Neural Radiance Field (NeRF), as an implicit 3D scene representation, lacks inherent ability to accommodate changes made to the initial static scene. If objects are reconfigured, it is difficult to update the NeRF to reflect the new state of the scene without time-consuming data re-capturing and NeRF re-training. To address this limitation, we develop the first update method for NeRFs to physical changes. Our method takes only sparse new images (e.g. 4) of the altered scene as extra inputs and update the pre-trained NeRF in around 1 to 2 minutes. Particularly, we develop a pipeline to identify scene changes and update the NeRF accordingly. Our core idea is the use of a second helper NeRF to learn the local geometry and appearance changes, which sidesteps the optimization difficulties in direct NeRF fine-tuning. The interpolation power of the helper NeRF is the key to accurately reconstruct the un-occluded objects regions under sparse view supervision. Our method imposes no constraints on NeRF pre-training, and requires no extra user input or explicit semantic priors. It is an order of magnitude faster than re-training NeRF from scratch while maintaining on-par and even superior performance.
The development of generative models that create 3D content from a text prompt has made considerable strides thanks to the use of the score distillation sampling (SDS) method on pre-trained diffusion models for image generation. However, the SDS method is also the source of several artifacts, such as the Janus problem, the misalignment between the text prompt and the generated 3D model, and 3D model inaccuracies. While existing methods heavily rely on the qualitative assessment of these artifacts through visual inspection of a limited set of samples, in this work we propose more objective quantitative evaluation metrics, which we cross-validate via human ratings, and show analysis of the failure cases of the SDS technique. We demonstrate the effectiveness of this analysis by designing a novel computationally efficient baseline model that achieves state-of-the-art performance on the proposed metrics while addressing all the above-mentioned artifacts.
Understanding transformer-based language models is becoming increasingly crucial, particularly as they play pivotal roles in advancing towards artificial general intelligence. However, language model research faces significant challenges, especially for academic research groups with constrained resources. These challenges include complex data structures, unknown target functions, high computational costs and memory requirements, and a lack of interpretability in the inference process, etc. Drawing a parallel to the use of simple models in scientific research, we propose the concept of an anchor function. This is a type of benchmark function designed for studying language models in learning tasks that follow an "anchor-key" pattern. By utilizing the concept of an anchor function, we can construct a series of functions to simulate various language tasks. The anchor function plays a role analogous to that of mice in diabetes research, particularly suitable for academic research. We demonstrate the utility of the anchor function with an example, revealing two basic operations by attention structures in language models: shifting tokens and broadcasting one token from one position to many positions. These operations are also commonly observed in large language models. The anchor function framework, therefore, opens up a series of valuable and accessible research questions for further exploration, especially for theoretical study.
The purpose of remote sensing image change detection (RSCD) is to detect differences between bi-temporal images taken at the same place. Deep learning has been extensively used to RSCD tasks, yielding significant results in terms of result recognition. However, due to the shooting angle of the satellite, the impacts of thin clouds, and certain lighting conditions, the problem of fuzzy edges in the change region in some remote sensing photographs cannot be properly handled using current RSCD algorithms. To solve this issue, we proposed a Body Decouple Multi-Scale by fearure Aggregation change detection (BD-MSA), a novel model that collects both global and local feature map information in the channel and space dimensions of the feature map during the training and prediction phases. This approach allows us to successfully extract the change region's boundary information while also divorcing the change region's main body from its boundary. Numerous studies have shown that the assessment metrics and evaluation effects of the model described in this paper on the publicly available datasets DSIFN-CD and S2Looking are the best when compared to other models.
Intent detection and identification from multi-turn dialogue has become a widely explored technique in conversational agents, for example, voice assistants and intelligent customer services. The conventional approaches typically cast the intent mining process as a classification task. Although neural classifiers have proven adept at such classification tasks, the issue of neural network models often impedes their practical deployment in real-world settings. We present a novel graph-based multi-turn dialogue system called , which identifies a user's intent by identifying intent elements and a standard query from a dynamically constructed and extensible intent graph using reinforcement learning. In addition, we provide visualization components to monitor the immediate reasoning path for each turn of a dialogue, which greatly facilitates further improvement of the system.
In this paper, we study the problem of end-to-end multi-person pose estimation. State-of-the-art solutions adopt the DETR-like framework, and mainly develop the complex decoder, e.g., regarding pose estimation as keypoint box detection and combining with human detection in ED-Pose, hierarchically predicting with pose decoder and joint (keypoint) decoder in PETR. We present a simple yet effective transformer approach, named Group Pose. We simply regard $K$-keypoint pose estimation as predicting a set of $N\times K$ keypoint positions, each from a keypoint query, as well as representing each pose with an instance query for scoring $N$ pose predictions. Motivated by the intuition that the interaction, among across-instance queries of different types, is not directly helpful, we make a simple modification to decoder self-attention. We replace single self-attention over all the $N\times(K+1)$ queries with two subsequent group self-attentions: (i) $N$ within-instance self-attention, with each over $K$ keypoint queries and one instance query, and (ii) $(K+1)$ same-type across-instance self-attention, each over $N$ queries of the same type. The resulting decoder removes the interaction among across-instance type-different queries, easing the optimization and thus improving the performance. Experimental results on MS COCO and CrowdPose show that our approach without human box supervision is superior to previous methods with complex decoders, and even is slightly better than ED-Pose that uses human box supervision. $\href{https://github.com/Michel-liu/GroupPose-Paddle}{\rm Paddle}$ and $\href{https://github.com/Michel-liu/GroupPose}{\rm PyTorch}$ code are available.
We describe a first step towards learning general-purpose visual representations of physical scenes using only image prediction as a training criterion. To do so, we first define "physical scene" and show that, even though different agents may maintain different representations of the same scene, the underlying physical scene that can be inferred is unique. Then, we show that NeRFs cannot represent the physical scene, as they lack extrapolation mechanisms. Those, however, could be provided by Diffusion Models, at least in theory. To test this hypothesis empirically, NeRFs can be combined with Diffusion Models, a process we refer to as NeRF Diffusion, used as unsupervised representations of the physical scene. Our analysis is limited to visual data, without external grounding mechanisms that can be provided by independent sensory modalities.
3D point cloud semantic segmentation is one of the fundamental tasks for 3D scene understanding and has been widely used in the metaverse applications. Many recent 3D semantic segmentation methods learn a single prototype (classifier weights) for each semantic class, and classify 3D points according to their nearest prototype. However, learning only one prototype for each class limits the model's ability to describe the high variance patterns within a class. Instead of learning a single prototype for each class, in this paper, we propose to use an adaptive number of prototypes to dynamically describe the different point patterns within a semantic class. With the powerful capability of vision transformer, we design a Number-Adaptive Prototype Learning (NAPL) model for point cloud semantic segmentation. To train our NAPL model, we propose a simple yet effective prototype dropout training strategy, which enables our model to adaptively produce prototypes for each class. The experimental results on SemanticKITTI dataset demonstrate that our method achieves 2.3% mIoU improvement over the baseline model based on the point-wise classification paradigm.
In this work, we tackle the challenging task of jointly tracking hand object pose and reconstructing their shapes from depth point cloud sequences in the wild, given the initial poses at frame 0. We for the first time propose a point cloud based hand joint tracking network, HandTrackNet, to estimate the inter-frame hand joint motion. Our HandTrackNet proposes a novel hand pose canonicalization module to ease the tracking task, yielding accurate and robust hand joint tracking. Our pipeline then reconstructs the full hand via converting the predicted hand joints into a template-based parametric hand model MANO. For object tracking, we devise a simple yet effective module that estimates the object SDF from the first frame and performs optimization-based tracking. Finally, a joint optimization step is adopted to perform joint hand and object reasoning, which alleviates the occlusion-induced ambiguity and further refines the hand pose. During training, the whole pipeline only sees purely synthetic data, which are synthesized with sufficient variations and by depth simulation for the ease of generalization. The whole pipeline is pertinent to the generalization gaps and thus directly transferable to real in-the-wild data. We evaluate our method on two real hand object interaction datasets, e.g. HO3D and DexYCB, without any finetuning. Our experiments demonstrate that the proposed method significantly outperforms the previous state-of-the-art depth-based hand and object pose estimation and tracking methods, running at a frame rate of 9 FPS.
Category-level object pose estimation aims to find 6D object poses of previously unseen object instances from known categories without access to object CAD models. To reduce the huge amount of pose annotations needed for category-level learning, we propose for the first time a self-supervised learning framework to estimate category-level 6D object pose from single 3D point clouds.During training, our method assumes no ground-truth pose annotations, no CAD models, and no multi-view supervision. The key to our method is to disentangle shape and pose through an invariant shape reconstruction module and an equivariant pose estimation module, empowered by SE(3) equivariant point cloud networks.The invariant shape reconstruction module learns to perform aligned reconstructions, yielding a category-level reference frame without using any annotations. In addition, the equivariant pose estimation module achieves category-level pose estimation accuracy that is comparable to some fully supervised methods. Extensive experiments demonstrate the effectiveness of our approach on both complete and partial depth point clouds from the ModelNet40 benchmark, and on real depth point clouds from the NOCS-REAL 275 dataset. The project page with code and visualizations can be found at: https://dragonlong.github.io/equi-pose.