Abstract:Pretrained vision-language models (VLMs), e.g., CLIP, demonstrate impressive zero-shot capabilities on downstream tasks. Prior research highlights the crucial role of visual augmentation techniques, like random cropping, in alignment with fine-grained class descriptions generated by large language models (LLMs), significantly enhancing zero-shot performance by incorporating multi-view information. However, the inherent randomness of these augmentations can inevitably introduce background artifacts and cause models to overly focus on local details, compromising global semantic understanding. To address these issues, we propose an \textbf{A}ttention-\textbf{B}ased \textbf{S}election (\textbf{ABS}) method from local details to global context, which applies attention-guided cropping in both raw images and feature space, supplement global semantic information through strategic feature selection. Additionally, we introduce a soft matching technique to effectively filter LLM descriptions for better alignment. \textbf{ABS} achieves state-of-the-art performance on out-of-distribution generalization and zero-shot classification tasks. Notably, \textbf{ABS} is training-free and even rivals few-shot and test-time adaptation methods. Our code is available at \href{https://github.com/BIT-DA/ABS}{\textcolor{darkgreen}{https://github.com/BIT-DA/ABS}}.
Abstract:Neighborhood environments include physical and environmental conditions such as housing quality, roads, and sidewalks, which significantly influence human health and well-being. Traditional methods for assessing these environments, including field surveys and geographic information systems (GIS), are resource-intensive and challenging to evaluate neighborhood environments at scale. Although machine learning offers potential for automated analysis, the laborious process of labeling training data and the lack of accessible models hinder scalability. This study explores the feasibility of large language models (LLMs) such as ChatGPT and Gemini as tools for decoding neighborhood environments (e.g., sidewalk and powerline) at scale. We train a robust YOLOv11-based model, which achieves an average accuracy of 99.13% in detecting six environmental indicators, including streetlight, sidewalk, powerline, apartment, single-lane road, and multilane road. We then evaluate four LLMs, including ChatGPT, Gemini, Claude, and Grok, to assess their feasibility, robustness, and limitations in identifying these indicators, with a focus on the impact of prompting strategies and fine-tuning. We apply majority voting with the top three LLMs to achieve over 88% accuracy, which demonstrates LLMs could be a useful tool to decode the neighborhood environment without any training effort.
Abstract:Visible-Infrared Person Re-identification (VIReID) aims to match visible and infrared pedestrian images, but the modality differences and the complexity of identity features make it challenging. Existing methods rely solely on identity label supervision, which makes it difficult to fully extract high-level semantic information. Recently, vision-language pre-trained models have been introduced to VIReID, enhancing semantic information modeling by generating textual descriptions. However, such methods do not explicitly model body shape features, which are crucial for cross-modal matching. To address this, we propose an effective Body Shape-aware Textual Alignment (BSaTa) framework that explicitly models and utilizes body shape information to improve VIReID performance. Specifically, we design a Body Shape Textual Alignment (BSTA) module that extracts body shape information using a human parsing model and converts it into structured text representations via CLIP. We also design a Text-Visual Consistency Regularizer (TVCR) to ensure alignment between body shape textual representations and visual body shape features. Furthermore, we introduce a Shape-aware Representation Learning (SRL) mechanism that combines Multi-text Supervision and Distribution Consistency Constraints to guide the visual encoder to learn modality-invariant and discriminative identity features, thus enhancing modality invariance. Experimental results demonstrate that our method achieves superior performance on the SYSU-MM01 and RegDB datasets, validating its effectiveness.
Abstract:Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
Abstract:Tree canopy height is one of the most important indicators of forest biomass, productivity, and ecosystem structure, but it is challenging to measure accurately from the ground and from space. Here, we used a U-Net model adapted for regression to map the mean tree canopy height in the Amazon forest from Planet NICFI images at ~4.78 m spatial resolution for the period 2020-2024. The U-Net model was trained using canopy height models computed from aerial LiDAR data as a reference, along with their corresponding Planet NICFI images. Predictions of tree heights on the validation sample exhibited a mean error of 3.68 m and showed relatively low systematic bias across the entire range of tree heights present in the Amazon forest. Our model successfully estimated canopy heights up to 40-50 m without much saturation, outperforming existing canopy height products from global models in this region. We determined that the Amazon forest has an average canopy height of ~22 m. Events such as logging or deforestation could be detected from changes in tree height, and encouraging results were obtained to monitor the height of regenerating forests. These findings demonstrate the potential for large-scale mapping and monitoring of tree height for old and regenerating Amazon forests using Planet NICFI imagery.
Abstract:Large language models (LLMs) have achieved remarkable performance in recent years but are fundamentally limited by the underlying training data. To improve models beyond the training data, recent works have explored how LLMs can be used to generate synthetic data for autonomous self-improvement. However, successive steps of self-improvement can reach a point of diminishing returns. In this work, we propose a complementary approach towards self-improvement where finetuning is applied to a multiagent society of language models. A group of language models, all starting from the same base model, are independently specialized by updating each one using data generated through multiagent interactions among the models. By training each model on independent sets of data, we illustrate how this approach enables specialization across models and diversification over the set of models. As a result, our overall system is able to preserve diverse reasoning chains and autonomously improve over many more rounds of fine-tuning than single-agent self-improvement methods. We quantitatively illustrate the efficacy of the approach across a wide suite of reasoning tasks.
Abstract:Capitalizing on the complementary advantages of generative and discriminative models has always been a compelling vision in machine learning, backed by a growing body of research. This work discloses the hidden semantic structure within score-based generative models, unveiling their potential as effective discriminative priors. Inspired by our theoretical findings, we propose DUSA to exploit the structured semantic priors underlying diffusion score to facilitate the test-time adaptation of image classifiers or dense predictors. Notably, DUSA extracts knowledge from a single timestep of denoising diffusion, lifting the curse of Monte Carlo-based likelihood estimation over timesteps. We demonstrate the efficacy of our DUSA in adapting a wide variety of competitive pre-trained discriminative models on diverse test-time scenarios. Additionally, a thorough ablation study is conducted to dissect the pivotal elements in DUSA. Code is publicly available at https://github.com/BIT-DA/DUSA.
Abstract:Photoacoustic imaging (PAI) uniquely combines optical contrast with the penetration depth of ultrasound, making it critical for clinical applications. However, the quality of 3D PAI is often degraded due to reconstruction artifacts caused by the sparse and angle-limited configuration of detector arrays. Existing iterative or deep learning-based methods are either time-consuming or require large training datasets, significantly limiting their practical application. Here, we propose Zero-Shot Artifact2Artifact (ZS-A2A), a zero-shot self-supervised artifact removal method based on a super-lightweight network, which leverages the fact that reconstruction artifacts are sensitive to irregularities caused by data loss. By introducing random perturbations to the acquired PA data, it spontaneously generates subset data, which in turn stimulates the network to learn the artifact patterns in the reconstruction results, thus enabling zero-shot artifact removal. This approach requires neither training data nor prior knowledge of the artifacts, and is capable of artifact removal for 3D PAI. For maximum amplitude projection (MAP) images or slice images in 3D PAI acquired with arbitrarily sparse or angle-limited detector arrays, ZS-A2A employs a self-incentive strategy to complete artifact removal and improves the Contrast-to-Noise Ratio (CNR). We validated ZS-A2A in both simulation study and $ in\ vivo $ animal experiments. Results demonstrate that ZS-A2A achieves state-of-the-art (SOTA) performance compared to existing zero-shot methods, and for the $ in\ vivo $ rat liver, ZS-A2A improves CNR from 17.48 to 43.46 in just 8 seconds. The project for ZS-A2A will be available in the following GitHub repository: https://github.com/JaegerCQ/ZS-A2A.
Abstract:With the rise of the ``metaverse'' and the rapid development of games, it has become more and more critical to reconstruct characters in the virtual world faithfully. The immersive experience is one of the most central themes of the ``metaverse'', while the reducibility of the avatar is the crucial point. Meanwhile, the game is the carrier of the metaverse, in which players can freely edit the facial appearance of the game character. In this paper, we propose a simple but powerful cross-domain framework that can reconstruct fine-grained 3D game characters from single-view images in an end-to-end manner. Different from the previous methods, which do not resolve the cross-domain gap, we propose an effective regressor that can greatly reduce the discrepancy between the real-world domain and the game domain. To figure out the drawbacks of no ground truth, our unsupervised framework has accomplished the knowledge transfer of the target domain. Additionally, an innovative contrastive loss is proposed to solve the instance-wise disparity, which keeps the person-specific details of the reconstructed character. In contrast, an auxiliary 3D identity-aware extractor is activated to make the results of our model more impeccable. Then a large set of physically meaningful facial parameters is generated robustly and exquisitely. Experiments demonstrate that our method yields state-of-the-art performance in 3D game character reconstruction.
Abstract:Large-scale dynamic three-dimensional (3D) photoacoustic imaging (PAI) is significantly important in clinical applications. In practical implementations, large-scale 3D real-time PAI systems typically utilize sparse two-dimensional (2D) sensor arrays with certain angular deficiencies, necessitating advanced iterative reconstruction (IR) algorithms to achieve quantitative PAI and reduce reconstruction artifacts. However, for existing IR algorithms, multi-frame 3D reconstruction leads to extremely high memory consumption and prolonged computation time, with limited consideration of the spatial-temporal continuity between data frames. Here, we propose a novel method, named the 4D sliding Gaussian ball adaptive growth (4D SlingBAG) algorithm, based on the current point cloud-based IR algorithm sliding Gaussian ball adaptive growth (SlingBAG), which has minimal memory consumption among IR methods. Our 4D SlingBAG method applies spatial-temporal coupled deformation functions to each Gaussian sphere in point cloud, thus explicitly learning the deformations features of the dynamic 3D PA scene. This allows for the efficient representation of various physiological processes (such as pulsation) or external pressures (e.g., blood perfusion experiments) contributing to changes in vessel morphology and blood flow during dynamic 3D PAI, enabling highly efficient IR for dynamic 3D PAI. Simulation experiments demonstrate that 4D SlingBAG achieves high-quality dynamic 3D PA reconstruction. Compared to performing reconstructions by using SlingBAG algorithm individually for each frame, our method significantly reduces computational time and keeps a extremely low memory consumption. The project for 4D SlingBAG can be found in the following GitHub repository: \href{https://github.com/JaegerCQ/4D-SlingBAG}{https://github.com/JaegerCQ/4D-SlingBAG}.