This paper addresses the critical need for refining robot motions that, despite achieving a high visual similarity through human-to-humanoid retargeting methods, fall short of practical execution in the physical realm. Existing techniques in the graphics community often prioritize visual fidelity over physics-based feasibility, posing a significant challenge for deploying bipedal systems in practical applications. Our research introduces a constrained reinforcement learning algorithm to produce physics-based high-quality motion imitation onto legged humanoid robots that enhance motion resemblance while successfully following the reference human trajectory. We name our framework: I-CTRL. By reformulating the motion imitation problem as a constrained refinement over non-physics-based retargeted motions, our framework excels in motion imitation with simple and unique rewards that generalize across four robots. Moreover, our framework can follow large-scale motion datasets with a unique RL agent. The proposed approach signifies a crucial step forward in advancing the control of bipedal robots, emphasizing the importance of aligning visual and physical realism for successful motion imitation.
Graph condensation (GC) is an emerging technique designed to learn a significantly smaller graph that retains the essential information of the original graph. This condensed graph has shown promise in accelerating graph neural networks while preserving performance comparable to those achieved with the original, larger graphs. Additionally, this technique facilitates downstream applications such as neural architecture search and enhances our understanding of redundancy in large graphs. Despite the rapid development of GC methods, a systematic evaluation framework remains absent, which is necessary to clarify the critical designs for particular evaluative aspects. Furthermore, several meaningful questions have not been investigated, such as whether GC inherently preserves certain graph properties and offers robustness even without targeted design efforts. In this paper, we introduce GC-Bench, a comprehensive framework to evaluate recent GC methods across multiple dimensions and to generate new insights. Our experimental findings provide a deeper insights into the GC process and the characteristics of condensed graphs, guiding future efforts in enhancing performance and exploring new applications. Our code is available at \url{//github.com/Emory-Melody/GraphSlim/tree/main/benchmark}.
Human motion copy is an intriguing yet challenging task in artificial intelligence and computer vision, which strives to generate a fake video of a target person performing the motion of a source person. The problem is inherently challenging due to the subtle human-body texture details to be generated and the temporal consistency to be considered. Existing approaches typically adopt a conventional GAN with an L1 or L2 loss to produce the target fake video, which intrinsically necessitates a large number of training samples that are challenging to acquire. Meanwhile, current methods still have difficulties in attaining realistic image details and temporal consistency, which unfortunately can be easily perceived by human observers. Motivated by this, we try to tackle the issues from three aspects: (1) We constrain pose-to-appearance generation with a perceptual loss and a theoretically motivated Gromov-Wasserstein loss to bridge the gap between pose and appearance. (2) We present an episodic memory module in the pose-to-appearance generation to propel continuous learning that helps the model learn from its past poor generations. We also utilize geometrical cues of the face to optimize facial details and refine each key body part with a dedicated local GAN. (3) We advocate generating the foreground in a sequence-to-sequence manner rather than a single-frame manner, explicitly enforcing temporal inconsistency. Empirical results on five datasets, iPER, ComplexMotion, SoloDance, Fish, and Mouse datasets, demonstrate that our method is capable of generating realistic target videos while precisely copying motion from a source video. Our method significantly outperforms state-of-the-art approaches and gains 7.2% and 12.4% improvements in PSNR and FID respectively.
The rapid research and development of generative artificial intelligence has enabled the generation of high-quality images, text, and 3D models from text prompts. This advancement impels an inquiry into whether these models can be leveraged to create digital artifacts for both creative and engineering applications. Drawing on innovative designs from other domains may be one answer to this question, much like the historical practice of ``bionics", where humans have sought inspiration from nature's exemplary designs. This raises the intriguing possibility of using generative models to simultaneously tackle design tasks across multiple domains, facilitating cross-domain learning and resulting in a series of innovative design solutions. In this paper, we propose LLM2FEA as the first attempt to discover novel designs in generative models by transferring knowledge across multiple domains. By utilizing a multi-factorial evolutionary algorithm (MFEA) to drive a large language model, LLM2FEA integrates knowledge from various fields to generate prompts that guide the generative model in discovering novel and practical objects. Experimental results in the context of 3D aerodynamic design verify the discovery capabilities of the proposed LLM2FEA. The designs generated by LLM2FEA not only satisfy practicality requirements to a certain degree but also feature novel and aesthetically pleasing shapes, demonstrating the potential applications of LLM2FEA in discovery tasks.
Speech encompasses a wealth of information, including but not limited to content, paralinguistic, and environmental information. This comprehensive nature of speech significantly impacts communication and is crucial for human-computer interaction. Chat-Oriented Large Language Models (LLMs), known for their general-purpose assistance capabilities, have evolved to handle multi-modal inputs, including speech. Although these models can be adept at recognizing and analyzing speech, they often fall short of generating appropriate responses. We argue that this is due to the lack of principles on task definition and model development, which requires open-source datasets and metrics suitable for model evaluation. To bridge the gap, we present SD-Eval, a benchmark dataset aimed at multidimensional evaluation of spoken dialogue understanding and generation. SD-Eval focuses on paralinguistic and environmental information and includes 7,303 utterances, amounting to 8.76 hours of speech data. The data is aggregated from eight public datasets, representing four perspectives: emotion, accent, age, and background sound. To assess the SD-Eval benchmark dataset, we implement three different models and construct a training set following a similar process as SD-Eval. The training set contains 1,052.72 hours of speech data and 724.4k utterances. We also conduct a comprehensive evaluation using objective evaluation methods (e.g. BLEU and ROUGE), subjective evaluations and LLM-based metrics for the generated responses. Models conditioned with paralinguistic and environmental information outperform their counterparts in both objective and subjective measures. Moreover, experiments demonstrate LLM-based metrics show a higher correlation with human evaluation compared to traditional metrics. We open-source SD-Eval at //github.com/amphionspace/SD-Eval.
The dramatic surge in the utilisation of generative artificial intelligence (GenAI) underscores the need for a secure and efficient mechanism to responsibly manage, use and disseminate multi-dimensional data generated by artificial intelligence (AI). In this paper, we propose a blockchain-based copyright traceability framework called ring oscillator-singular value decomposition (RO-SVD), which introduces decomposition computing to approximate low-rank matrices generated from hardware entropy sources and establishes an AI-generated content (AIGC) copyright traceability mechanism at the device level. By leveraging the parallelism and reconfigurability of field-programmable gate arrays (FPGAs), our framework can be easily constructed on existing AI-accelerated devices and provide a low-cost solution to emerging copyright issues of AIGC. We developed a hardware-software (HW/SW) co-design prototype based on comprehensive analysis and on-board experiments with multiple AI-applicable FPGAs. Using AI-generated images as a case study, our framework demonstrated effectiveness and emphasised customisation, unpredictability, efficiency, management and reconfigurability. To the best of our knowledge, this is the first practical hardware study discussing and implementing copyright traceability specifically for AI-generated content.
While recent advances in neural radiance field enable realistic digitization for large-scale scenes, the image-capturing process is still time-consuming and labor-intensive. Previous works attempt to automate this process using the Next-Best-View (NBV) policy for active 3D reconstruction. However, the existing NBV policies heavily rely on hand-crafted criteria, limited action space, or per-scene optimized representations. These constraints limit their cross-dataset generalizability. To overcome them, we propose GenNBV, an end-to-end generalizable NBV policy. Our policy adopts a reinforcement learning (RL)-based framework and extends typical limited action space to 5D free space. It empowers our agent drone to scan from any viewpoint, and even interact with unseen geometries during training. To boost the cross-dataset generalizability, we also propose a novel multi-source state embedding, including geometric, semantic, and action representations. We establish a benchmark using the Isaac Gym simulator with the Houses3K and OmniObject3D datasets to evaluate this NBV policy. Experiments demonstrate that our policy achieves a 98.26% and 97.12% coverage ratio on unseen building-scale objects from these datasets, respectively, outperforming prior solutions.
In the rapidly advancing realm of visual generation, diffusion models have revolutionized the landscape, marking a significant shift in capabilities with their impressive text-guided generative functions. However, relying solely on text for conditioning these models does not fully cater to the varied and complex requirements of different applications and scenarios. Acknowledging this shortfall, a variety of studies aim to control pre-trained text-to-image (T2I) models to support novel conditions. In this survey, we undertake a thorough review of the literature on controllable generation with T2I diffusion models, covering both the theoretical foundations and practical advancements in this domain. Our review begins with a brief introduction to the basics of denoising diffusion probabilistic models (DDPMs) and widely used T2I diffusion models. We then reveal the controlling mechanisms of diffusion models, theoretically analyzing how novel conditions are introduced into the denoising process for conditional generation. Additionally, we offer a detailed overview of research in this area, organizing it into distinct categories from the condition perspective: generation with specific conditions, generation with multiple conditions, and universal controllable generation. For an exhaustive list of the controllable generation literature surveyed, please refer to our curated repository at \url{//github.com/PRIV-Creation/Awesome-Controllable-T2I-Diffusion-Models}.
This paper introduces a new fundamental characteristic, \ie, the dynamic range, from real-world metric tools to deep visual recognition. In metrology, the dynamic range is a basic quality of a metric tool, indicating its flexibility to accommodate various scales. Larger dynamic range offers higher flexibility. In visual recognition, the multiple scale problem also exist. Different visual concepts may have different semantic scales. For example, ``Animal'' and ``Plants'' have a large semantic scale while ``Elk'' has a much smaller one. Under a small semantic scale, two different elks may look quite \emph{different} to each other . However, under a large semantic scale (\eg, animals and plants), these two elks should be measured as being \emph{similar}. %We argue that such flexibility is also important for deep metric learning, because different visual concepts indeed correspond to different semantic scales. Introducing the dynamic range to deep metric learning, we get a novel computer vision task, \ie, the Dynamic Metric Learning. It aims to learn a scalable metric space to accommodate visual concepts across multiple semantic scales. Based on three types of images, \emph{i.e.}, vehicle, animal and online products, we construct three datasets for Dynamic Metric Learning. We benchmark these datasets with popular deep metric learning methods and find Dynamic Metric Learning to be very challenging. The major difficulty lies in a conflict between different scales: the discriminative ability under a small scale usually compromises the discriminative ability under a large one, and vice versa. As a minor contribution, we propose Cross-Scale Learning (CSL) to alleviate such conflict. We show that CSL consistently improves the baseline on all the three datasets. The datasets and the code will be publicly available at //github.com/SupetZYK/DynamicMetricLearning.
Normalization is known to help the optimization of deep neural networks. Curiously, different architectures require specialized normalization methods. In this paper, we study what normalization is effective for Graph Neural Networks (GNNs). First, we adapt and evaluate the existing methods from other domains to GNNs. Faster convergence is achieved with InstanceNorm compared to BatchNorm and LayerNorm. We provide an explanation by showing that InstanceNorm serves as a preconditioner for GNNs, but such preconditioning effect is weaker with BatchNorm due to the heavy batch noise in graph datasets. Second, we show that the shift operation in InstanceNorm results in an expressiveness degradation of GNNs for highly regular graphs. We address this issue by proposing GraphNorm with a learnable shift. Empirically, GNNs with GraphNorm converge faster compared to GNNs using other normalization. GraphNorm also improves the generalization of GNNs, achieving better performance on graph classification benchmarks.
The design of deep graph models still remains to be investigated and the crucial part is how to explore and exploit the knowledge from different hops of neighbors in an efficient way. In this paper, we propose a novel RNN-like deep graph neural network architecture by incorporating AdaBoost into the computation of network; and the proposed graph convolutional network called AdaGCN~(AdaBoosting Graph Convolutional Network) has the ability to efficiently extract knowledge from high-order neighbors and integrate knowledge from different hops of neighbors into the network in an AdaBoost way. We also present the architectural difference between AdaGCN and existing graph convolutional methods to show the benefits of our proposal. Finally, extensive experiments demonstrate the state-of-the-art prediction performance and the computational advantage of our approach AdaGCN.