Qi, Mengshi
Global-Local Tree Search for Language Guided 3D Scene Generation
Deng, Wei, Qi, Mengshi, Ma, Huadong
Large Vision-Language Models (VLMs), such as GPT-4, have achieved remarkable success across various fields. However, there are few studies on 3D indoor scene generation with VLMs. This paper considers this task as a planning problem subject to spatial and layout common sense constraints. To solve the problem with a VLM, we propose a new global-local tree search algorithm. Globally, the method places each object sequentially and explores multiple placements during each placement process, where the problem space is represented as a tree. To reduce the depth of the tree, we decompose the scene structure hierarchically, i.e. room level, region level, floor object level, and supported object level. The algorithm independently generates the floor objects in different regions and supported objects placed on different floor objects. Locally, we also decompose the sub-task, the placement of each object, into multiple steps. The algorithm searches the tree of problem space. To leverage the VLM model to produce positions of objects, we discretize the top-down view space as a dense grid and fill each cell with diverse emojis to make to cells distinct. We prompt the VLM with the emoji grid and the VLM produces a reasonable location for the object by describing the position with the name of emojis. The quantitative and qualitative experimental results illustrate our approach generates more plausible 3D scenes than state-of-the-art approaches. Our source code is available at https://github.com/dw-dengwei/TreeSearchGen .
Towards Robust Unsupervised Attention Prediction in Autonomous Driving
Qi, Mengshi, Bi, Xiaoyang, Zhu, Pengfei, Ma, Huadong
Robustly predicting attention regions of interest for self-driving systems is crucial for driving safety but presents significant challenges due to the labor-intensive nature of obtaining large-scale attention labels and the domain gap between self-driving scenarios and natural scenes. These challenges are further exacerbated by complex traffic environments, including camera corruption under adverse weather, noise interferences, and central bias from long-tail distributions. To address these issues, we propose a robust unsupervised attention prediction method. An Uncertainty Mining Branch refines predictions by analyzing commonalities and differences across multiple pre-trained models on natural scenes, while a Knowledge Embedding Block bridges the domain gap by incorporating driving knowledge to adaptively enhance pseudo-labels. Additionally, we introduce RoboMixup, a novel data augmentation method that improves robustness against corruption through soft attention and dynamic augmentation, and mitigates central bias by integrating random cropping into Mixup as a regularizer. To systematically evaluate robustness in self-driving attention prediction, we introduce the DriverAttention-C benchmark, comprising over 100k frames across three subsets: BDD-A-C, DR(eye)VE-C, and DADA-2000-C. Our method achieves performance equivalent to or surpassing fully supervised state-of-the-art approaches on three public datasets and the proposed robustness benchmark, reducing relative corruption degradation by 58.8% and 52.8%, and improving central bias robustness by 12.4% and 11.4% in KLD and CC metrics, respectively. Code and data are available at https://github.com/zaplm/DriverAttention.
Towards Balanced Continual Multi-Modal Learning in Human Pose Estimation
Peng, Jiaxuan, Qi, Mengshi, Zhao, Dong, Ma, Huadong
3D human pose estimation (3D HPE) has emerged as a prominent research topic, particularly in the realm of RGB-based methods. However, RGB images are susceptible to limitations such as sensitivity to lighting conditions and potential user discomfort. Consequently, multi-modal sensing, which leverages non-intrusive sensors, is gaining increasing attention. Nevertheless, multi-modal 3D HPE still faces challenges, including modality imbalance and the imperative for continual learning. In this work, we introduce a novel balanced continual multi-modal learning method for 3D HPE, which harnesses the power of RGB, LiDAR, mmWave, and WiFi. Specifically, we propose a Shapley value-based contribution algorithm to quantify the contribution of each modality and identify modality imbalance. To address this imbalance, we employ a re-learning strategy. Furthermore, recognizing that raw data is prone to noise contamination, we develop a novel denoising continual learning approach. This approach incorporates a noise identification and separation module to mitigate the adverse effects of noise and collaborates with the balanced learning strategy to enhance optimization. Additionally, an adaptive EWC mechanism is employed to alleviate catastrophic forgetting. We conduct extensive experiments on the widely-adopted multi-modal dataset, MM-Fi, which demonstrate the superiority of our approach in boosting 3D pose estimation and mitigating catastrophic forgetting in complex scenarios. We will release our codes.
Human Grasp Generation for Rigid and Deformable Objects with Decomposed VQ-VAE
Qi, Mengshi, Zhao, Zhe, Ma, Huadong
Generating realistic human grasps is crucial yet challenging for object manipulation in computer graphics and robotics. Current methods often struggle to generate detailed and realistic grasps with full finger-object interaction, as they typically rely on encoding the entire hand and estimating both posture and position in a single step. Additionally, simulating object deformation during grasp generation is still difficult, as modeling such deformation requires capturing the comprehensive relationship among points of the object's surface. To address these limitations, we propose a novel improved Decomposed Vector-Quantized Variational Autoencoder (DVQ-VAE-2), which decomposes the hand into distinct parts and encodes them separately. This part-aware architecture allows for more precise management of hand-object interactions. Furthermore, we introduce a dual-stage decoding strategy that first predicts the grasp type under skeletal constraints and then identifies the optimal grasp position, enhancing both the realism and adaptability of the model to unseen interactions. Furthermore, we introduce a new Mesh UFormer as the backbone network to extract the hierarchical structural representations from the mesh and propose a new normal vector-guided position encoding to simulate the hand-object deformation. In experiments, our model achieves a relative improvement of approximately 14.1% in grasp quality compared to state-of-the-art methods across four widely used benchmarks. Our comparisons with other backbone networks show relative improvements of 2.23% in Hand-object Contact Distance and 5.86% in Quality Index on deformable and rigid object based datasets, respectively. Our source code and model are available at https://github.com/florasion/D-VQVAE.
Action Quality Assessment via Hierarchical Pose-guided Multi-stage Contrastive Regression
Qi, Mengshi, Ye, Hao, Peng, Jiaxuan, Ma, Huadong
Action Quality Assessment (AQA), which aims at automatic and fair evaluation of athletic performance, has gained increasing attention in recent years. However, athletes are often in rapid movement and the corresponding visual appearance variances are subtle, making it challenging to capture fine-grained pose differences and leading to poor estimation performance. Furthermore, most common AQA tasks, such as diving in sports, are usually divided into multiple sub-actions, each of which contains different durations. However, existing methods focus on segmenting the video into fixed frames, which disrupts the temporal continuity of sub-actions resulting in unavoidable prediction errors. To address these challenges, we propose a novel action quality assessment method through hierarchically pose-guided multi-stage contrastive regression. Firstly, we introduce a multi-scale dynamic visual-skeleton encoder to capture fine-grained spatio-temporal visual and skeletal features. Then, a procedure segmentation network is introduced to separate different sub-actions and obtain segmented features. Afterwards, the segmented visual and skeletal features are both fed into a multi-modal fusion module as physics structural priors, to guide the model in learning refined activity similarities and variances. Finally, a multi-stage contrastive learning regression approach is employed to learn discriminative representations and output prediction results. In addition, we introduce a newly-annotated FineDiving-Pose Dataset to improve the current low-quality human pose labels. In experiments, the results on FineDiving and MTL-AQA datasets demonstrate the effectiveness and superiority of our proposed approach. Our source code and dataset are available at https://github.com/Lumos0507/HP-MCoRe.
RDFC-GAN: RGB-Depth Fusion CycleGAN for Indoor Depth Completion
Wang, Haowen, Che, Zhengping, Wang, Mingyuan, Xu, Zhiyuan, Qiao, Xiuquan, Qi, Mengshi, Feng, Feifei, Tang, Jian
The raw depth image captured by indoor depth sensors usually has an extensive range of missing depth values due to inherent limitations such as the inability to perceive transparent objects and the limited distance range. The incomplete depth map with missing values burdens many downstream vision tasks, and a rising number of depth completion methods have been proposed to alleviate this issue. While most existing methods can generate accurate dense depth maps from sparse and uniformly sampled depth maps, they are not suitable for complementing large contiguous regions of missing depth values, which is common and critical in images captured in indoor environments. To overcome these challenges, we design a novel two-branch end-to-end fusion network named RDFC-GAN, which takes a pair of RGB and incomplete depth images as input to predict a dense and completed depth map. The first branch employs an encoder-decoder structure, by adhering to the Manhattan world assumption and utilizing normal maps from RGB-D information as guidance, to regress the local dense depth values from the raw depth map. In the other branch, we propose an RGB-depth fusion CycleGAN to transfer the RGB image to the fine-grained textured depth map. We adopt adaptive fusion modules named W-AdaIN to propagate the features across the two branches, and we append a confidence fusion head to fuse the two outputs of the branches for the final depth map. Extensive experiments on NYU-Depth V2 and SUN RGB-D demonstrate that our proposed method clearly improves the depth completion performance, especially in a more realistic setting of indoor environments, with the help of our proposed pseudo depth maps in training.