Generating large-scale sensing datasets through photo-realistic simulation is an important aspect of many robotics applications such as autonomous driving. In this paper, we consider the problem of synchronous data collection from the open-source CARLA simulator using multiple sensors attached to vehicle based on user-defined criteria. We propose a novel, one-step framework that we refer to as Car-STAGE, based on CARLA simulator, to generate data using a graphical user interface (GUI) defining configuration parameters to data collection without any user intervention. This framework can utilize the user-defined configuration parameters such as choice of maps, number and configurations of sensors, environmental and lighting conditions etc. to run the simulation in the background, collecting high-dimensional sensor data from diverse sensors such as RGB Camera, LiDAR, Radar, Depth Camera, IMU Sensor, GNSS Sensor, Semantic Segmentation Camera, Instance Segmentation Camera, and Optical Flow Camera along with the ground-truths of the individual actors and storing the sensor data as well as ground-truth labels in a local or cloud-based database. The framework uses multiple threads where a main thread runs the server, a worker thread deals with queue and frame number and the rest of the threads processes the sensor data. The other way we derive speed up over the native implementation is by memory mapping the raw binary data into the disk and then converting the data into known formats at the end of data collection. We show that using these techniques, we gain a significant speed up over frames, under an increasing set of sensors and over the number of spawned objects.




Real-time rendering of high-fidelity and animatable avatars from monocular videos remains a challenging problem in computer vision and graphics. Over the past few years, the Neural Radiance Field (NeRF) has made significant progress in rendering quality but behaves poorly in run-time performance due to the low efficiency of volumetric rendering. Recently, methods based on 3D Gaussian Splatting (3DGS) have shown great potential in fast training and real-time rendering. However, they still suffer from artifacts caused by inaccurate geometry. To address these problems, we propose 2DGS-Avatar, a novel approach based on 2D Gaussian Splatting (2DGS) for modeling animatable clothed avatars with high-fidelity and fast training performance. Given monocular RGB videos as input, our method generates an avatar that can be driven by poses and rendered in real-time. Compared to 3DGS-based methods, our 2DGS-Avatar retains the advantages of fast training and rendering while also capturing detailed, dynamic, and photo-realistic appearances. We conduct abundant experiments on popular datasets such as AvatarRex and THuman4.0, demonstrating impressive performance in both qualitative and quantitative metrics.
Character customization, or 'face crafting,' is a vital feature in role-playing games (RPGs), enhancing player engagement by enabling the creation of personalized avatars. Existing automated methods often struggle with generalizability across diverse game engines due to their reliance on the intermediate constraints of specific image domain and typically support only one type of input, either text or image. To overcome these challenges, we introduce EasyCraft, an innovative end-to-end feedforward framework that automates character crafting by uniquely supporting both text and image inputs. Our approach employs a translator capable of converting facial images of any style into crafting parameters. We first establish a unified feature distribution in the translator's image encoder through self-supervised learning on a large-scale dataset, enabling photos of any style to be embedded into a unified feature representation. Subsequently, we map this unified feature distribution to crafting parameters specific to a game engine, a process that can be easily adapted to most game engines and thus enhances EasyCraft's generalizability. By integrating text-to-image techniques with our translator, EasyCraft also facilitates precise, text-based character crafting. EasyCraft's ability to integrate diverse inputs significantly enhances the versatility and accuracy of avatar creation. Extensive experiments on two RPG games demonstrate the effectiveness of our method, achieving state-of-the-art results and facilitating adaptability across various avatar engines.




Diffusion models have demonstrated their powerful image generation capabilities, effectively fitting highly complex image distributions. These models can serve as strong priors for image restoration. Existing methods often utilize techniques like ControlNet to sample high quality images with low quality images from these priors. However, ControlNet typically involves copying a large part of the original network, resulting in a significantly large number of parameters as the prior scales up. In this paper, we propose a relatively lightweight Adapter that leverages the powerful generative capabilities of pretrained priors to achieve photo-realistic image restoration. The Adapters can be adapt to both denoising UNet and DiT, and performs excellent.
Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/
Image aesthetic assessment (IAA) evaluates image aesthetics, a task complicated by image diversity and user subjectivity. Current approaches address this in two stages: Generic IAA (GIAA) models estimate mean aesthetic scores, while Personal IAA (PIAA) models adapt GIAA using transfer learning to incorporate user subjectivity. However, a theoretical understanding of transfer learning between GIAA and PIAA, particularly concerning the impact of group composition, group size, aesthetic differences between groups and individuals, and demographic correlations, is lacking. This work establishes a theoretical foundation for IAA, proposing a unified model that encodes individual characteristics in a distributional format for both individual and group assessments. We show that transferring from GIAA to PIAA involves extrapolation, while the reverse involves interpolation, which is generally more effective for machine learning. Experiments with varying group compositions, including sub-sampling by group size and disjoint demographics, reveal significant performance variation even for GIAA, indicating that mean scores do not fully eliminate individual subjectivity. Performance variations and Gini index analysis reveal education as the primary factor influencing aesthetic differences, followed by photography and art experience, with stronger individual subjectivity observed in artworks than in photos. Our model uniquely supports both GIAA and PIAA, enhancing generalization across demographics.
In precision agriculture, the scarcity of labeled data and significant covariate shifts pose unique challenges for training machine learning models. This scarcity is particularly problematic due to the dynamic nature of the environment and the evolving appearance of agricultural subjects as living things. We propose a novel system for generating realistic synthetic data to address these challenges. Utilizing a vineyard simulator based on the Unity engine, our system employs a cut-and-paste technique with geometrical consistency considerations to produce accurate photo-realistic images and labels from synthetic environments to train detection algorithms. This approach generates diverse data samples across various viewpoints and lighting conditions. We demonstrate considerable performance improvements in training a state-of-the-art detector by applying our method to table grapes cultivation. The combination of techniques can be easily automated, an increasingly important consideration for adoption in agricultural practice.
In this paper, we aim to build an adversarially robust zero-shot image classifier. We ground our work on CLIP, a vision-language pre-trained encoder model that can perform zero-shot classification by matching an image with text prompts ``a photo of a <class-name>.''. Purification is the path we choose since it does not require adversarial training on specific attack types and thus can cope with any foreseen attacks. We then formulate purification risk as the KL divergence between the joint distributions of the purification process of denoising the adversarial samples and the attack process of adding perturbations to benign samples, through bidirectional Stochastic Differential Equations (SDEs). The final derived results inspire us to explore purification in the multi-modal latent space of CLIP. We propose two variants for our CLIPure approach: CLIPure-Diff which models the likelihood of images' latent vectors with the DiffusionPrior module in DaLLE-2 (modeling the generation process of CLIP's latent vectors), and CLIPure-Cos which models the likelihood with the cosine similarity between the embeddings of an image and ``a photo of a.''. As far as we know, CLIPure is the first purification method in multi-modal latent space and CLIPure-Cos is the first purification method that is not based on generative models, which substantially improves defense efficiency. We conducted extensive experiments on CIFAR-10, ImageNet, and 13 datasets that previous CLIP-based defense methods used for evaluating zero-shot classification robustness. Results show that CLIPure boosts the SOTA robustness by a large margin, e.g., from 71.7% to 91.1% on CIFAR10, from 59.6% to 72.6% on ImageNet, and 108% relative improvements of average robustness on the 13 datasets over previous SOTA. The code is available at https://github.com/TMLResearchGroup-CAS/CLIPure.
This study aims to enhance the accuracy of a six-axis force/torque sensor compared to existing approaches that utilize Multi-Layer Perceptron (MLP) and the Least Square Method. The sensor used in this study is based on a photo-coupler and operates with infrared light, making it susceptible to dark current effects, which cause drift due to temperature variations. Additionally, the sensor is compact and lightweight (45g), resulting in a low thermal capacity. Consequently, even small amounts of heat can induce rapid temperature changes, affecting the sensor's performance in real time. To address these challenges, this study compares the conventional MLP approach with the proposed Gated Recurrent Unit (GRU)-based method. Experimental results demonstrate that the GRU approach, leveraging sequential data, achieves superior performance.




Search and rescue (SAR) missions require reliable search methods to locate survivors, especially in challenging or inaccessible environments. This is why introducing unmanned aerial vehicles (UAVs) can be of great help to enhance the efficiency of SAR missions while simultaneously increasing the safety of everyone involved in the mission. Motivated by this, we design and experiment with autonomous UAV search for humans in a Mediterranean karst environment. The UAVs are directed using Heat equation-driven area coverage (HEDAC) ergodic control method according to known probability density and detection function. The implemented sensing framework consists of a probabilistic search model, motion control system, and computer vision object detection. It enables calculation of the probability of the target being detected in the SAR mission, and this paper focuses on experimental validation of proposed probabilistic framework and UAV control. The uniform probability density to ensure the even probability of finding the targets in the desired search area is achieved by assigning suitably thought-out tasks to 78 volunteers. The detection model is based on YOLO and trained with a previously collected ortho-photo image database. The experimental search is carefully planned and conducted, while as many parameters as possible are recorded. The thorough analysis consists of the motion control system, object detection, and the search validation. The assessment of the detection and search performance provides strong indication that the designed detection model in the UAV control algorithm is aligned with real-world results.