In the domain of 3D scene representation, 3D Gaussian Splatting (3DGS) has emerged as a pivotal technology. However, its application to large-scale, high-resolution scenes (exceeding 4k$\times$4k pixels) is hindered by the excessive computational requirements for managing a large number of Gaussians. Addressing this, we introduce 'EfficientGS', an advanced approach that optimizes 3DGS for high-resolution, large-scale scenes. We analyze the densification process in 3DGS and identify areas of Gaussian over-proliferation. We propose a selective strategy, limiting Gaussian increase to key primitives, thereby enhancing the representational efficiency. Additionally, we develop a pruning mechanism to remove redundant Gaussians, those that are merely auxiliary to adjacent ones. For further enhancement, we integrate a sparse order increment for Spherical Harmonics (SH), designed to alleviate storage constraints and reduce training overhead. Our empirical evaluations, conducted on a range of datasets including extensive 4K+ aerial images, demonstrate that 'EfficientGS' not only expedites training and rendering times but also achieves this with a model size approximately tenfold smaller than conventional 3DGS while maintaining high rendering fidelity.
Understanding the mechanisms behind Vision Transformer (ViT), particularly its vulnerability to adversarial perturba tions, is crucial for addressing challenges in its real-world applications. Existing ViT adversarial attackers rely on la bels to calculate the gradient for perturbation, and exhibit low transferability to other structures and tasks. In this paper, we present a label-free white-box attack approach for ViT-based models that exhibits strong transferability to various black box models, including most ViT variants, CNNs, and MLPs, even for models developed for other modalities. Our inspira tion comes from the feature collapse phenomenon in ViTs, where the critical attention mechanism overly depends on the low-frequency component of features, causing the features in middle-to-end layers to become increasingly similar and eventually collapse. We propose the feature diversity attacker to naturally accelerate this process and achieve remarkable performance and transferability.
Reaching consensus is key to multi-agent coordination. To accomplish a cooperative task, agents need to coherently select optimal joint actions to maximize the team reward. However, current cooperative multi-agent reinforcement learning (MARL) methods usually do not explicitly take consensus into consideration, which may cause miscoordination problem. In this paper, we propose a model-based consensus mechanism to explicitly coordinate multiple agents. The proposed Multi-agent Goal Imagination (MAGI) framework guides agents to reach consensus with an Imagined common goal. The common goal is an achievable state with high value, which is obtained by sampling from the distribution of future states. We directly model this distribution with a self-supervised generative model, thus alleviating the "curse of dimensinality" problem induced by multi-agent multi-step policy rollout commonly used in model-based methods. We show that such efficient consensus mechanism can guide all agents cooperatively reaching valuable future states. Results on Multi-agent Particle-Environments and Google Research Football environment demonstrate the superiority of MAGI in both sample efficiency and performance.
Hairstyle reflects culture and ethnicity at first glance. In the digital era, various realistic human hairstyles are also critical to high-fidelity digital human assets for beauty and inclusivity. Yet, realistic hair modeling and real-time rendering for animation is a formidable challenge due to its sheer number of strands, complicated structures of geometry, and sophisticated interaction with light. This paper presents GaussianHair, a novel explicit hair representation. It enables comprehensive modeling of hair geometry and appearance from images, fostering innovative illumination effects and dynamic animation capabilities. At the heart of GaussianHair is the novel concept of representing each hair strand as a sequence of connected cylindrical 3D Gaussian primitives. This approach not only retains the hair's geometric structure and appearance but also allows for efficient rasterization onto a 2D image plane, facilitating differentiable volumetric rendering. We further enhance this model with the "GaussianHair Scattering Model", adept at recreating the slender structure of hair strands and accurately capturing their local diffuse color in uniform lighting. Through extensive experiments, we substantiate that GaussianHair achieves breakthroughs in both geometric and appearance fidelity, transcending the limitations encountered in state-of-the-art methods for hair reconstruction. Beyond representation, GaussianHair extends to support editing, relighting, and dynamic rendering of hair, offering seamless integration with conventional CG pipeline workflows. Complementing these advancements, we have compiled an extensive dataset of real human hair, each with meticulously detailed strand geometry, to propel further research in this field.
Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.
In recent times, a plethora of Large Code Generation Models (LCGMs) have been proposed, showcasing significant potential in assisting developers with complex programming tasks. Benchmarking LCGMs necessitates the creation of a set of diverse programming problems, and each problem comprises the prompt (including the task description), canonical solution, and test inputs. The existing methods for constructing such a problem set can be categorized into two main types: manual methods and perturbation-based methods. However, manual methods demand high effort and lack scalability, while also risking data integrity due to LCGMs' potentially contaminated data collection, and perturbation-based approaches mainly generate semantically homogeneous problems with the same canonical solutions and introduce typos that can be easily auto-corrected by IDE, making them ineffective and unrealistic. In this work, we propose the idea of programming problem merging (PPM) and provide two implementation of this idea, we utilize our tool on two widely-used datasets and compare it against nine baseline methods using eight code generation models. The results demonstrate the effectiveness of our tool in generating more challenging, diverse, and natural programming problems, comparing to the baselines.
Few-shot hyperspectral image classification aims to identify the classes of each pixel in the images by only marking few of these pixels. And in order to obtain the spatial-spectral joint features of each pixel, the fixed-size patches centering around each pixel are often used for classification. However, observing the classification results of existing methods, we found that boundary patches corresponding to the pixels which are located at the boundary of the objects in the hyperspectral images, are hard to classify. These boundary patchs are mixed with multi-class spectral information. Inspired by this, we propose to augment the prototype network with TransMix for few-shot hyperspectrial image classification(APNT). While taking the prototype network as the backbone, it adopts the transformer as feature extractor to learn the pixel-to-pixel relation and pay different attentions to different pixels. At the same time, instead of directly using the patches which are cut from the hyperspectral images for training, it randomly mixs up two patches to imitate the boundary patches and uses the synthetic patches to train the model, with the aim to enlarge the number of hard training samples and enhance their diversity. And by following the data agumentation technique TransMix, the attention returned by the transformer is also used to mix up the labels of two patches to generate better labels for synthetic patches. Compared with existing methods, the proposed method has demonstrated sate of the art performance and better robustness for few-shot hyperspectral image classification in our experiments.
Generating realistic human motion sequences from text descriptions is a challenging task that requires capturing the rich expressiveness of both natural language and human motion.Recent advances in diffusion models have enabled significant progress in human motion synthesis.However, existing methods struggle to handle text inputs that describe complex or long motions.In this paper, we propose the Adaptable Motion Diffusion (AMD) model, which leverages a Large Language Model (LLM) to parse the input text into a sequence of concise and interpretable anatomical scripts that correspond to the target motion.This process exploits the LLM's ability to provide anatomical guidance for complex motion synthesis.We then devise a two-branch fusion scheme that balances the influence of the input text and the anatomical scripts on the inverse diffusion process, which adaptively ensures the semantic fidelity and diversity of the synthesized motion.Our method can effectively handle texts with complex or long motion descriptions, where existing methods often fail. Experiments on datasets with relatively more complex motions, such as CLCD1 and CLCD2, demonstrate that our AMD significantly outperforms existing state-of-the-art models.
Text-guided motion synthesis aims to generate 3D human motion that not only precisely reflects the textual description but reveals the motion details as much as possible. Pioneering methods explore the diffusion model for text-to-motion synthesis and obtain significant superiority. However, these methods conduct diffusion processes either on the raw data distribution or the low-dimensional latent space, which typically suffer from the problem of modality inconsistency or detail-scarce. To tackle this problem, we propose a novel Basic-to-Advanced Hierarchical Diffusion Model, named B2A-HDM, to collaboratively exploit low-dimensional and high-dimensional diffusion models for high quality detailed motion synthesis. Specifically, the basic diffusion model in low-dimensional latent space provides the intermediate denoising result that to be consistent with the textual description, while the advanced diffusion model in high-dimensional latent space focuses on the following detail-enhancing denoising process. Besides, we introduce a multi-denoiser framework for the advanced diffusion model to ease the learning of high-dimensional model and fully explore the generative potential of the diffusion model. Quantitative and qualitative experiment results on two text-to-motion benchmarks (HumanML3D and KIT-ML) demonstrate that B2A-HDM can outperform existing state-of-the-art methods in terms of fidelity, modality consistency, and diversity.
Generating multi-view images from a single input view using image-conditioned diffusion models is a recent advancement and has shown considerable potential. However, issues such as the lack of consistency in synthesized views and over-smoothing in extracted geometry persist. Previous methods integrate multi-view consistency modules or impose additional supervisory to enhance view consistency while compromising on the flexibility of camera positioning and limiting the versatility of view synthesis. In this study, we consider the radiance field optimized during geometry extraction as a more rigid consistency prior, compared to volume and ray aggregation used in previous works. We further identify and rectify a critical bias in the traditional radiance field optimization process through score distillation from a multi-view diffuser. We introduce an Unbiased Score Distillation (USD) that utilizes unconditioned noises from a 2D diffusion model, greatly refining the radiance field fidelity. we leverage the rendered views from the optimized radiance field as the basis and develop a two-step specialization process of a 2D diffusion model, which is adept at conducting object-specific denoising and generating high-quality multi-view images. Finally, we recover faithful geometry and texture directly from the refined multi-view images. Empirical evaluations demonstrate that our optimized geometry and view distillation technique generates comparable results to the state-of-the-art models trained on extensive datasets, all while maintaining freedom in camera positioning. Please see our project page at https://youjiazhang.github.io/USD/.