In the domain of 3D Human Pose Estimation, which finds widespread daily applications, the requirement for convenient acquisition equipment continues to grow. To satisfy this demand, we set our sights on a short-baseline binocular setting that offers both portability and a geometric measurement property that radically mitigates depth ambiguity. However, as the binocular baseline shortens, two serious challenges emerge: first, the robustness of 3D reconstruction against 2D errors deteriorates; and second, occlusion reoccurs due to the limited visual differences between two views. To address the first challenge, we propose the Stereo Co-Keypoints Estimation module to improve the view consistency of 2D keypoints and enhance the 3D robustness. In this module, the disparity is utilized to represent the correspondence of binocular 2D points and the Stereo Volume Feature is introduced to contain binocular features across different disparities. Through the regression of SVF, two-view 2D keypoints are simultaneously estimated in a collaborative way which restricts their view consistency. Furthermore, to deal with occlusions, a Pre-trained Pose Transformer module is introduced. Through this module, 3D poses are refined by perceiving pose coherence, a representation of joint correlations. This perception is injected by the Pose Transformer network and learned through a pre-training task that recovers iterative masked joints. Comprehensive experiments carried out on H36M and MHAD datasets, complemented by visualizations, validate the effectiveness of our approach in the short-baseline binocular 3D Human Pose Estimation and occlusion handling.
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present $\textbf{EvaSurf}$, an $\textbf{E}$fficient $\textbf{V}$iew-$\textbf{A}$ware implicit textured $\textbf{Surf}$ace reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
Recently, the development of large language models (LLMs) has attracted wide attention in academia and industry. Deploying LLMs to real scenarios is one of the key directions in the current Internet industry. In this paper, we present a novel pipeline to apply LLMs for domain-specific question answering (QA) that incorporates domain knowledge graphs (KGs), addressing an important direction of LLM application. As a real-world application, the content generated by LLMs should be user-friendly to serve the customers. Additionally, the model needs to utilize domain knowledge properly to generate reliable answers. These two issues are the two major difficulties in the LLM application as vanilla fine-tuning can not adequately address them. We think both requirements can be unified as the model preference problem that needs to align with humans to achieve practical application. Thus, we introduce Knowledgeable Preference AlignmenT (KnowPAT), which constructs two kinds of preference set called style preference set and knowledge preference set respectively to tackle the two issues. Besides, we design a new alignment objective to align the LLM preference with human preference, aiming to train a better LLM for real-scenario domain-specific QA to generate reliable and user-friendly answers. Adequate experiments and comprehensive with 15 baseline methods demonstrate that our KnowPAT is an outperforming pipeline for real-scenario domain-specific QA with LLMs. Our code is open-source at https://github.com/zjukg/KnowPAT.
We present a data and cost efficient way of incorporating the speech modality into a large language model (LLM). The resulting multi-modal LLM is a COntextual Speech Model with Instruction-following/in-context-learning Capabilities - COSMIC. Speech comprehension test question-answer (SQA) pairs are generated using GPT-3.5 based on the speech transcriptions as a part of the supervision for the instruction tuning. With fewer than 20M trainable parameters and as little as 450 hours of English speech data for SQA generation, COSMIC exhibits emergent instruction-following and in-context learning capabilities in speech-to-text tasks. The model is able to follow the given text instructions to generate text response even on the unseen EN$\to$X speech-to-text translation (S2TT) task with zero-shot setting. We evaluate the model's in-context learning via various tasks such as EN$\to$X S2TT and few-shot domain adaptation. And instruction-following capabilities are evaluated through a contextual biasing benchmark. Our results demonstrate the efficacy of the proposed low cost recipe for building a speech LLM and that with the new instruction-tuning data.
The objective of Entity Alignment (EA) is to identify equivalent entity pairs from multiple Knowledge Graphs (KGs) and create a more comprehensive and unified KG. The majority of EA methods have primarily focused on the structural modality of KGs, lacking exploration of multi-modal information. A few multi-modal EA methods have made good attempts in this field. Still, they have two shortcomings: (1) inconsistent and inefficient modality modeling that designs complex and distinct models for each modality; (2) ineffective modality fusion due to the heterogeneous nature of modalities in EA. To tackle these challenges, we propose PathFusion, consisting of two main components: (1) MSP, a unified modeling approach that simplifies the alignment process by constructing paths connecting entities and modality nodes to represent multiple modalities; (2) IRF, an iterative fusion method that effectively combines information from different modalities using the path as an information carrier. Experimental results on real-world datasets demonstrate the superiority of PathFusion over state-of-the-art methods, with 22.4%-28.9% absolute improvement on Hits@1, and 0.194-0.245 absolute improvement on MRR.
Large language model (LLM) based knowledge graph completion (KGC) aims to predict the missing triples in the KGs with LLMs and enrich the KGs to become better web infrastructure, which can benefit a lot of web-based automatic services. However, research about LLM-based KGC is limited and lacks effective utilization of LLM's inference capabilities, which ignores the important structural information in KGs and prevents LLMs from acquiring accurate factual knowledge. In this paper, we discuss how to incorporate the helpful KG structural information into the LLMs, aiming to achieve structrual-aware reasoning in the LLMs. We first transfer the existing LLM paradigms to structural-aware settings and further propose a knowledge prefix adapter (KoPA) to fulfill this stated goal. KoPA employs structural embedding pre-training to capture the structural information of entities and relations in the KG. Then KoPA informs the LLMs of the knowledge prefix adapter which projects the structural embeddings into the textual space and obtains virtual knowledge tokens as a prefix of the input prompt. We conduct comprehensive experiments on these structural-aware LLM-based KGC methods and provide an in-depth analysis comparing how the introduction of structural information would be better for LLM's knowledge reasoning ability. Our code is released at https://github.com/zjukg/KoPA.
Texture editing is a crucial task in 3D modeling that allows users to automatically manipulate the surface materials of 3D models. However, the inherent complexity of 3D models and the ambiguous text description lead to the challenge in this task. To address this challenge, we propose ITEM3D, an illumination-aware model for automatic 3D object editing according to the text prompts. Leveraging the diffusion models and the differentiable rendering, ITEM3D takes the rendered images as the bridge of text and 3D representation, and further optimizes the disentangled texture and environment map. Previous methods adopt the absolute editing direction namely score distillation sampling (SDS) as the optimization objective, which unfortunately results in the noisy appearance and text inconsistency. To solve the problem caused by the ambiguous text, we introduce a relative editing direction, an optimization objective defined by the noise difference between the source and target texts, to release the semantic ambiguity between the texts and images. Additionally, we gradually adjust the direction during optimization to further address the unexpected deviation in the texture domain. Qualitative and quantitative experiments show that our ITEM3D outperforms the state-of-the-art methods on various 3D objects. We also perform text-guided relighting to show explicit control over lighting.
With the success of the first Multi-channel Multi-party Meeting Transcription challenge (M2MeT), the second M2MeT challenge (M2MeT 2.0) held in ASRU2023 particularly aims to tackle the complex task of speaker-attributed ASR (SA-ASR), which directly addresses the practical and challenging problem of "who spoke what at when" at typical meeting scenario. We particularly established two sub-tracks. 1) The fixed training condition sub-track, where the training data is constrained to predetermined datasets, but participants can use any open-source pre-trained model. 2) The open training condition sub-track, which allows for the use of all available data and models. In addition, we release a new 10-hour test set for challenge ranking. This paper provides an overview of the dataset, track settings, results, and analysis of submitted systems, as a benchmark to show the current state of speaker-attributed ASR.
Token-level serialized output training (t-SOT) was recently proposed to address the challenge of streaming multi-talker automatic speech recognition (ASR). T-SOT effectively handles overlapped speech by representing multi-talker transcriptions as a single token stream with $\langle \text{cc}\rangle$ symbols interspersed. However, the use of a naive neural transducer architecture significantly constrained its applicability for text-only adaptation. To overcome this limitation, we propose a novel t-SOT model structure that incorporates the idea of factorized neural transducers (FNT). The proposed method separates a language model (LM) from the transducer's predictor and handles the unnatural token order resulting from the use of $\langle \text{cc}\rangle$ symbols in t-SOT. We achieve this by maintaining multiple hidden states and introducing special handling of the $\langle \text{cc}\rangle$ tokens within the LM. The proposed t-SOT FNT model achieves comparable performance to the original t-SOT model while retaining the ability to reduce word error rate (WER) on both single and multi-talker datasets through text-only adaptation.