans for 100 patients with head-and-neck cancer and high-quality dose predictions from 19 KBP models that were developed by different research groups during the OpenKBP Grand Challenge. The dose predictions were input to four optimization models to form 76 unique KBP pipelines that generated 7600 plans. The predictions and plans were compared to the reference plans via: dose score, which is the average mean absolute voxel-by-voxel difference in dose a model achieved; the deviation in dose-volume histogram (DVH) criterion; and the frequency of clinical planning criteria satisfaction. We also performed a theoretical investigation to justify our dose mimicking models. The range in rank order correlation of the dose score between predictions and their KBP pipelines was 0.50 to 0.62, which indicates that the quality of the predictions is generally positively correlated with the quality of the plans. Additionally, compared to the input predictions, the KBP-generated plans performed significantly better (P<0.05; one-sided Wilcoxon test) on 18 of 23 DVH criteria. Similarly, each optimization model generated plans that satisfied a higher percentage of criteria than the reference plans. Lastly, our theoretical investigation demonstrated that the dose mimicking models generated plans that are also optimal for a conventional planning model. This was the largest international effort to date for evaluating the combination of KBP prediction and optimization models. In the interest of reproducibility, our data and code is freely available at https://github.com/ababier/open-kbp-opt.