3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, an innovative and efficient 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, efficacy, and rapid performance, marking a significant advancement in 3D editing. Project Page: //buaacyw.github.io/gaussian-editor/
Effective Receptive field (ERF) plays an important role in transform coding, which determines how much redundancy can be removed at most during transform and how many spatial priors can be utilized to synthesize textures during inverse transform. Existing methods rely on stacks of small kernels, whose ERF remains not large enough instead, or heavy non-local attention mechanisms, which limit the potential of high resolution image coding. To tackle this issue, we propose Large Receptive Field Transform Coding with Adaptive Weights for Learned Image Compression (LLIC). Specifically, for the first time in learned image compression community, we introduce a few large kernel-based depth-wise convolutions to reduce more redundancy while maintaining modest complexity. Due to wide range of image diversity, we propose to enhance the adaptability of convolutions via generating weights in a self-conditioned manner. The large kernels cooperate with non-linear embedding and gate mechanisms for better expressiveness and lighter point-wise interactions. We also investigate improved training techniques to fully exploit the potential of large kernels. In addition, to enhance the interactions among channels, we propose the adaptive channel-wise bit allocation via generating channel importance factor in a self-conditioned manner. To demonstrate the effectiveness of proposed transform coding, we align the entropy model to compare with existing transform methods and obtain models LLIC-STF, LLIC-ELIC, LLIC-TCM. Extensive experiments demonstrate our proposed LLIC models have significant improvements over corresponding baselines and achieve state-of-the-art performances and better trade-off between performance and complexity.
We introduce DrawTalking, a prototype system enabling an approach that empowers users to build interactive worlds by sketching and speaking. The approach emphasizes user control and flexibility, and gives programming-like capability without requiring code. An early open-ended study shows the mechanics resonate and are applicable to many creative-exploratory use cases, with the potential to inspire and inform research in future natural interfaces for creative exploration and authoring.
For analysing real-world networks, graph representation learning is a popular tool. These methods, such as a graph autoencoder (GAE), typically rely on low-dimensional representations, also called embeddings, which are obtained through minimising a loss function; these embeddings are used with a decoder for downstream tasks such as node classification and edge prediction. While GAEs tend to be fairly accurate, they suffer from scalability issues. For improved speed, a Local2Global approach, which combines graph patch embeddings based on eigenvector synchronisation, was shown to be fast and achieve good accuracy. Here we propose L2G2G, a Local2Global method which improves GAE accuracy without sacrificing scalability. This improvement is achieved by dynamically synchronising the latent node representations, while training the GAEs. It also benefits from the decoder computing an only local patch loss. Hence, aligning the local embeddings in each epoch utilises more information from the graph than a single post-training alignment does, while maintaining scalability. We illustrate on synthetic benchmarks, as well as real-world examples, that L2G2G achieves higher accuracy than the standard Local2Global approach and scales efficiently on the larger data sets. We find that for large and dense networks, it even outperforms the slow, but assumed more accurate, GAEs.
Generating rich and controllable motion is a pivotal challenge in video synthesis. We propose Boximator, a new approach for fine-grained motion control. Boximator introduces two constraint types: hard box and soft box. Users select objects in the conditional frame using hard boxes and then use either type of boxes to roughly or rigorously define the object's position, shape, or motion path in future frames. Boximator functions as a plug-in for existing video diffusion models. Its training process preserves the base model's knowledge by freezing the original weights and training only the control module. To address training challenges, we introduce a novel self-tracking technique that greatly simplifies the learning of box-object correlations. Empirically, Boximator achieves state-of-the-art video quality (FVD) scores, improving on two base models, and further enhanced after incorporating box constraints. Its robust motion controllability is validated by drastic increases in the bounding box alignment metric. Human evaluation also shows that users favor Boximator generation results over the base model.
Most existing methods for text-based person retrieval focus on text-to-image person retrieval. Nevertheless, due to the lack of dynamic information provided by isolated frames, the performance is hampered when the person is obscured in isolated frames or variable motion details are given in the textual description. In this paper, we propose a new task called Text-to-Video Person Retri is proposed. Specifically, TVPRN acquires video representations by fusing visual and motion representations of person videos, which can deal with temporal occlusion and the absence of variable motion details in isolated frames. Meanwhile, we employ the pre-trained BERT to obtain caption representations and the relationship between caption and video representations to reveal the most relevant person videos. To evaluate the effectiveness of the proposed TVPRN, extensive experiments have been conducted on TVPReid dataset. To the best of our knowledge, TVPRN is the first successful attempt to use video for text-based person retrieval task and has achieved state-of-the-art performance on TVPReid dataset. The TVPReid dataset will be publicly available to benefit future research.
We introduce ReplaceAnything3D model (RAM3D), a novel text-guided 3D scene editing method that enables the replacement of specific objects within a scene. Given multi-view images of a scene, a text prompt describing the object to replace, and a text prompt describing the new object, our Erase-and-Replace approach can effectively swap objects in the scene with newly generated content while maintaining 3D consistency across multiple viewpoints. We demonstrate the versatility of ReplaceAnything3D by applying it to various realistic 3D scenes, showcasing results of modified foreground objects that are well-integrated with the rest of the scene without affecting its overall integrity.
This document presents PLVS: a real-time system that leverages sparse SLAM, volumetric mapping, and 3D unsupervised incremental segmentation. PLVS stands for Points, Lines, Volumetric mapping, and Segmentation. It supports RGB-D and Stereo cameras, which may be optionally equipped with IMUs. The SLAM module is keyframe-based, and extracts and tracks sparse points and line segments as features. Volumetric mapping runs in parallel with respect to the SLAM front-end and generates a 3D reconstruction of the explored environment by fusing point clouds backprojected from keyframes. Different volumetric mapping methods are supported and integrated in PLVS. We use a novel reprojection error to bundle-adjust line segments. This error exploits available depth information to stabilize the position estimates of line segment endpoints. An incremental and geometric-based segmentation method is implemented and integrated for RGB-D cameras in the PLVS framework. We present qualitative and quantitative evaluations of the PLVS framework on some publicly available datasets. The appendix details the adopted stereo line triangulation method and provides a derivation of the Jacobians we used for line error terms. The software is available as open-source.
Data plays a fundamental role in the training of Large Language Models (LLMs). Effective data management, particularly in the formulation of a well-suited training dataset, holds significance for enhancing model performance and improving training efficiency during pretraining and supervised fine-tuning phases. Despite the considerable importance of data management, the current research community still falls short in providing a systematic analysis of the rationale behind management strategy selection, its consequential effects, methodologies for evaluating curated datasets, and the ongoing pursuit of improved strategies. Consequently, the exploration of data management has attracted more and more attention among the research community. This survey provides a comprehensive overview of current research in data management within both the pretraining and supervised fine-tuning stages of LLMs, covering various noteworthy aspects of data management strategy design: data quantity, data quality, domain/task composition, etc. Looking toward the future, we extrapolate existing challenges and outline promising directions for development in this field. Therefore, this survey serves as a guiding resource for practitioners aspiring to construct powerful LLMs through effective data management practices. The collection of the latest papers is available at //github.com/ZigeW/data_management_LLM.
Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.
We present Emu, a system that semantically enhances multilingual sentence embeddings. Our framework fine-tunes pre-trained multilingual sentence embeddings using two main components: a semantic classifier and a language discriminator. The semantic classifier improves the semantic similarity of related sentences, whereas the language discriminator enhances the multilinguality of the embeddings via multilingual adversarial training. Our experimental results based on several language pairs show that our specialized embeddings outperform the state-of-the-art multilingual sentence embedding model on the task of cross-lingual intent classification using only monolingual labeled data.