Modeling the complex three-dimensional (3D) dynamics of relational systems is an important problem in the natural sciences, with applications ranging from molecular simulations to particle mechanics. Machine learning methods have achieved good success by learning graph neural networks to model spatial interactions. However, these approaches do not faithfully capture temporal correlations since they only model next-step predictions. In this work, we propose Equivariant Graph Neural Operator (EGNO), a novel and principled method that directly models dynamics as trajectories instead of just next-step prediction. Different from existing methods, EGNO explicitly learns the temporal evolution of 3D dynamics where we formulate the dynamics as a function over time and learn neural operators to approximate it. To capture the temporal correlations while keeping the intrinsic SE(3)-equivariance, we develop equivariant temporal convolutions parameterized in the Fourier space and build EGNO by stacking the Fourier layers over equivariant networks. EGNO is the first operator learning framework that is capable of modeling solution dynamics functions over time while retaining 3D equivariance. Comprehensive experiments in multiple domains, including particle simulations, human motion capture, and molecular dynamics, demonstrate the significantly superior performance of EGNO against existing methods, thanks to the equivariant temporal modeling.
Room geometry inference (RGI) aims at estimating room shapes from measured room impulse responses (RIRs) and has received lots of attention for its importance in environment-aware audio rendering and virtual acoustic representation of a real venue. A lot of estimation models utilizing time difference of arrival (TDoA) or time of arrival (ToA) information in RIRs have been proposed. However, an estimation model should be able to handle more general features and complex relations between reflections to cope with various room shapes and uncertainties such as the unknown number of walls. In this study, we propose a deep neural network that can estimate various room shapes without prior assumptions on the shape or number of walls. The proposed model consists of three sub-networks: a feature extractor, parameter estimation, and evaluation networks, which extract key features from RIRs, estimate parameters, and evaluate the confidence of estimated parameters, respectively. The network is trained by about 40,000 RIRs simulated in rooms of different shapes using a single source and spherical microphone array and tested for rooms of unseen shapes and dimensions. The proposed algorithm achieves almost perfect accuracy in finding the true number of walls and shows negligible errors in room shapes.
The elderly population is increasing rapidly around the world. There are no enough caretakers for them. Use of AI-based in-home medical care systems is gaining momentum due to this. Human fall detection is one of the most important tasks of medical care system for the aged people. Human fall is a common problem among elderly people. Detection of a fall and providing medical help as early as possible is very important to reduce any further complexity. The chances of death and other medical complications can be reduced by detecting and providing medical help as early as possible after the fall. There are many state-of-the-art fall detection techniques available these days, but the majority of them need very high computing power. In this paper, we proposed a lightweight and fast human fall detection system using pose estimation. We used `Movenet' for human joins key-points extraction. Our proposed method can work in real-time on any low-computing device with any basic camera. All computation can be processed locally, so there is no problem of privacy of the subject. We used two datasets `GMDCSA' and `URFD' for the experiment. We got the sensitivity value of 0.9375 and 0.9167 for the dataset `GMDCSA' and `URFD' respectively. The source code and the dataset GMDCSA of our work are available online to access.
Surgical 3D reconstruction is a critical area of research in robotic surgery, with recent works adopting variants of dynamic radiance fields to achieve success in 3D reconstruction of deformable tissues from single-viewpoint videos. However, these methods often suffer from time-consuming optimization or inferior quality, limiting their adoption in downstream tasks. Inspired by 3D Gaussian Splatting, a recent trending 3D representation, we present EndoGS, applying Gaussian Splatting for deformable endoscopic tissue reconstruction. Specifically, our approach incorporates deformation fields to handle dynamic scenes, depth-guided supervision to optimize 3D targets with a single viewpoint, and a spatial-temporal weight mask to mitigate tool occlusion. As a result, EndoGS reconstructs and renders high-quality deformable endoscopic tissues from a single-viewpoint video, estimated depth maps, and labeled tool masks. Experiments on DaVinci robotic surgery videos demonstrate that EndoGS achieves superior rendering quality. Code is available at https://github.com/HKU-MedAI/EndoGS.
This study presents a deep convolutional auto-encoder network for filtering reverberation artifacts, from transthoracic echocardiographic (TTE) image sequences. Given the spatiotemporal nature of these artifacts, the filtering network was built using 3D convolutional layers to suppress the clutter patterns throughout the cardiac cycle. The network was designed by taking advantage of: i) an attention mechanism to focus primarily on cluttered regions and ii) residual learning to preserve fine structures of the image frames. To train the deep network, a diverse set of artifact patterns was simulated and the simulated patterns were superimposed onto artifact-free ultra-realistic synthetic TTE sequences of six ultrasound vendors to generate input of the filtering network. The artifact-free sequences served as ground-truth. Performance of the filtering network was evaluated using unseen synthetic as well as in-vivo artifactual sequences. Satisfactory results obtained using the latter dataset confirmed the good generalization performance of the proposed network which was trained using the synthetic sequences and simulated artifact patterns. Suitability of the clutter-filtered sequences for further processing was assessed by computing segmental strain curves from them. The results showed that the large discrepancy between the strain profiles computed from the cluttered segments and their corresponding segments in the clutter-free images was significantly reduced after filtering the sequences using the proposed network. The trained deep network could process an artifactual TTE sequence in a fraction of a second and can be used for real-time clutter filtering. Moreover, it can improve the precision of the clinical indexes that are computed from the TTE sequences. The source code of the proposed method is available at: https://github.com/MahdiTabassian/Deep-Clutter-Filtering/tree/main.
In recent years, various computing-in-memory (CIM) processors have been presented, showing superior performance over traditional architectures. To unleash the potential of various CIM architectures, such as device precision, crossbar size, and crossbar number, it is necessary to develop compilation tools that are fully aware of the CIM architectural details and implementation diversity. However, due to the lack of architectural support in current popular open-source compiling stacks, existing CIM designs either manually deploy networks or build their own compilers, which is time-consuming and labor-intensive. Although some works expose the specific CIM device programming interfaces to compilers, they are often bound to a fixed CIM architecture, lacking the flexibility to support the CIM architectures with different computing granularity. On the other hand, existing compilation works usually consider the scheduling of limited operation types (such as crossbar-bound matrix-vector multiplication). Unlike conventional processors, CIM accelerators are featured by their diverse architecture, circuit, and device, which cannot be simply abstracted by a single level if we seek to fully explore the advantages brought by CIM. Therefore, we propose CIM-MLC, a universal multi-level compilation framework for general CIM architectures. We first establish a general hardware abstraction for CIM architectures and computing modes to represent various CIM accelerators. Based on the proposed abstraction, CIM-MLC can compile tasks onto a wide range of CIM accelerators having different devices, architectures, and programming interfaces. More importantly, compared with existing compilation work, CIM-MLC can explore the mapping and scheduling strategies across multiple architectural tiers, which form a tractable yet effective design space, to achieve better scheduling and instruction generation results.
Roadside unit (RSU) can significantly improve the safety and robustness of autonomous vehicles through Vehicle-to-Everything (V2X) communication. Currently, the usage of a single RSU mainly focuses on real-time inference and V2X collaboration, while neglecting the potential value of the high-quality data collected by RSU sensors. Integrating the vast amounts of data from numerous RSUs can provide a rich source of data for model training. However, the absence of ground truth annotations and the difficulty of transmitting enormous volumes of data are two inevitable barriers to fully exploiting this hidden value. In this paper, we introduce FedRSU, an innovative federated learning framework for self-supervised scene flow estimation. In FedRSU, we present a recurrent self-supervision training paradigm, where for each RSU, the scene flow prediction of points at every timestamp can be supervised by its subsequent future multi-modality observation. Another key component of FedRSU is federated learning, where multiple devices collaboratively train an ML model while keeping the training data local and private. With the power of the recurrent self-supervised learning paradigm, FL is able to leverage innumerable underutilized data from RSU. To verify the FedRSU framework, we construct a large-scale multi-modality dataset RSU-SF. The dataset consists of 17 RSU clients, covering various scenarios, modalities, and sensor settings. Based on RSU-SF, we show that FedRSU can greatly improve model performance in ITS and provide a comprehensive benchmark under diverse FL scenarios. To the best of our knowledge, we provide the first real-world LiDAR-camera multi-modal dataset and benchmark for the FL community.
Efficient analysis of point clouds holds paramount significance in real-world 3D applications. Currently, prevailing point-based models adhere to the PointNet++ methodology, which involves embedding and abstracting point features within a sequence of spatially overlapping local point sets, resulting in noticeable computational redundancy. Drawing inspiration from the streamlined paradigm of pixel embedding followed by regional pooling in Convolutional Neural Networks (CNNs), we introduce a novel, uncomplicated yet potent architecture known as PointGL, crafted to facilitate efficient point cloud analysis. PointGL employs a hierarchical process of feature acquisition through two recursive steps. First, the Global Point Embedding leverages straightforward residual Multilayer Perceptrons (MLPs) to effectuate feature embedding for each individual point. Second, the novel Local Graph Pooling technique characterizes point-to-point relationships and abstracts regional representations through succinct local graphs. The harmonious fusion of one-time point embedding and parameter-free graph pooling contributes to PointGL's defining attributes of minimized model complexity and heightened efficiency. Our PointGL attains state-of-the-art accuracy on the ScanObjectNN dataset while exhibiting a runtime that is more than 5 times faster and utilizing only approximately 4% of the FLOPs and 30% of the parameters compared to the recent PointMLP model. The code for PointGL is available at https://github.com/Roywangj/PointGL.
With the rapid advancement of AI applications, the growing needs for data privacy and model robustness have highlighted the importance of machine unlearning, especially in thriving graph-based scenarios. However, most existing graph unlearning strategies primarily rely on well-designed architectures or manual process, rendering them less user-friendly and posing challenges in terms of deployment efficiency. Furthermore, striking a balance between unlearning performance and framework generalization is also a pivotal concern. To address the above issues, we propose \underline{\textbf{M}}utual \underline{\textbf{E}}volution \underline{\textbf{G}}raph \underline{\textbf{U}}nlearning (MEGU), a new mutual evolution paradigm that simultaneously evolves the predictive and unlearning capacities of graph unlearning. By incorporating aforementioned two components, MEGU ensures complementary optimization in a unified training framework that aligns with the prediction and unlearning requirements. Extensive experiments on 9 graph benchmark datasets demonstrate the superior performance of MEGU in addressing unlearning requirements at the feature, node, and edge levels. Specifically, MEGU achieves average performance improvements of 2.7\%, 2.5\%, and 3.2\% across these three levels of unlearning tasks when compared to state-of-the-art baselines. Furthermore, MEGU exhibits satisfactory training efficiency, reducing time and space overhead by an average of 159.8x and 9.6x, respectively, in comparison to retraining GNN from scratch.
Accurately simulating real world object dynamics is essential for various applications such as robotics, engineering, graphics, and design. To better capture complex real dynamics such as contact and friction, learned simulators based on graph networks have recently shown great promise. However, applying these learned simulators to real scenes comes with two major challenges: first, scaling learned simulators to handle the complexity of real world scenes which can involve hundreds of objects each with complicated 3D shapes, and second, handling inputs from perception rather than 3D state information. Here we introduce a method which substantially reduces the memory required to run graph-based learned simulators. Based on this memory-efficient simulation model, we then present a perceptual interface in the form of editable NeRFs which can convert real-world scenes into a structured representation that can be processed by graph network simulator. We show that our method uses substantially less memory than previous graph-based simulators while retaining their accuracy, and that the simulators learned in synthetic environments can be applied to real world scenes captured from multiple camera angles. This paves the way for expanding the application of learned simulators to settings where only perceptual information is available at inference time.