We propose ZeST, a method for zero-shot material transfer to an object in the input image given a material exemplar image. ZeST leverages existing diffusion adapters to extract implicit material representation from the exemplar image. This representation is used to transfer the material using pre-trained inpainting diffusion model on the object in the input image using depth estimates as geometry cue and grayscale object shading as illumination cues. The method works on real images without any training resulting a zero-shot approach. Both qualitative and quantitative results on real and synthetic datasets demonstrate that ZeST outputs photorealistic images with transferred materials. We also show the application of ZeST to perform multiple edits and robust material assignment under different illuminations. Project Page: //ttchengab.github.io/zest
We present a new technique that explains the output of a CNN-based model using a combination of GradCAM and LRP methods. Both of these methods produce visual explanations by highlighting input regions that are important for predictions. In the new method, the explanation produced by GradCAM is first processed to remove noises. The processed output is then multiplied elementwise with the output of LRP. Finally, a Gaussian blur is applied on the product. We compared the proposed method with GradCAM and LRP on the metrics of Faithfulness, Robustness, Complexity, Localisation and Randomisation. It was observed that this method performs better on Complexity than both GradCAM and LRP and is better than atleast one of them in the other metrics.
Learning similarity between scene graphs and images aims to estimate a similarity score given a scene graph and an image. There is currently no research dedicated to this task, although it is critical for scene graph generation and downstream applications. Scene graph generation is conventionally evaluated by Recall$@K$ and mean Recall$@K$, which measure the ratio of predicted triplets that appear in the human-labeled triplet set. However, such triplet-oriented metrics fail to demonstrate the overall semantic difference between a scene graph and an image and are sensitive to annotation bias and noise. Using generated scene graphs in the downstream applications is therefore limited. To address this issue, for the first time, we propose a Scene graPh-imAge coNtrastive learning framework, SPAN, that can measure the similarity between scene graphs and images. Our novel framework consists of a graph Transformer and an image Transformer to align scene graphs and their corresponding images in the shared latent space. We introduce a novel graph serialization technique that transforms a scene graph into a sequence with structural encodings. Based on our framework, we propose R-Precision measuring image retrieval accuracy as a new evaluation metric for scene graph generation. We establish new benchmarks on the Visual Genome and Open Images datasets. Extensive experiments are conducted to verify the effectiveness of SPAN, which shows great potential as a scene graph encoder.
A fundamental building block in any graph algorithm is a graph container - a data structure used to represent the graph. Ideally, a graph container enables efficient access to the underlying graph, has low space usage, and supports updating the graph efficiently. In this paper, we conduct an extensive empirical evaluation of graph containers designed to support running algorithms on large graphs. To our knowledge, this is the first apples-to-apples comparison of graph containers rather than overall systems, which include confounding factors such as differences in algorithm implementations and infrastructure. We measure the running time of 10 highly-optimized algorithms across over 20 different containers and 10 graphs. Somewhat surprisingly, we find that the average algorithm running time does not differ much across containers, especially those that support dynamic updates. Specifically, a simple container based on an off-the-shelf B-tree is only 1.22x slower on average than a highly optimized static one. Moreover, we observe that simplifying a graph-container Application Programming Interface (API) to only a few simple functions incurs a mere 1.16x slowdown compared to a complete API. Finally, we also measure batch-insert throughput in dynamic-graph containers for a full picture of their performance. To perform the benchmarks, we introduce BYO, a unified framework that standardizes evaluations of graph-algorithm performance across different graph containers. BYO extends the Graph Based Benchmark Suite (Dhulipala et al. 18), a state-of-the-art graph algorithm benchmark, to easily plug into different dynamic graph containers and enable fair comparisons between them on a large suite of graph algorithms. While several graph algorithm benchmarks have been developed to date, to the best of our knowledge, BYO is the first system designed to benchmark graph containers
We propose CG-HOI, the first method to address the task of generating dynamic 3D human-object interactions (HOIs) from text. We model the motion of both human and object in an interdependent fashion, as semantically rich human motion rarely happens in isolation without any interactions. Our key insight is that explicitly modeling contact between the human body surface and object geometry can be used as strong proxy guidance, both during training and inference. Using this guidance to bridge human and object motion enables generating more realistic and physically plausible interaction sequences, where the human body and corresponding object move in a coherent manner. Our method first learns to model human motion, object motion, and contact in a joint diffusion process, inter-correlated through cross-attention. We then leverage this learned contact for guidance during inference to synthesize realistic and coherent HOIs. Extensive evaluation shows that our joint contact-based human-object interaction approach generates realistic and physically plausible sequences, and we show two applications highlighting the capabilities of our method. Conditioned on a given object trajectory, we can generate the corresponding human motion without re-training, demonstrating strong human-object interdependency learning. Our approach is also flexible, and can be applied to static real-world 3D scene scans.
Learning-based approaches to cloth simulation have started to show their potential in recent years. However, handling collisions and intersections in neural simulations remains a largely unsolved problem. In this work, we present \moniker{}, a learning-based solution for handling intersections in neural cloth simulations. Unlike conventional approaches that critically rely on intersection-free inputs, \moniker{} robustly recovers from intersections introduced through missed collisions, self-penetrating bodies, or errors in manually designed multi-layer outfits. The technical core of \moniker{} is a novel intersection contour loss that penalizes interpenetrations and encourages rapid resolution thereof. We integrate our intersection loss with a collision-avoiding repulsion objective into a neural cloth simulation method based on graph neural networks (GNNs). We demonstrate our method's ability across a challenging set of diverse multi-layer outfits under dynamic human motions. Our extensive analysis indicates that \moniker{} significantly improves collision handling for learned simulation and produces visually compelling results.
We introduce Xmodel-VLM, a cutting-edge multimodal vision language model. It is designed for efficient deployment on consumer GPU servers. Our work directly confronts a pivotal industry issue by grappling with the prohibitive service costs that hinder the broad adoption of large-scale multimodal systems. Through rigorous training, we have developed a 1B-scale language model from the ground up, employing the LLaVA paradigm for modal alignment. The result, which we call Xmodel-VLM, is a lightweight yet powerful multimodal vision language model. Extensive testing across numerous classic multimodal benchmarks has revealed that despite its smaller size and faster execution, Xmodel-VLM delivers performance comparable to that of larger models. Our model checkpoints and code are publicly available on GitHub at //github.com/XiaoduoAILab/XmodelVLM.
Few-shot segmentation (FSS) aims to train a model which can segment the object from novel classes with a few labeled samples. The insufficient generalization ability of models leads to unsatisfactory performance when the models lack enough labeled data from the novel classes. Considering that there are abundant unlabeled data available, it is promising to improve the generalization ability by exploiting these various data. For leveraging unlabeled data, we propose a novel method, named Image to Pseudo-Episode (IPE), to generate pseudo-episodes from unlabeled data. Specifically, our method contains two modules, i.e., the pseudo-label generation module and the episode generation module. The former module generates pseudo-labels from unlabeled images by the spectral clustering algorithm, and the latter module generates pseudo-episodes from pseudo-labeled images by data augmentation methods. Extensive experiments on PASCAL-$5^i$ and COCO-$20^i$ demonstrate that our method achieves the state-of-the-art performance for FSS.
Object detection, a quintessential task in the realm of perceptual computing, can be tackled using a generative methodology. In the present study, we introduce a novel framework designed to articulate object detection as a denoising diffusion process, which operates on the perturbed bounding boxes of annotated entities. This framework, termed ConsistencyDet, leverages an innovative denoising concept known as the Consistency Model. The hallmark of this model is its self-consistency feature, which empowers the model to map distorted information from any temporal stage back to its pristine state, thereby realizing a "one-step denoising" mechanism. Such an attribute markedly elevates the operational efficiency of the model, setting it apart from the conventional Diffusion Model. Throughout the training phase, ConsistencyDet initiates the diffusion sequence with noise-infused boxes derived from the ground-truth annotations and conditions the model to perform the denoising task. Subsequently, in the inference stage, the model employs a denoising sampling strategy that commences with bounding boxes randomly sampled from a normal distribution. Through iterative refinement, the model transforms an assortment of arbitrarily generated boxes into definitive detections. Comprehensive evaluations employing standard benchmarks, such as MS-COCO and LVIS, corroborate that ConsistencyDet surpasses other leading-edge detectors in performance metrics. Our code is available at //github.com/Tankowa/ConsistencyDet.
Many commercial and open-source models claim to detect machine-generated text with very high accuracy (99\% or higher). However, very few of these detectors are evaluated on shared benchmark datasets and even when they are, the datasets used for evaluation are insufficiently challenging -- lacking variations in sampling strategy, adversarial attacks, and open-source generative models. In this work we present RAID: the largest and most challenging benchmark dataset for machine-generated text detection. RAID includes over 6 million generations spanning 11 models, 8 domains, 11 adversarial attacks and 4 decoding strategies. Using RAID, we evaluate the out-of-domain and adversarial robustness of 8 open- and 4 closed-source detectors and find that current detectors are easily fooled by adversarial attacks, variations in sampling strategies, repetition penalties, and unseen generative models. We release our dataset and tools to encourage further exploration into detector robustness.
Monocular 3D object detection aims for precise 3D localization and identification of objects from a single-view image. Despite its recent progress, it often struggles while handling pervasive object occlusions that tend to complicate and degrade the prediction of object dimensions, depths, and orientations. We design MonoMAE, a monocular 3D detector inspired by Masked Autoencoders that addresses the object occlusion issue by masking and reconstructing objects in the feature space. MonoMAE consists of two novel designs. The first is depth-aware masking that selectively masks certain parts of non-occluded object queries in the feature space for simulating occluded object queries for network training. It masks non-occluded object queries by balancing the masked and preserved query portions adaptively according to the depth information. The second is lightweight query completion that works with the depth-aware masking to learn to reconstruct and complete the masked object queries. With the proposed object occlusion and completion, MonoMAE learns enriched 3D representations that achieve superior monocular 3D detection performance qualitatively and quantitatively for both occluded and non-occluded objects. Additionally, MonoMAE learns generalizable representations that can work well in new domains.