We introduce Groma, a Multimodal Large Language Model (MLLM) with grounded and fine-grained visual perception ability. Beyond holistic image understanding, Groma is adept at region-level tasks such as region captioning and visual grounding. Such capabilities are built upon a localized visual tokenization mechanism, where an image input is decomposed into regions of interest and subsequently encoded into region tokens. By integrating region tokens into user instructions and model responses, we seamlessly enable Groma to understand user-specified region inputs and ground its textual output to images. Besides, to enhance the grounded chat ability of Groma, we curate a visually grounded instruction dataset by leveraging the powerful GPT-4V and visual prompting techniques. Compared with MLLMs that rely on the language model or external module for localization, Groma consistently demonstrates superior performances in standard referring and grounding benchmarks, highlighting the advantages of embedding localization into image tokenization. Project page: https://groma-mllm.github.io/.
Human beings construct perception of space by integrating sparse observations into massively interconnected synapses and neurons, offering a superior parallelism and efficiency. Replicating this capability in AI finds wide applications in medical imaging, AR/VR, and embodied AI, where input data is often sparse and computing resources are limited. However, traditional signal reconstruction methods on digital computers face both software and hardware challenges. On the software front, difficulties arise from storage inefficiencies in conventional explicit signal representation. Hardware obstacles include the von Neumann bottleneck, which limits data transfer between the CPU and memory, and the limitations of CMOS circuits in supporting parallel processing. We propose a systematic approach with software-hardware co-optimizations for signal reconstruction from sparse inputs. Software-wise, we employ neural field to implicitly represent signals via neural networks, which is further compressed using low-rank decomposition and structured pruning. Hardware-wise, we design a resistive memory-based computing-in-memory (CIM) platform, featuring a Gaussian Encoder (GE) and an MLP Processing Engine (PE). The GE harnesses the intrinsic stochasticity of resistive memory for efficient input encoding, while the PE achieves precise weight mapping through a Hardware-Aware Quantization (HAQ) circuit. We demonstrate the system's efficacy on a 40nm 256Kb resistive memory-based in-memory computing macro, achieving huge energy efficiency and parallelism improvements without compromising reconstruction quality in tasks like 3D CT sparse reconstruction, novel view synthesis, and novel view synthesis for dynamic scenes. This work advances the AI-driven signal restoration technology and paves the way for future efficient and robust medical AI and 3D vision applications.
Human brains image complicated scenes when reading a novel. Replicating this imagination is one of the ultimate goals of AI-Generated Content (AIGC). However, current AIGC methods, such as score-based diffusion, are still deficient in terms of rapidity and efficiency. This deficiency is rooted in the difference between the brain and digital computers. Digital computers have physically separated storage and processing units, resulting in frequent data transfers during iterative calculations, incurring large time and energy overheads. This issue is further intensified by the conversion of inherently continuous and analog generation dynamics, which can be formulated by neural differential equations, into discrete and digital operations. Inspired by the brain, we propose a time-continuous and analog in-memory neural differential equation solver for score-based diffusion, employing emerging resistive memory. The integration of storage and computation within resistive memory synapses surmount the von Neumann bottleneck, benefiting the generative speed and energy efficiency. The closed-loop feedback integrator is time-continuous, analog, and compact, physically implementing an infinite-depth neural network. Moreover, the software-hardware co-design is intrinsically robust to analog noise. We experimentally validate our solution with 180 nm resistive memory in-memory computing macros. Demonstrating equivalent generative quality to the software baseline, our system achieved remarkable enhancements in generative speed for both unconditional and conditional generation tasks, by factors of 64.8 and 156.5, respectively. Moreover, it accomplished reductions in energy consumption by factors of 5.2 and 4.1. Our approach heralds a new horizon for hardware solutions in edge computing for generative AI applications.
Scene reconstruction from multi-view images is a fundamental problem in computer vision and graphics. Recent neural implicit surface reconstruction methods have achieved high-quality results; however, editing and manipulating the 3D geometry of reconstructed scenes remains challenging due to the absence of naturally decomposed object entities and complex object/background compositions. In this paper, we present Total-Decom, a novel method for decomposed 3D reconstruction with minimal human interaction. Our approach seamlessly integrates the Segment Anything Model (SAM) with hybrid implicit-explicit neural surface representations and a mesh-based region-growing technique for accurate 3D object decomposition. Total-Decom requires minimal human annotations while providing users with real-time control over the granularity and quality of decomposition. We extensively evaluate our method on benchmark datasets and demonstrate its potential for downstream applications, such as animation and scene editing. The code is available at https://github.com/CVMI-Lab/Total-Decom.git.
In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is incorporating an implicit signed distance field (SDF) within 3D Gaussians to enable them to be aligned and jointly optimized. First, we introduce a differentiable SDF-to-opacity transformation function that converts SDF values into corresponding Gaussians' opacities. This function connects the SDF and 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. During learning, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only provides sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with those derived from 3D Gaussians. This consistency regularization introduces supervisory signals to locations not covered by discrete 3D Gaussians, effectively eliminating redundant surfaces outside the Gaussian sampling range. Our extensive experimental results demonstrate that our 3DGSR method enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities. The code will be available at https://github.com/CVMI-Lab/3DGSR.
Rapid advancements in 3D vision-language (3D-VL) tasks have opened up new avenues for human interaction with embodied agents or robots using natural language. Despite this progress, we find a notable limitation: existing 3D-VL models exhibit sensitivity to the styles of language input, struggling to understand sentences with the same semantic meaning but written in different variants. This observation raises a critical question: Can 3D vision-language models truly understand natural language? To test the language understandability of 3D-VL models, we first propose a language robustness task for systematically assessing 3D-VL models across various tasks, benchmarking their performance when presented with different language style variants. Importantly, these variants are commonly encountered in applications requiring direct interaction with humans, such as embodied robotics, given the diversity and unpredictability of human language. We propose a 3D Language Robustness Dataset, designed based on the characteristics of human language, to facilitate the systematic study of robustness. Our comprehensive evaluation uncovers a significant drop in the performance of all existing models across various 3D-VL tasks. Even the state-of-the-art 3D-LLM fails to understand some variants of the same sentences. Further in-depth analysis suggests that the existing models have a fragile and biased fusion module, which stems from the low diversity of the existing dataset. Finally, we propose a training-free module driven by LLM, which improves language robustness. Datasets and code will be available at github.
In this paper, we present an empirical study on image recognition fairness, i.e., extreme class accuracy disparity on balanced data like ImageNet. We experimentally demonstrate that classes are not equal and the fairness issue is prevalent for image classification models across various datasets, network architectures, and model capacities. Moreover, several intriguing properties of fairness are identified. First, the unfairness lies in problematic representation rather than classifier bias. Second, with the proposed concept of Model Prediction Bias, we investigate the origins of problematic representation during optimization. Our findings reveal that models tend to exhibit greater prediction biases for classes that are more challenging to recognize. It means that more other classes will be confused with harder classes. Then the False Positives (FPs) will dominate the learning in optimization, thus leading to their poor accuracy. Further, we conclude that data augmentation and representation learning algorithms improve overall performance by promoting fairness to some degree in image classification. The Code is available at https://github.com/dvlab-research/Parametric-Contrastive-Learning.
Although considerable advancements have been attained in self-supervised depth estimation from monocular videos, most existing methods often treat all objects in a video as static entities, which however violates the dynamic nature of real-world scenes and fails to model the geometry and motion of moving objects. In this paper, we propose a self-supervised method to jointly learn 3D motion and depth from monocular videos. Our system contains a depth estimation module to predict depth, and a new decomposed object-wise 3D motion (DO3D) estimation module to predict ego-motion and 3D object motion. Depth and motion networks work collaboratively to faithfully model the geometry and dynamics of real-world scenes, which, in turn, benefits both depth and 3D motion estimation. Their predictions are further combined to synthesize a novel video frame for self-supervised training. As a core component of our framework, DO3D is a new motion disentanglement module that learns to predict camera ego-motion and instance-aware 3D object motion separately. To alleviate the difficulties in estimating non-rigid 3D object motions, they are decomposed to object-wise 6-DoF global transformations and a pixel-wise local 3D motion deformation field. Qualitative and quantitative experiments are conducted on three benchmark datasets, including KITTI, Cityscapes, and VKITTI2, where our model delivers superior performance in all evaluated settings. For the depth estimation task, our model outperforms all compared research works in the high-resolution setting, attaining an absolute relative depth error (abs rel) of 0.099 on the KITTI benchmark. Besides, our optical flow estimation results (an overall EPE of 7.09 on KITTI) also surpass state-of-the-art methods and largely improve the estimation of dynamic regions, demonstrating the effectiveness of our motion model. Our code will be available.
The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces.