Constructing photo-realistic Free-Viewpoint Videos (FVVs) of dynamic scenes from multi-view videos remains a challenging endeavor. Despite the remarkable advancements achieved by current neural rendering techniques, these methods generally require complete video sequences for offline training and are not capable of real-time rendering. To address these constraints, we introduce 3DGStream, a method designed for efficient FVV streaming of real-world dynamic scenes. Our method achieves fast on-the-fly per-frame reconstruction within 12 seconds and real-time rendering at 200 FPS. Specifically, we utilize 3D Gaussians (3DGs) to represent the scene. Instead of the na\"ive approach of directly optimizing 3DGs per-frame, we employ a compact Neural Transformation Cache (NTC) to model the translations and rotations of 3DGs, markedly reducing the training time and storage required for each FVV frame. Furthermore, we propose an adaptive 3DG addition strategy to handle emerging objects in dynamic scenes. Experiments demonstrate that 3DGStream achieves competitive performance in terms of rendering speed, image quality, training time, and model storage when compared with state-of-the-art methods.
Large Multimodal Model (LMM) GPT-4V(ision) endows GPT-4 with visual grounding capabilities, making it possible to handle certain tasks through the Visual Question Answering (VQA) paradigm. This paper explores the potential of VQA-oriented GPT-4V in the recently popular visual Anomaly Detection (AD) and is the first to conduct qualitative and quantitative evaluations on the popular MVTec AD and VisA datasets. Considering that this task requires both image-/pixel-level evaluations, the proposed GPT-4V-AD framework contains three components: \textbf{\textit{1)}} Granular Region Division, \textbf{\textit{2)}} Prompt Designing, \textbf{\textit{3)}} Text2Segmentation for easy quantitative evaluation, and have made some different attempts for comparative analysis. The results show that GPT-4V can achieve certain results in the zero-shot AD task through a VQA paradigm, such as achieving image-level 77.1/88.0 and pixel-level 68.0/76.6 AU-ROCs on MVTec AD and VisA datasets, respectively. However, its performance still has a certain gap compared to the state-of-the-art zero-shot method, \eg, WinCLIP and CLIP-AD, and further researches are needed. This study provides a baseline reference for the research of VQA-oriented LMM in the zero-shot AD task, and we also post several possible future works. Code is available at \url{//github.com/zhangzjn/GPT-4V-AD}.
The reconstruction of images observed by subjects from fMRI data collected during visual stimuli has made significant strides in the past decade, thanks to the availability of extensive fMRI datasets and advancements in generative models for image generation. However, the application of visual reconstruction has remained limited. Reconstructing visual imagination presents a greater challenge, with potentially revolutionary applications ranging from aiding individuals with disabilities to verifying witness accounts in court. The primary hurdles in this field are the absence of data collection protocols for visual imagery and the lack of datasets on the subject. Traditionally, fMRI-to-image relies on data collected from subjects exposed to visual stimuli, which poses issues for generating visual imagery based on the difference of brain activity between visual stimulation and visual imagery. For the first time, we have compiled a substantial dataset (around 6h of scans) on visual imagery along with a proposed data collection protocol. We then train a modified version of an fMRI-to-image model and demonstrate the feasibility of reconstructing images from two modes of imagination: from memory and from pure imagination. This marks an important step towards creating a technology that allow direct reconstruction of visual imagery.
Extended reality (XR) is one of the most important applications of beyond 5G and 6G networks. Real-time XR video transmission presents challenges in terms of data rate and delay. In particular, the frame-by-frame transmission mode of XR video makes real-time XR video very sensitive to dynamic network environments. To improve the users' quality of experience (QoE), we design a cross-layer transmission framework for real-time XR video. The proposed framework allows the simple information exchange between the base station (BS) and the XR server, which assists in adaptive bitrate and wireless resource scheduling. We utilize the cross-layer information to formulate the problem of maximizing user QoE by finding the optimal scheduling and bitrate adjustment strategies. To address the issue of mismatched time scales between two strategies, we decouple the original problem and solve them individually using a multi-agent-based approach. Specifically, we propose the multi-step Deep Q-network (MS-DQN) algorithm to obtain a frame-priority-based wireless resource scheduling strategy and then propose the Transformer-based Proximal Policy Optimization (TPPO) algorithm for video bitrate adaptation. The experimental results show that the TPPO+MS-DQN algorithm proposed in this study can improve the QoE by 3.6% to 37.8%. More specifically, the proposed MS-DQN algorithm enhances the transmission quality by 49.9%-80.2%.
Entity alignment (EA), a pivotal process in integrating multi-source Knowledge Graphs (KGs), seeks to identify equivalent entity pairs across these graphs. Most existing approaches regard EA as a graph representation learning task, concentrating on enhancing graph encoders. However, the decoding process in EA - essential for effective operation and alignment accuracy - has received limited attention and remains tailored to specific datasets and model architectures, necessitating both entity and additional explicit relation embeddings. This specificity limits its applicability, particularly in GNN-based models. To address this gap, we introduce a novel, generalized, and efficient decoding approach for EA, relying solely on entity embeddings. Our method optimizes the decoding process by minimizing Dirichlet energy, leading to the gradient flow within the graph, to maximize graph homophily. The discretization of the gradient flow produces a fast and scalable approach, termed Triple Feature Propagation (TFP). TFP innovatively generalizes adjacency matrices to multi-views matrices:entity-to-entity, entity-to-relation, relation-to-entity, and relation-to-triple. The gradient flow through generalized matrices enables TFP to harness the multi-view structural information of KGs. Rigorous experimentation on diverse public datasets demonstrates that our approach significantly enhances various EA methods. Notably, the approach achieves these advancements with less than 6 seconds of additional computational time, establishing a new benchmark in efficiency and adaptability for future EA methods.
Stable Diffusion revolutionised image creation from descriptive text. GPT-2, GPT-3(.5) and GPT-4 demonstrated astonishing performance across a variety of language tasks. ChatGPT introduced such language models to the general public. It is now clear that large language models (LLMs) are here to stay, and will bring about drastic change in the whole ecosystem of online text and images. In this paper we consider what the future might hold. What will happen to GPT-{n} once LLMs contribute much of the language found online? We find that use of model-generated content in training causes irreversible defects in the resulting models, where tails of the original content distribution disappear. We refer to this effect as Model Collapse and show that it can occur in Variational Autoencoders, Gaussian Mixture Models and LLMs. We build theoretical intuition behind the phenomenon and portray its ubiquity amongst all learned generative models. We demonstrate that it has to be taken seriously if we are to sustain the benefits of training from large-scale data scraped from the web. Indeed, the value of data collected about genuine human interactions with systems will be increasingly valuable in the presence of content generated by LLMs in data crawled from the Internet.
The integration of neural rendering and the SLAM system recently showed promising results in joint localization and photorealistic view reconstruction. However, existing methods, fully relying on implicit representations, are so resource-hungry that they cannot run on portable devices, which deviates from the original intention of SLAM. In this paper, we present Photo-SLAM, a novel SLAM framework with a hyper primitives map. Specifically, we simultaneously exploit explicit geometric features for localization and learn implicit photometric features to represent the texture information of the observed environment. In addition to actively densifying hyper primitives based on geometric features, we further introduce a Gaussian-Pyramid-based training method to progressively learn multi-level features, enhancing photorealistic mapping performance. The extensive experiments with monocular, stereo, and RGB-D datasets prove that our proposed system Photo-SLAM significantly outperforms current state-of-the-art SLAM systems for online photorealistic mapping, e.g., PSNR is 30% higher and rendering speed is hundreds of times faster in the Replica dataset. Moreover, the Photo-SLAM can run at real-time speed using an embedded platform such as Jetson AGX Orin, showing the potential of robotics applications.
Many existing methods for low-light image enhancement (LLIE) based on Retinex theory ignore important factors that affect the validity of this theory in digital imaging, such as noise, quantization error, non-linearity, and dynamic range overflow. In this paper, we propose a new expression called Digital-Imaging Retinex theory (DI-Retinex) through theoretical and experimental analysis of Retinex theory in digital imaging. Our new expression includes an offset term in the enhancement model, which allows for pixel-wise brightness contrast adjustment with a non-linear mapping function. In addition, to solve the lowlight enhancement problem in an unsupervised manner, we propose an image-adaptive masked reverse degradation loss in Gamma space. We also design a variance suppression loss for regulating the additional offset term. Extensive experiments show that our proposed method outperforms all existing unsupervised methods in terms of visual quality, model size, and speed. Our algorithm can also assist downstream face detectors in low-light, as it shows the most performance gain after the low-light enhancement compared to other methods.
Text-to-image generation has achieved astonishing results, yet precise spatial controllability and prompt fidelity remain highly challenging. This limitation is typically addressed through cumbersome prompt engineering, scene layout conditioning, or image editing techniques which often require hand drawn masks. Nonetheless, pre-existing works struggle to take advantage of the natural instance-level compositionality of scenes due to the typically flat nature of rasterized RGB output images. Towards adressing this challenge, we introduce MuLAn: a novel dataset comprising over 44K MUlti-Layer ANnotations of RGB images as multilayer, instance-wise RGBA decompositions, and over 100K instance images. To build MuLAn, we developed a training free pipeline which decomposes a monocular RGB image into a stack of RGBA layers comprising of background and isolated instances. We achieve this through the use of pretrained general-purpose models, and by developing three modules: image decomposition for instance discovery and extraction, instance completion to reconstruct occluded areas, and image re-assembly. We use our pipeline to create MuLAn-COCO and MuLAn-LAION datasets, which contain a variety of image decompositions in terms of style, composition and complexity. With MuLAn, we provide the first photorealistic resource providing instance decomposition and occlusion information for high quality images, opening up new avenues for text-to-image generative AI research. With this, we aim to encourage the development of novel generation and editing technology, in particular layer-wise solutions. MuLAn data resources are available at //MuLAn-dataset.github.io/.
Neural implicit scene representations have recently shown encouraging results in dense visual SLAM. However, existing methods produce low-quality scene reconstruction and low-accuracy localization performance when scaling up to large indoor scenes and long sequences. These limitations are mainly due to their single, global radiance field with finite capacity, which does not adapt to large scenarios. Their end-to-end pose networks are also not robust enough with the growth of cumulative errors in large scenes. To this end, we introduce PLGSLAM, a neural visual SLAM system capable of high-fidelity surface reconstruction and robust camera tracking in real-time. To handle large-scale indoor scenes, PLGSLAM proposes a progressive scene representation method which dynamically allocates new local scene representation trained with frames within a local sliding window. This allows us to scale up to larger indoor scenes and improves robustness (even under pose drifts). In local scene representation, PLGSLAM utilizes tri-planes for local high-frequency features with multi-layer perceptron (MLP) networks for the low-frequency feature, achieving smoothness and scene completion in unobserved areas. Moreover, we propose local-to-global bundle adjustment method with a global keyframe database to address the increased pose drifts on long sequences. Experimental results demonstrate that PLGSLAM achieves state-of-the-art scene reconstruction results and tracking performance across various datasets and scenarios (both in small and large-scale indoor environments).
The rapid growth of 3D Gaussian Splatting (3DGS) has revolutionized neural rendering, enabling real-time production of high-quality renderings. However, the previous 3DGS-based methods have limitations in urban scenes due to reliance on initial Structure-from-Motion(SfM) points and difficulties in rendering distant, sky and low-texture areas. To overcome these challenges, we propose a hybrid optimization method named HO-Gaussian, which combines a grid-based volume with the 3DGS pipeline. HO-Gaussian eliminates the dependency on SfM point initialization, allowing for rendering of urban scenes, and incorporates the Point Densitification to enhance rendering quality in problematic regions during training. Furthermore, we introduce Gaussian Direction Encoding as an alternative for spherical harmonics in the rendering pipeline, which enables view-dependent color representation. To account for multi-camera systems, we introduce neural warping to enhance object consistency across different cameras. Experimental results on widely used autonomous driving datasets demonstrate that HO-Gaussian achieves photo-realistic rendering in real-time on multi-camera urban datasets.