With the surge in attention to Egocentric Hand-Object Interaction (Ego-HOI), large-scale datasets such as Ego4D and EPIC-KITCHENS have been proposed. However, most current research is built on resources derived from third-person video action recognition. This inherent domain gap between first- and third-person action videos, which have not been adequately addressed before, makes current Ego-HOI suboptimal. This paper rethinks and proposes a new framework as an infrastructure to advance Ego-HOI recognition by Probing, Curation and Adaption (EgoPCA). We contribute comprehensive pre-train sets, balanced test sets and a new baseline, which are complete with a training-finetuning strategy. With our new framework, we not only achieve state-of-the-art performance on Ego-HOI benchmarks but also build several new and effective mechanisms and settings to advance further research. We believe our data and the findings will pave a new way for Ego-HOI understanding. Code and data are available at //mvig-rhos.com/ego_pca
We introduce the French Land cover from Aerospace ImageRy (FLAIR), an extensive dataset from the French National Institute of Geographical and Forest Information (IGN) that provides a unique and rich resource for large-scale geospatial analysis. FLAIR contains high-resolution aerial imagery with a ground sample distance of 20 cm and over 20 billion individually labeled pixels for precise land-cover classification. The dataset also integrates temporal and spectral data from optical satellite time series. FLAIR thus combines data with varying spatial, spectral, and temporal resolutions across over 817 km2 of acquisitions representing the full landscape diversity of France. This diversity makes FLAIR a valuable resource for the development and evaluation of novel methods for large-scale land-cover semantic segmentation and raises significant challenges in terms of computer vision, data fusion, and geospatial analysis. We also provide powerful uni- and multi-sensor baseline models that can be employed to assess algorithm's performance and for downstream applications. Through its extent and the quality of its annotation, FLAIR aims to spur improvements in monitoring and understanding key anthropogenic development indicators such as urban growth, deforestation, and soil artificialization. Dataset and codes can be accessed at //ignf.github.io/FLAIR/
It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is //sweetdreamer3d.github.io/
Image super-resolution generation aims to generate a high-resolution image from its low-resolution image. However, more complex neural networks bring high computational costs and memory storage. It is still an active area for offering the promise of overcoming resolution limitations in many applications. In recent years, transformers have made significant progress in computer vision tasks as their robust self-attention mechanism. However, recent works on the transformer for image super-resolution also contain convolution operations. We propose a patch translator for image super-resolution (PTSR) to address this problem. The proposed PTSR is a transformer-based GAN network with no convolution operation. We introduce a novel patch translator module for regenerating the improved patches utilising multi-head attention, which is further utilised by the generator to generate the 2x and 4x super-resolution images. The experiments are performed using benchmark datasets, including DIV2K, Set5, Set14, and BSD100. The results of the proposed model is improved on an average for $4\times$ super-resolution by 21.66% in PNSR score and 11.59% in SSIM score, as compared to the best competitive models. We also analyse the proposed loss and saliency map to show the effectiveness of the proposed method.
Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: //ybbbbt.com/publication/dreamspace
Data Augmentation (DA) has emerged as an indispensable strategy in Time Series Classification (TSC), primarily due to its capacity to amplify training samples, thereby bolstering model robustness, diversifying datasets, and curtailing overfitting. However, the current landscape of DA in TSC is plagued with fragmented literature reviews, nebulous methodological taxonomies, inadequate evaluative measures, and a dearth of accessible, user-oriented tools. In light of these challenges, this study embarks on an exhaustive dissection of DA methodologies within the TSC realm. Our initial approach involved an extensive literature review spanning a decade, revealing that contemporary surveys scarcely capture the breadth of advancements in DA for TSC, prompting us to meticulously analyze over 100 scholarly articles to distill more than 60 unique DA techniques. This rigorous analysis precipitated the formulation of a novel taxonomy, purpose-built for the intricacies of DA in TSC, categorizing techniques into five principal echelons: Transformation-Based, Pattern-Based, Generative, Decomposition-Based, and Automated Data Augmentation. Our taxonomy promises to serve as a robust navigational aid for scholars, offering clarity and direction in method selection. Addressing the conspicuous absence of holistic evaluations for prevalent DA techniques, we executed an all-encompassing empirical assessment, wherein upwards of 15 DA strategies were subjected to scrutiny across 8 UCR time-series datasets, employing ResNet and a multi-faceted evaluation paradigm encompassing Accuracy, Method Ranking, and Residual Analysis, yielding a benchmark accuracy of 88.94 +- 11.83%. Our investigation underscored the inconsistent efficacies of DA techniques, with...
We propose in this paper, STANLEY, a STochastic gradient ANisotropic LangEvin dYnamics, for sampling high dimensional data. With the growing efficacy and potential of Energy-Based modeling, also known as non-normalized probabilistic modeling, for modeling a generative process of different natures of high dimensional data observations, we present an end-to-end learning algorithm for Energy-Based models (EBM) with the purpose of improving the quality of the resulting sampled data points. While the unknown normalizing constant of EBMs makes the training procedure intractable, resorting to Markov Chain Monte Carlo (MCMC) is in general a viable option. Realizing what MCMC entails for the EBM training, we propose in this paper, a novel high dimensional sampling method, based on an anisotropic stepsize and a gradient-informed covariance matrix, embedded into a discretized Langevin diffusion. We motivate the necessity for an anisotropic update of the negative samples in the Markov Chain by the nonlinearity of the backbone of the EBM, here a Convolutional Neural Network. Our resulting method, namely STANLEY, is an optimization algorithm for training Energy-Based models via our newly introduced MCMC method. We provide a theoretical understanding of our sampling scheme by proving that the sampler leads to a geometrically uniformly ergodic Markov Chain. Several image generation experiments are provided in our paper to show the effectiveness of our method.
Reinforcement Learning (RL)-based recommender systems (RSs) have garnered considerable attention due to their ability to learn optimal recommendation policies and maximize long-term user rewards. However, deploying RL models directly in online environments and generating authentic data through A/B tests can pose challenges and require substantial resources. Simulators offer an alternative approach by providing training and evaluation environments for RS models, reducing reliance on real-world data. Existing simulators have shown promising results but also have limitations such as simplified user feedback, lacking consistency with real-world data, the challenge of simulator evaluation, and difficulties in migration and expansion across RSs. To address these challenges, we propose KuaiSim, a comprehensive user environment that provides user feedback with multi-behavior and cross-session responses. The resulting simulator can support three levels of recommendation problems: the request level list-wise recommendation task, the whole-session level sequential recommendation task, and the cross-session level retention optimization task. For each task, KuaiSim also provides evaluation protocols and baseline recommendation algorithms that further serve as benchmarks for future research. We also restructure existing competitive simulators on the KuaiRand Dataset and compare them against KuaiSim to future assess their performance and behavioral differences. Furthermore, to showcase KuaiSim's flexibility in accommodating different datasets, we demonstrate its versatility and robustness when deploying it on the ML-1m dataset.
Large language models (LLMs) with hundreds of billions or trillions of parameters, represented by chatGPT, have achieved profound impact on various fields. However, training LLMs with super-large-scale parameters requires large high-performance GPU clusters and long training periods lasting for months. Due to the inevitable hardware and software failures in large-scale clusters, maintaining uninterrupted and long-duration training is extremely challenging. As a result, A substantial amount of training time is devoted to task checkpoint saving and loading, task rescheduling and restart, and task manual anomaly checks, which greatly harms the overall training efficiency. To address these issues, we propose TRANSOM, a novel fault-tolerant LLM training system. In this work, we design three key subsystems: the training pipeline automatic fault tolerance and recovery mechanism named Transom Operator and Launcher (TOL), the training task multi-dimensional metric automatic anomaly detection system named Transom Eagle Eye (TEE), and the training checkpoint asynchronous access automatic fault tolerance and recovery technology named Transom Checkpoint Engine (TCE). Here, TOL manages the lifecycle of training tasks, while TEE is responsible for task monitoring and anomaly reporting. TEE detects training anomalies and reports them to TOL, who automatically enters the fault tolerance strategy to eliminate abnormal nodes and restart the training task. And the asynchronous checkpoint saving and loading functionality provided by TCE greatly shorten the fault tolerance overhead. The experimental results indicate that TRANSOM significantly enhances the efficiency of large-scale LLM training on clusters. Specifically, the pre-training time for GPT3-175B has been reduced by 28%, while checkpoint saving and loading performance have improved by a factor of 20.
Multi-modal Large Language Models (MLLMs) have made significant strides in expanding the capabilities of Large Language Models (LLMs) through the incorporation of visual perception interfaces. Despite the emergence of exciting applications and the availability of diverse instruction tuning data, existing approaches often rely on CLIP or its variants as the visual branch, and merely extract features from the deep layers. However, these methods lack a comprehensive analysis of the visual encoders in MLLMs. In this paper, we conduct an extensive investigation into the effectiveness of different vision encoders within MLLMs. Our findings reveal that the shallow layer features of CLIP offer particular advantages for fine-grained tasks such as grounding and region understanding. Surprisingly, the vision-only model DINO, which is not pretrained with text-image alignment, demonstrates promising performance as a visual branch within MLLMs. By simply equipping it with an MLP layer for alignment, DINO surpasses CLIP in fine-grained related perception tasks. Building upon these observations, we propose a simple yet effective feature merging strategy, named COMM, that integrates CLIP and DINO with Multi-level features Merging, to enhance the visual capabilities of MLLMs. We evaluate COMM through comprehensive experiments on a wide range of benchmarks, including image captioning, visual question answering, visual grounding, and object hallucination. Experimental results demonstrate the superior performance of COMM compared to existing methods, showcasing its enhanced visual capabilities within MLLMs. Code will be made available at //github.com/YuchenLiu98/COMM.
We present CoDEx, a set of knowledge graph completion datasets extracted from Wikidata and Wikipedia that improve upon existing knowledge graph completion benchmarks in scope and level of difficulty. In terms of scope, CoDEx comprises three knowledge graphs varying in size and structure, multilingual descriptions of entities and relations, and tens of thousands of hard negative triples that are plausible but verified to be false. To characterize CoDEx, we contribute thorough empirical analyses and benchmarking experiments. First, we analyze each CoDEx dataset in terms of logical relation patterns. Next, we report baseline link prediction and triple classification results on CoDEx for five extensively tuned embedding models. Finally, we differentiate CoDEx from the popular FB15K-237 knowledge graph completion dataset by showing that CoDEx covers more diverse and interpretable content, and is a more difficult link prediction benchmark. Data, code, and pretrained models are available at //bit.ly/2EPbrJs.