Achieving high performance for Sparse MatrixMatrix Multiplication (SpMM) has received increasing research attention, especially on multi-core CPUs, due to the large input data size in applications such as graph neural networks (GNNs). Most existing solutions for SpMM computation follow the aheadof-time (AOT) compilation approach, which compiles a program entirely before it is executed. AOT compilation for SpMM faces three key limitations: unnecessary memory access, additional branch overhead, and redundant instructions. These limitations stem from the fact that crucial information pertaining to SpMM is not known until runtime. In this paper, we propose JITSPMM, a just-in-time (JIT) assembly code generation framework to accelerated SpMM computation on multi-core CPUs with SIMD extensions. First, JITSPMM integrates the JIT assembly code generation technique into three widely-used workload division methods for SpMM to achieve balanced workload distribution among CPU threads. Next, with the availability of runtime information, JITSPMM employs a novel technique, coarse-grain column merging, to maximize instruction-level parallelism by unrolling the performance-critical loop. Furthermore, JITSPMM intelligently allocates registers to cache frequently accessed data to minimizing memory accesses, and employs selected SIMD instructions to enhance arithmetic throughput. We conduct a performance evaluation of JITSPMM and compare it two AOT baselines. The first involves existing SpMM implementations compiled using the Intel icc compiler with auto-vectorization. The second utilizes the highly-optimized SpMM routine provided by Intel MKL. Our results show that JITSPMM provides an average improvement of 3.8x and 1.4x, respectively.
We propose Compact and Swift Segmenting 3D Gaussians(CoSSegGaussians), a method for compact 3D-consistent scene segmentation at fast rendering speed with only RGB images input. Previous NeRF-based segmentation methods have relied on time-consuming neural scene optimization. While recent 3D Gaussian Splatting has notably improved speed, existing Gaussian-based segmentation methods struggle to produce compact masks, especially in zero-shot segmentation. This issue probably stems from their straightforward assignment of learnable parameters to each Gaussian, resulting in a lack of robustness against cross-view inconsistent 2D machine-generated labels. Our method aims to address this problem by employing Dual Feature Fusion Network as Gaussians' segmentation field. Specifically, we first optimize 3D Gaussians under RGB supervision. After Gaussian Locating, DINO features extracted from images are applied through explicit unprojection, which are further incorporated with spatial features from the efficient point cloud processing network. Feature aggregation is utilized to fuse them in a global-to-local strategy for compact segmentation features. Experimental results show that our model outperforms baselines on both semantic and panoptic zero-shot segmentation task, meanwhile consumes less than 10% inference time compared to NeRF-based methods. Code and more results will be available at //David-Dou.github.io/CoSSegGaussians
Smartphone overuse poses risks to people's physical and mental health. However, current intervention techniques mainly focus on explicitly changing screen content (i.e., output) and often fail to persistently reduce smartphone overuse due to being over-restrictive or over-flexible. We present the design and implementation of InteractOut, a suite of implicit input manipulation techniques that leverage interaction proxies to weakly inhibit the natural execution of common user gestures on mobile devices. We present a design space for input manipulations and demonstrate 8 Android implementations of input interventions. We first conducted a pilot lab study (N=30) to evaluate the usability of these interventions. Based on the results, we then performed a 5-week within-subject field experiment (N=42) to evaluate InteractOut in real-world scenarios. Compared to the traditional and common timed lockout technique, InteractOut significantly reduced the usage time by an additional 15.0% and opening frequency by 17.0% on participant-selected target apps. InteractOut also achieved a 25.4% higher user acceptance rate, and resulted in less frustration and better user experience according to participants' subjective feedback. InteractOut demonstrates a new direction for smartphone overuse intervention and serves as a strong complementary set of techniques with existing methods.
As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: //yingjiang96.github.io/VR-GS/.
Recently, foundational models such as CLIP and SAM have shown promising performance for the task of Zero-Shot Anomaly Segmentation (ZSAS). However, either CLIP-based or SAM-based ZSAS methods still suffer from non-negligible key drawbacks: 1) CLIP primarily focuses on global feature alignment across different inputs, leading to imprecise segmentation of local anomalous parts; 2) SAM tends to generate numerous redundant masks without proper prompt constraints, resulting in complex post-processing requirements. In this work, we innovatively propose a CLIP and SAM collaboration framework called ClipSAM for ZSAS. The insight behind ClipSAM is to employ CLIP's semantic understanding capability for anomaly localization and rough segmentation, which is further used as the prompt constraints for SAM to refine the anomaly segmentation results. In details, we introduce a crucial Unified Multi-scale Cross-modal Interaction (UMCI) module for interacting language with visual features at multiple scales of CLIP to reason anomaly positions. Then, we design a novel Multi-level Mask Refinement (MMR) module, which utilizes the positional information as multi-level prompts for SAM to acquire hierarchical levels of masks and merges them. Extensive experiments validate the effectiveness of our approach, achieving the optimal segmentation performance on the MVTec-AD and VisA datasets.
In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at //serl-robot.github.io/
In recent times, a plethora of Large Code Generation Models (LCGMs) have been proposed, showcasing significant potential in assisting developers with complex programming tasks. Benchmarking LCGMs necessitates the creation of a set of diverse programming problems, and each problem comprises the prompt (including the task description), canonical solution, and test inputs. The existing methods for constructing such a problem set can be categorized into two main types: manual methods and perturbation-based methods. However, manual methods demand high effort and lack scalability, while also risking data integrity due to LCGMs' potentially contaminated data collection, and perturbation-based approaches mainly generate semantically homogeneous problems with the same canonical solutions and introduce typos that can be easily auto-corrected by IDE, making them ineffective and unrealistic. In this work, we propose the idea of programming problem merging (PPM) and provide two implementation of this idea, we utilize our tool on two widely-used datasets and compare it against nine baseline methods using eight code generation models. The results demonstrate the effectiveness of our tool in generating more challenging, diverse, and natural programming problems, comparing to the baselines.
Spin Transfer Torque Random Access Memory (STT-RAM) is an emerging Non-Volatile Memory (NVM) technology that has garnered attention to overcome the drawbacks of conventional CMOS-based technologies. However, such technologies must be evaluated before deployment under real workloads and architecture. But there is a lack of available open-source STT-RAM-based system evaluation framework, which hampers research and experimentation and impacts the adoption of STT- RAM in a system. This paper proposes a novel, extendable STT-RAM memory controller design integrated inside the gem5 simulator. Our framework enables understanding various aspects of STT-RAM, i.e., power, delay, clock cycles, energy, and system throughput. We will open-source our HOPE framework, which will fuel research and aid in accelerating the development of future system architectures based on STT-RAM. It will also facilitate the user for further tool enhancement.
Understanding the decision-making process of Graph Neural Networks (GNNs) is crucial to their interpretability. Most existing methods for explaining GNNs typically rely on training auxiliary models, resulting in the explanations remain black-boxed. This paper introduces Graph Output Attribution (GOAt), a novel method to attribute graph outputs to input graph features, creating GNN explanations that are faithful, discriminative, as well as stable across similar samples. By expanding the GNN as a sum of scalar products involving node features, edge features and activation patterns, we propose an efficient analytical method to compute contribution of each node or edge feature to each scalar product and aggregate the contributions from all scalar products in the expansion form to derive the importance of each node and edge. Through extensive experiments on synthetic and real-world data, we show that our method not only outperforms various state-ofthe-art GNN explainers in terms of the commonly used fidelity metric, but also exhibits stronger discriminability, and stability by a remarkable margin.
Object detectors usually achieve promising results with the supervision of complete instance annotations. However, their performance is far from satisfactory with sparse instance annotations. Most existing methods for sparsely annotated object detection either re-weight the loss of hard negative samples or convert the unlabeled instances into ignored regions to reduce the interference of false negatives. We argue that these strategies are insufficient since they can at most alleviate the negative effect caused by missing annotations. In this paper, we propose a simple but effective mechanism, called Co-mining, for sparsely annotated object detection. In our Co-mining, two branches of a Siamese network predict the pseudo-label sets for each other. To enhance multi-view learning and better mine unlabeled instances, the original image and corresponding augmented image are used as the inputs of two branches of the Siamese network, respectively. Co-mining can serve as a general training mechanism applied to most of modern object detectors. Experiments are performed on MS COCO dataset with three different sparsely annotated settings using two typical frameworks: anchor-based detector RetinaNet and anchor-free detector FCOS. Experimental results show that our Co-mining with RetinaNet achieves 1.4%~2.1% improvements compared with different baselines and surpasses existing methods under the same sparsely annotated setting.
ASR (automatic speech recognition) systems like Siri, Alexa, Google Voice or Cortana has become quite popular recently. One of the key techniques enabling the practical use of such systems in people's daily life is deep learning. Though deep learning in computer vision is known to be vulnerable to adversarial perturbations, little is known whether such perturbations are still valid on the practical speech recognition. In this paper, we not only demonstrate such attacks can happen in reality, but also show that the attacks can be systematically conducted. To minimize users' attention, we choose to embed the voice commands into a song, called CommandSong. In this way, the song carrying the command can spread through radio, TV or even any media player installed in the portable devices like smartphones, potentially impacting millions of users in long distance. In particular, we overcome two major challenges: minimizing the revision of a song in the process of embedding commands, and letting the CommandSong spread through the air without losing the voice "command". Our evaluation demonstrates that we can craft random songs to "carry" any commands and the modify is extremely difficult to be noticed. Specially, the physical attack that we play the CommandSongs over the air and record them can success with 94 percentage.