The exponential growth of large language models (LLMs) has opened up numerous possibilities for multi-modal AGI systems. However, the progress in vision and vision-language foundation models, which are also critical elements of multi-modal AGI, has not kept pace with LLMs. In this work, we design a large-scale vision-language foundation model (InternVL), which scales up the vision foundation model to 6 billion parameters and progressively aligns it with the large language model, using web-scale image-text data from various sources. This model can be broadly applied to and achieve state-of-the-art performance on visual perception tasks such as image-level or pixel-level recognition, vision-language tasks such as zero-shot image/video classification, zero-shot image/video-text retrieval, and link with LLMs to create multi-modal dialogue systems. We hope that our research could contribute to the development of multi-modal large models. Code and models are available at https://github.com/OpenGVLab/InternVL.
Recent advancements in offline reinforcement learning (RL) have underscored the capabilities of Return-Conditioned Supervised Learning (RCSL), a paradigm that learns the action distribution based on target returns for each state in a supervised manner. However, prevailing RCSL methods largely focus on deterministic trajectory modeling, disregarding stochastic state transitions and the diversity of future trajectory distributions. A fundamental challenge arises from the inconsistency between the sampled returns within individual trajectories and the expected returns across multiple trajectories. Fortunately, value-based methods offer a solution by leveraging a value function to approximate the expected returns, thereby addressing the inconsistency effectively. Building upon these insights, we propose a novel approach, termed the Critic-Guided Decision Transformer (CGDT), which combines the predictability of long-term returns from value-based methods with the trajectory modeling capability of the Decision Transformer. By incorporating a learned value function, known as the critic, CGDT ensures a direct alignment between the specified target returns and the expected returns of actions. This integration bridges the gap between the deterministic nature of RCSL and the probabilistic characteristics of value-based methods. Empirical evaluations on stochastic environments and D4RL benchmark datasets demonstrate the superiority of CGDT over traditional RCSL methods. These results highlight the potential of CGDT to advance the state of the art in offline RL and extend the applicability of RCSL to a wide range of RL tasks.
Recently, diffusion-based image generation methods are credited for their remarkable text-to-image generation capabilities, while still facing challenges in accurately generating multilingual scene text images. To tackle this problem, we propose Diff-Text, which is a training-free scene text generation framework for any language. Our model outputs a photo-realistic image given a text of any language along with a textual description of a scene. The model leverages rendered sketch images as priors, thus arousing the potential multilingual-generation ability of the pre-trained Stable Diffusion. Based on the observation from the influence of the cross-attention map on object placement in generated images, we propose a localized attention constraint into the cross-attention layer to address the unreasonable positioning problem of scene text. Additionally, we introduce contrastive image-level prompts to further refine the position of the textual region and achieve more accurate scene text generation. Experiments demonstrate that our method outperforms the existing method in both the accuracy of text recognition and the naturalness of foreground-background blending.
3D perception is a critical problem in autonomous driving. Recently, the Bird-Eye-View (BEV) approach has attracted extensive attention, due to low-cost deployment and desirable vision detection capacity. However, the existing models ignore a realistic scenario during the driving procedure, i.e., one or more view cameras may be failed, which largely deteriorates the performance. To tackle this problem, we propose a generic Masked BEV (M-BEV) perception framework, which can effectively improve robustness to this challenging scenario, by random masking and reconstructing camera views in the end-to-end training. More specifically, we develop a novel Masked View Reconstruction (MVR) module for M-BEV. It mimics various missing cases by randomly masking features of different camera views, then leverages the original features of these views as self-supervision, and reconstructs the masked ones with the distinct spatio-temporal context across views. Via such a plug-and-play MVR, our M-BEV is capable of learning the missing views from the resting ones, and thus well generalized for robust view recovery and accurate perception in the testing. We perform extensive experiments on the popular NuScenes benchmark, where our framework can significantly boost 3D perception performance of the state-of-the-art models on various missing view cases, e.g., for the absence of back view, our M-BEV promotes the PETRv2 model with 10.3% mAP gain.
The advent of foundation models, which are pre-trained on vast datasets, has ushered in a new era of computer vision, characterized by their robustness and remarkable zero-shot generalization capabilities. Mirroring the transformative impact of foundation models like large language models (LLMs) in natural language processing, visual foundation models (VFMs) have become a catalyst for groundbreaking developments in computer vision. This review paper delineates the pivotal trajectories of VFMs, emphasizing their scalability and proficiency in generative tasks such as text-to-image synthesis, as well as their adeptness in discriminative tasks including image segmentation. While generative and discriminative models have historically charted distinct paths, we undertake a comprehensive examination of the recent strides made by VFMs in both domains, elucidating their origins, seminal breakthroughs, and pivotal methodologies. Additionally, we collate and discuss the extensive resources that facilitate the development of VFMs and address the challenges that pave the way for future research endeavors. A crucial direction for forthcoming innovation is the amalgamation of generative and discriminative paradigms. The nascent application of generative models within discriminative contexts signifies the early stages of this confluence. This survey aspires to be a contemporary compendium for scholars and practitioners alike, charting the course of VFMs and illuminating their multifaceted landscape.
This paper is not motivated to seek innovation within the attention mechanism. Instead, it focuses on overcoming the existing trade-offs between accuracy and efficiency within the context of point cloud processing, leveraging the power of scale. Drawing inspiration from recent advances in 3D large-scale representation learning, we recognize that model performance is more influenced by scale than by intricate design. Therefore, we present Point Transformer V3 (PTv3), which prioritizes simplicity and efficiency over the accuracy of certain mechanisms that are minor to the overall performance after scaling, such as replacing the precise neighbor search by KNN with an efficient serialized neighbor mapping of point clouds organized with specific patterns. This principle enables significant scaling, expanding the receptive field from 16 to 1024 points while remaining efficient (a 3x increase in processing speed and a 10x improvement in memory efficiency compared with its predecessor, PTv2). PTv3 attains state-of-the-art results on over 20 downstream tasks that span both indoor and outdoor scenarios. Further enhanced with multi-dataset joint training, PTv3 pushes these results to a higher level.
The standard Neural Radiance Fields (NeRF) paradigm employs a viewer-centered methodology, entangling the aspects of illumination and material reflectance into emission solely from 3D points. This simplified rendering approach presents challenges in accurately modeling images captured under adverse lighting conditions, such as low light or over-exposure. Motivated by the ancient Greek emission theory that posits visual perception as a result of rays emanating from the eyes, we slightly refine the conventional NeRF framework to train NeRF under challenging light conditions and generate normal-light condition novel views unsupervised. We introduce the concept of a "Concealing Field," which assigns transmittance values to the surrounding air to account for illumination effects. In dark scenarios, we assume that object emissions maintain a standard lighting level but are attenuated as they traverse the air during the rendering process. Concealing Field thus compel NeRF to learn reasonable density and colour estimations for objects even in dimly lit situations. Similarly, the Concealing Field can mitigate over-exposed emissions during the rendering stage. Furthermore, we present a comprehensive multi-view dataset captured under challenging illumination conditions for evaluation. Our code and dataset available at https://github.com/cuiziteng/Aleth-NeRF
Traditional reinforcement-learning-based agents rely on sparse rewards that often only use binary values to indicate task completion or failure. The challenge in exploration efficiency makes it difficult to effectively learn complex tasks in Minecraft. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will take further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse on the plains biome.
It is a long-lasting goal to design an embodied system that can solve long-horizon open-world tasks in human-like ways. However, existing approaches usually struggle with compound difficulties caused by the logic-aware decomposition and context-aware execution of these tasks. To this end, we introduce MP5, an open-ended multimodal embodied system built upon the challenging Minecraft simulator, which can decompose feasible sub-objectives, design sophisticated situation-aware plans, and perform embodied action control, with frequent communication with a goal-conditioned active perception scheme. Specifically, MP5 is developed on top of recent advances in Multimodal Large Language Models (MLLMs), and the system is modulated into functional modules that can be scheduled and collaborated to ultimately solve pre-defined context- and process-dependent tasks. Extensive experiments prove that MP5 can achieve a 22% success rate on difficult process-dependent tasks and a 91% success rate on tasks that heavily depend on the context. Moreover, MP5 exhibits a remarkable ability to address many open-ended tasks that are entirely novel.
Automatic estimation of 3D human pose from monocular RGB images is a challenging and unsolved problem in computer vision. In a supervised manner, approaches heavily rely on laborious annotations and present hampered generalization ability due to the limited diversity of 3D pose datasets. To address these challenges, we propose a unified framework that leverages mask as supervision for unsupervised 3D pose estimation. With general unsupervised segmentation algorithms, the proposed model employs skeleton and physique representations that exploit accurate pose information from coarse to fine. Compared with previous unsupervised approaches, we organize the human skeleton in a fully unsupervised way which enables the processing of annotation-free data and provides ready-to-use estimation results. Comprehensive experiments demonstrate our state-of-the-art pose estimation performance on Human3.6M and MPI-INF-3DHP datasets. Further experiments on in-the-wild datasets also illustrate the capability to access more data to boost our model. Code will be available at https://github.com/Charrrrrlie/Mask-as-Supervision.