Abstract:In recent years, diffusion models have revolutionized visual generation, outperforming traditional frameworks like Generative Adversarial Networks (GANs). However, generating images of humans with realistic semantic parts, such as hands and faces, remains a significant challenge due to their intricate structural complexity. To address this issue, we propose a novel post-processing solution named RealisHuman. The RealisHuman framework operates in two stages. First, it generates realistic human parts, such as hands or faces, using the original malformed parts as references, ensuring consistent details with the original image. Second, it seamlessly integrates the rectified human parts back into their corresponding positions by repainting the surrounding areas to ensure smooth and realistic blending. The RealisHuman framework significantly enhances the realism of human generation, as demonstrated by notable improvements in both qualitative and quantitative metrics. Code is available at https://github.com/Wangbenzhi/RealisHuman.
Abstract:Vision-based surgical navigation has received increasing attention due to its non-invasive, cost-effective, and flexible advantages. In particular, a critical element of the vision-based navigation system is tracking surgical instruments. Compared with 2D instrument tracking methods, 3D instrument tracking has broader value in clinical practice, but is also more challenging due to weak texture, occlusion, and lack of Computer-Aided Design (CAD) models for 3D registration. To solve these challenges, we propose the SurgTrack, a two-stage 3D instrument tracking method for CAD-free and robust real-world applications. In the first registration stage, we incorporate an Instrument Signed Distance Field (SDF) modeling the 3D representation of instruments, achieving CAD-freed 3D registration. Due to this, we can obtain the location and orientation of instruments in the 3D space by matching the video stream with the registered SDF model. In the second tracking stage, we devise a posture graph optimization module, leveraging the historical tracking results of the posture memory pool to optimize the tracking results and improve the occlusion robustness. Furthermore, we collect the Instrument3D dataset to comprehensively evaluate the 3D tracking of surgical instruments. The extensive experiments validate the superiority and scalability of our SurgTrack, by outperforming the state-of-the-arts with a remarkable improvement. The code and dataset are available at https://github.com/wenwucode/SurgTrack.
Abstract:Facial recognition systems are susceptible to both physical and digital attacks, posing significant security risks. Traditional approaches often treat these two attack types separately due to their distinct characteristics. Thus, when being combined attacked, almost all methods could not deal. Some studies attempt to combine the sparse data from both types of attacks into a single dataset and try to find a common feature space, which is often impractical due to the space is difficult to be found or even non-existent. To overcome these challenges, we propose a novel approach that uses the sparse model to handle sparse data, utilizing different parameter groups to process distinct regions of the sparse feature space. Specifically, we employ the Mixture of Experts (MoE) framework in our model, expert parameters are matched to tokens with varying weights during training and adaptively activated during testing. However, the traditional MoE struggles with the complex and irregular classification boundaries of this problem. Thus, we introduce a flexible self-adapting weighting mechanism, enabling the model to better fit and adapt. In this paper, we proposed La-SoftMoE CLIP, which allows for more flexible adaptation to the Unified Attack Detection (UAD) task, significantly enhancing the model's capability to handle diversity attacks. Experiment results demonstrate that our proposed method has SOTA performance.
Abstract:Sign Language Representation Learning (SLRL) is crucial for a range of sign language-related downstream tasks such as Sign Language Translation (SLT) and Sign Language Retrieval (SLRet). Recently, many gloss-based and gloss-free SLRL methods have been proposed, showing promising performance. Among them, the gloss-free approach shows promise for strong scalability without relying on gloss annotations. However, it currently faces suboptimal solutions due to challenges in encoding the intricate, context-sensitive characteristics of sign language videos, mainly struggling to discern essential sign features using a non-monotonic video-text alignment strategy. Therefore, we introduce an innovative pretraining paradigm for gloss-free SLRL, called C${^2}$RL, in this paper. Specifically, rather than merely incorporating a non-monotonic semantic alignment of video and text to learn language-oriented sign features, we emphasize two pivotal aspects of SLRL: Implicit Content Learning (ICL) and Explicit Context Learning (ECL). ICL delves into the content of communication, capturing the nuances, emphasis, timing, and rhythm of the signs. In contrast, ECL focuses on understanding the contextual meaning of signs and converting them into equivalent sentences. Despite its simplicity, extensive experiments confirm that the joint optimization of ICL and ECL results in robust sign language representation and significant performance gains in gloss-free SLT and SLRet tasks. Notably, C${^2}$RL improves the BLEU-4 score by +5.3 on P14T, +10.6 on CSL-daily, +6.2 on OpenASL, and +1.3 on How2Sign. It also boosts the R@1 score by +8.3 on P14T, +14.4 on CSL-daily, and +5.9 on How2Sign. Additionally, we set a new baseline for the OpenASL dataset in the SLRet task.
Abstract:3D textured face reconstruction from sketches applicable in many scenarios such as animation, 3D avatars, artistic design, missing people search, etc., is a highly promising but underdeveloped research topic. On the one hand, the stylistic diversity of sketches leads to existing sketch-to-3D-face methods only being able to handle pose-limited and realistically shaded sketches. On the other hand, texture plays a vital role in representing facial appearance, yet sketches lack this information, necessitating additional texture control in the reconstruction process. This paper proposes a novel method for reconstructing controllable textured and detailed 3D faces from sketches, named S2TD-Face. S2TD-Face introduces a two-stage geometry reconstruction framework that directly reconstructs detailed geometry from the input sketch. To keep geometry consistent with the delicate strokes of the sketch, we propose a novel sketch-to-geometry loss that ensures the reconstruction accurately fits the input features like dimples and wrinkles. Our training strategies do not rely on hard-to-obtain 3D face scanning data or labor-intensive hand-drawn sketches. Furthermore, S2TD-Face introduces a texture control module utilizing text prompts to select the most suitable textures from a library and seamlessly integrate them into the geometry, resulting in a 3D detailed face with controllable texture. S2TD-Face surpasses existing state-of-the-art methods in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/S2TD-Face .
Abstract:Multi-label image recognition is a fundamental task in computer vision. Recently, Vision-Language Models (VLMs) have made notable advancements in this area. However, previous methods fail to effectively leverage the rich knowledge in language models and often incorporate label semantics into visual features unidirectionally. To overcome these problems, we propose a Split-and-Synthesize Prompting with Gated Alignments (SSPA) framework to amplify the potential of VLMs. Specifically, we develop an in-context learning approach to associate the inherent knowledge from LLMs. Then we propose a novel Split-and-Synthesize Prompting (SSP) strategy to first model the generic knowledge and downstream label semantics individually and then aggregate them carefully through the quaternion network. Moreover, we present Gated Dual-Modal Alignments (GDMA) to bidirectionally interact visual and linguistic modalities while eliminating redundant cross-modal information, enabling more efficient region-level alignments. Rather than making the final prediction by a sharp manner in previous works, we propose a soft aggregator to jointly consider results from all image regions. With the help of flexible prompting and gated alignments, SSPA is generalizable to specific domains. Extensive experiments on nine datasets from three domains (i.e., natural, pedestrian attributes and remote sensing) demonstrate the state-of-the-art performance of SSPA. Further analyses verify the effectiveness of SSP and the interpretability of GDMA. The code will be made public.
Abstract:The scarcity of large-scale 3D-text paired data poses a great challenge on open vocabulary 3D scene understanding, and hence it is popular to leverage internet-scale 2D data and transfer their open vocabulary capabilities to 3D models through knowledge distillation. However, the existing distillation-based 3D scene understanding approaches rely on the representation capacity of 2D models, disregarding the exploration of geometric priors and inherent representational advantages offered by 3D data. In this paper, we propose an effective approach, namely Geometry Guided Self-Distillation (GGSD), to learn superior 3D representations from 2D pre-trained models. Specifically, we first design a geometry guided distillation module to distill knowledge from 2D models, and then leverage the 3D geometric priors to alleviate the inherent noise in 2D models and enhance the representation learning process. Due to the advantages of 3D representation, the performance of the distilled 3D student model can significantly surpass that of the 2D teacher model. This motivates us to further leverage the representation advantages of 3D data through self-distillation. As a result, our proposed GGSD approach outperforms the existing open vocabulary 3D scene understanding methods by a large margin, as demonstrated by our experiments on both indoor and outdoor benchmark datasets.
Abstract:3D object detection is an indispensable component for scene understanding. However, the annotation of large-scale 3D datasets requires significant human effort. To tackle this problem, many methods adopt weakly supervised 3D object detection that estimates 3D boxes by leveraging 2D boxes and scene/class-specific priors. However, these approaches generally depend on sophisticated manual priors, which is hard to generalize to novel categories and scenes. In this paper, we are motivated to propose a general approach, which can be easily adapted to new scenes and/or classes. A unified framework is developed for learning 3D object detectors from RGB images and associated 2D boxes. In specific, we propose three general components: prior injection module to obtain general object geometric priors from LLM model, 2D space projection constraint to minimize the discrepancy between the boundaries of projected 3D boxes and their corresponding 2D boxes on the image plane, and 3D space geometry constraint to build a Point-to-Box alignment loss to further refine the pose of estimated 3D boxes. Experiments on KITTI and SUN-RGBD datasets demonstrate that our method yields surprisingly high-quality 3D bounding boxes with only 2D annotation. The source code is available at https://github.com/gwenzhang/GGA.
Abstract:By leveraging the text-to-image diffusion priors, score distillation can synthesize 3D contents without paired text-3D training data. Instead of spending hours of online optimization per text prompt, recent studies have been focused on learning a text-to-3D generative network for amortizing multiple text-3D relations, which can synthesize 3D contents in seconds. However, existing score distillation methods are hard to scale up to a large amount of text prompts due to the difficulties in aligning pretrained diffusion prior with the distribution of rendered images from various text prompts. Current state-of-the-arts such as Variational Score Distillation finetune the pretrained diffusion model to minimize the noise prediction error so as to align the distributions, which are however unstable to train and will impair the model's comprehension capability to numerous text prompts. Based on the observation that the diffusion models tend to have lower noise prediction errors at earlier timesteps, we propose Asynchronous Score Distillation (ASD), which minimizes the noise prediction error by shifting the diffusion timestep to earlier ones. ASD is stable to train and can scale up to 100k prompts. It reduces the noise prediction error without changing the weights of pre-trained diffusion model, thus keeping its strong comprehension capability to prompts. We conduct extensive experiments across different 2D diffusion models, including Stable Diffusion and MVDream, and text-to-3D generators, including Hyper-iNGP, 3DConv-Net and Triplane-Transformer. The results demonstrate ASD's effectiveness in stable 3D generator training, high-quality 3D content synthesis, and its superior prompt-consistency, especially under large prompt corpus.
Abstract:Sequential decision-making refers to algorithms that take into account the dynamics of the environment, where early decisions affect subsequent decisions. With large language models (LLMs) demonstrating powerful capabilities between tasks, we can't help but ask: Can Current LLMs Effectively Make Sequential Decisions? In order to answer this question, we propose the UNO Arena based on the card game UNO to evaluate the sequential decision-making capability of LLMs and explain in detail why we choose UNO. In UNO Arena, We evaluate the sequential decision-making capability of LLMs dynamically with novel metrics based Monte Carlo methods. We set up random players, DQN-based reinforcement learning players, and LLM players (e.g. GPT-4, Gemini-pro) for comparison testing. Furthermore, in order to improve the sequential decision-making capability of LLMs, we propose the TUTRI player, which can involves having LLMs reflect their own actions wtih the summary of game history and the game strategy. Numerous experiments demonstrate that the TUTRI player achieves a notable breakthrough in the performance of sequential decision-making compared to the vanilla LLM player.