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Healthcare Policy Modeling
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Unsupervised Continual Domain Shift Learning with Multi-Prototype Modeling
Haopeng Sun, Yingwei Zhang, Lumin Xu, Sheng Jin, Ping Luo, Chen Qian, Wentao Liu, Yiqiang Chen
In real-world applications, deep neural networks may encounter constantly changing environments, where the test data originates from continually shifting unlabeled target domains. This problem, known as Unsupervised Continual Domain Shift Learning (UCDSL), poses practical difficulties. Existing methods for UCDSL aim to learn domain-invariant representations for all target domains. However, due to the existence of adaptivity gap, the invariant representation may theoretically lead to large joint errors. To overcome the limitation, we propose a novel UCDSL method, called Multi-Prototype Modeling (MPM). Our model comprises two key components: (1) Multi-Prototype Learning (MPL) for acquiring domain-specific representations using multiple domain-specific prototypes. MPL achieves domain-specific error minimization instead of enforcing feature alignment across different domains. (2) Bi-Level Graph Enhancer (BiGE) for enhancing domain-level and category-level representations, resulting in more accurate predictions. We provide theoretical and empirical analysis to demonstrate the effectiveness of our proposed method. We evaluate our approach on multiple benchmark datasets and show that our model surpasses state-of-the-art methods across all datasets, highlighting its effectiveness and robustness in handling unsupervised continual domain shift learning. Codes will be publicly accessible.
UniGraspTransformer: Simplified Policy Distillation for Scalable Dexterous Robotic Grasping
Wenbo Wang, Fangyun Wei, Lei Zhou, Xi Chen, Lin Luo, Xiaohan Yi, Yizhong Zhang, Yaobo Liang, Chang Xu, Yan Lu, Jiaolong Yang, Baining Guo
We introduce UniGraspTransformer, a universal Transformer-based network for dexterous robotic grasping that simplifies training while enhancing scalability and performance. Unlike prior methods such as UniDexGrasp++, which require complex, multi-step training pipelines, UniGraspTransformer follows a streamlined process: first, dedicated policy networks are trained for individual objects using reinforcement learning to generate successful grasp trajectories; then, these trajectories are distilled into a single, universal network. Our approach enables UniGraspTransformer to scale effectively, incorporating up to 12 self-attention blocks for handling thousands of objects with diverse poses. Additionally, it generalizes well to both idealized and real-world inputs, evaluated in state-based and vision-based settings. Notably, UniGraspTransformer generates a broader range of grasping poses for objects in various shapes and orientations, resulting in more diverse grasp strategies. Experimental results demonstrate significant improvements over state-of-the-art, UniDexGrasp++, across various object categories, achieving success rate gains of 3.5%, 7.7%, and 10.1% on seen objects, unseen objects within seen categories, and completely unseen objects, respectively, in the vision-based setting. Project page: https://dexhand.github.io/UniGraspTransformer/
Textured Gaussians for Enhanced 3D Scene Appearance Modeling
Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang, Johannes Kopf, Gordon Wetzstein, Changil Kim
3D Gaussian Splatting (3DGS) has recently emerged as a state-of-the-art 3D reconstruction and rendering technique due to its high-quality results and fast training and rendering time. However, pixels covered by the same Gaussian are always shaded in the same color up to a Gaussian falloff scaling factor. Furthermore, the finest geometric detail any individual Gaussian can represent is a simple ellipsoid. These properties of 3DGS greatly limit the expressivity of individual Gaussian primitives. To address these issues, we draw inspiration from texture and alpha mapping in traditional graphics and integrate it with 3DGS. Specifically, we propose a new generalized Gaussian appearance representation that augments each Gaussian with alpha (A), RGB, or RGBA texture maps to model spatially varying color and opacity across the extent of each Gaussian. As such, each Gaussian can represent a richer set of texture patterns and geometric structures, instead of just a single color and ellipsoid as in naive Gaussian Splatting. Surprisingly, we found that the expressivity of Gaussians can be greatly improved by using alpha-only texture maps, and further augmenting Gaussians with RGB texture maps achieves the highest expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels. We demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.
Spatial-Temporal Graph Diffusion Policy with Kinematic Modeling for Bimanual Robotic Manipulation
Qi Lv, Hao Li, Xiang Deng, Rui Shao, Yinchuan Li, Jianye Hao, Longxiang Gao, Michael Yu Wang, Liqiang Nie
Despite the significant success of imitation learning in robotic manipulation, its application to bimanual tasks remains highly challenging. Existing approaches mainly learn a policy to predict a distant next-best end-effector pose (NBP) and then compute the corresponding joint rotation angles for motion using inverse kinematics. However, they suffer from two important issues: (1) rarely considering the physical robotic structure , which may cause self-collisions or interferences, and (2) overlooking the kinematics constraint , which may result in the predicted poses not conforming to the actual limitations of the robot joints. In this paper, we propose Kinematics enhanced Spatial-TemporAl gRaph Diffuser (KStar Diffuser). Specifically, (1)to incorporate the physical robot structure information into action prediction, KStar Diffuser maintains a dynamic spatial-temporal graph according to the physical bimanual joint motions at continuous timesteps. This dynamic graph serves as the robot-structure condition for denoising the actions; (2) to make the NBP learning objective consistent with kinematics, we introduce the differentiable kinematics to provide the reference for optimizing KStar Diffuser. This module regularizes the policy to predict more reliable and kinematics-aware next end-effector poses. Experimental results show that our method effectively leverages the physical structural information and generates kinematics-aware actions in both simulation and real-world.
SegMAN: Omni-scale Context Modeling with State Space Models and Local Attention for Semantic Segmentation
Yunxiang Fu, Meng Lou, Yizhou Yu
High-quality semantic segmentation relies on three key capabilities: global context modeling, local detail encoding, and multi-scale feature extraction. However, recent methods struggle to possess all these capabilities simultaneously. Hence, we aim to empower segmentation networks to simultaneously carry out efficient global context modeling, high-quality local detail encoding, and rich multi-scale feature representation for varying input resolutions. In this paper, we introduce SegMAN, a novel linear-time model comprising a hybrid feature encoder dubbed SegMAN Encoder, and a decoder based on state space models. Specifically, the SegMAN Encoder synergistically integrates sliding local attention with dynamic state space models, enabling highly efficient global context modeling while preserving fine-grained local details. Meanwhile, the MMSCopE module in our decoder enhances multi-scale context feature extraction and adaptively scales with the input resolution. Our SegMAN-B Encoder achieves 85.1% ImageNet-1k accuracy (+1.5% over VMamba-S with fewer parameters). When paired with our decoder, the full SegMAN-B model achieves 52.6% mIoU on ADE20K (+1.6% over SegNeXt-L with 15% fewer GFLOPs), 83.8% mIoU on Cityscapes (+2.1% over SegFormer-B3 with half the GFLOPs), and 1.6% higher mIoU than VWFormer-B3 on COCO-Stuff with lower GFLOPs. Our code is available at https://github.com/yunxiangfu2001/SegMAN.
RigGS: Rigging of 3D Gaussians for Modeling Articulated Objects in Videos
Yuxin Yao, Zhi Deng, Junhui Hou
This paper considers the problem of modeling articulated objects captured in 2D videos to enable novel view synthesis, while also being easily editable, drivable, and reposable. To tackle this challenging problem, we propose RigGS, a new paradigm that leverages 3D Gaussian representation and skeleton-based motion representation to model dynamic objects without utilizing additional template priors. Specifically, we first propose skeleton-aware node-controlled deformation, which deforms a canonical 3D Gaussian representation over time to initialize the modeling process, producing candidate skeleton nodes that are further simplified into a sparse 3D skeleton according to their motion and semantic information. Subsequently, based on the resulting skeleton, we design learnable skin deformations and pose-dependent detailed deformations, thereby easily deforming the 3D Gaussian representation to generate new actions and render further high-quality images from novel views. Extensive experiments demonstrate that our method can generate realistic new actions easily for objects and achieve high-quality rendering.
RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars
Linzhou Li, Yumeng Li, Yanlin Weng, Youyi Zheng, Kun Zhou
We present Reduced Gaussian Blendshapes Avatar (RGBAvatar), a method for reconstructing photorealistic, animatable head avatars at speeds sufficient for on-the-fly reconstruction. Unlike prior approaches that utilize linear bases from 3D morphable models (3DMM) to model Gaussian blendshapes, our method maps tracked 3DMM parameters into reduced blendshape weights with an MLP, leading to a compact set of blendshape bases. The learned compact base composition effectively captures essential facial details for specific individuals, and does not rely on the fixed base composition weights of 3DMM, leading to enhanced reconstruction quality and higher efficiency. To further expedite the reconstruction process, we develop a novel color initialization estimation method and a batch-parallel Gaussian rasterization process, achieving state-of-the-art quality with training throughput of about 630 images per second. Moreover, we propose a local-global sampling strategy that enables direct on-the-fly reconstruction, immediately reconstructing the model as video streams in real time while achieving quality comparable to offline settings. Our source code is available at https://github.com/gapszju/RGBAvatar.
Person De-reidentification: A Variation-guided Identity Shift Modeling
Yi-Xing Peng, Yu-Ming Tang, Kun-Yu Lin, Qize Yang, Jingke Meng, Xihan Wei, Wei-Shi Zheng
Person re-identification (ReID) is to associate images of individuals from different camera views against cross-view variations. Like other surveillance technologies, Re-ID faces serious privacy challenges, particularly the potential for unauthorized tracking. Although various tasks (e.g., face recognition) have developed machine unlearning techniques to address privacy concerns, such methods have not yet been explored within the Re-ID field. In this work, we pioneer the exploration of the person de-reidentification (De-ReID) problem and present its inherent challenges. In the context of ReID, De-ReID is to unlearn the knowledge about accurately matching specific persons so that these "unlearned persons" cannot be re-identified across cameras for privacy guarantee. The primary challenge is to achieve the unlearning without degrading the identity-discriminative feature embeddings to ensure the model's utility. To address this, we formulate a De-ReID framework that utilizes a labeled dataset of unlearned persons for unlearning and an unlabeled dataset of accessible persons for knowledge preservation. Instead of unlearning based on (pseudo) identity labels, we introduce a variation-guided identity shift mechanism that unlearns the specific persons by fitting the variations in their images while preserving ReID ability on other persons by overcoming the variations in images of accessible persons. As a result, the model shifts the unlearned persons to a feature space that is vulnerable to cross-view variations. Extensive experiments on benchmarks demonstrate the superiority of our method.
Parallel Sequence Modeling via Generalized Spatial Propagation Network
Hongjun Wang, Wonmin Byeon, Jiarui Xu, Jinwei Gu, Ka Chun Cheung, Xiaolong Wang, Kai Han, Jan Kautz, Sifei Liu
We present the Generalized Spatial Propagation Network (GSPN), a new attention mechanism optimized for vision tasks that inherently captures 2D spatial structures. Existing attention models, including transformers, linear attention, and state-space models like Mamba, process multi-dimensional data as 1D sequences, compromising spatial coherence and efficiency. GSPN overcomes these limitations by directly operating on spatially coherent image data and forming dense pairwise connections through a unique line-scan approach. Central to GSPN is the Stability-Context Condition, which ensures stable, context-aware propagation across 2D sequences and reduces the effective sequence length to \sqrt N , significantly enhancing computational efficiency. With learnable, input-dependent weights and no reliance on positional embeddings, GSPN achieves superior spatial fidelity and state-of-the-art performance in vision tasks, including ImageNet classification, class-guided image generation, and text-to-image generation. Notably, GSPN accelerates SD-XL with softmax-attention by over 84xwhen generating 16K images.
Optimus-2: Multimodal Minecraft Agent with Goal-Observation-Action Conditioned Policy
No abstract is available for this paper.
MV-SSM: Multi-View State Space Modeling for 3D Human Pose Estimation
Aviral Chharia, Wenbo Gou, Haoye Dong
While significant progress has been made in single-view 3D human pose estimation, multi-view 3D human pose estimation remains challenging, particularly in terms of generalizing to new camera configurations. Existing attention-based transformers often struggle to accurately model the spatial arrangement of keypoints, especially in occluded scenarios. Additionally, they tend to overfit specific camera arrangements and visual scenes from training data, resulting in substantial performance drops in new settings. In this study, we introduce a novel Multi-View State Space Modeling framework, named MV-SSM, for robustly estimating 3D human keypoints. We explicitly model the joint spatial sequence at two distinct levels: the feature level from multi-view images and the person keypoint level. We propose a Projective State Space (PSS) block to learn a generalized representation of joint spatial arrangements using state space modeling. Moreover, we modify Mamba's traditional scanning into an effective Grid Token-guided Bidirectional Scanning (GTBS), which is integral to the PSS block. Multiple experiments demonstrate that MV-SSM achieves strong generalization, outperforming state-of-the-art methods: +10.8 on AP25 on the challenging three-camera setting in CMU Panoptic, +7.0 on AP25 on varying camera arrangements, and +15.3 PCP on Campus A1 in cross-dataset evaluations. Project Website: https://aviralchharia.github.io/MV-SSM
LeanGaussian: Breaking Pixel or Point Cloud Correspondence in Modeling 3D Gaussians
Jiamin Wu, Kenkun Liu, Han Gao, Xiaoke Jiang, Yuan Yao, Lei Zhang
Rencently, Gaussian splatting has demonstrated significant success in novel view synthesis. Current methods often regress Gaussians with pixel or point cloud correspondence, linking each Gaussian with a pixel or a 3D point. This leads to the redundancy of Gaussians being used to overfit the correspondence rather than the objects represented by the 3D Gaussians themselves, consequently wasting resources and lacking accurate geometries or textures.In this paper, we introduce LeanGaussian, a novel approach that treats each query in deformable Transformer as one 3D Gaussian ellipsoid, breaking the pixel or point cloud correspondence constraints. We leverage deformable decoder to iteratively refine the Gaussians layer-by-layer with the image features as keys and values.Notably, the center of each 3D Gaussian is defined as 3D reference points, which are then projected onto the image for deformable attention in 2D space.On both the ShapeNet SRN dataset (category level) and the Google Scanned Objects dataset (open-category level, trained with the Objaverse dataset), our approach, outperforms prior methods by approximately 6.1%, achieving a PSNR of 25.44 and 22.36, respectively. Additionally, our method achieves a 3D reconstruction speed of 7.2 FPS and rendering speed 500 FPS.
Identity-Clothing Similarity Modeling for Unsupervised Clothing Change Person Re-Identification
Zhiqi Pang, Junjie Wang, Lingling Zhao, Chunyu Wang
Clothing change person re-identification (CC-ReID) aims to match different images of the same person, even when the clothing varies across images. To reduce manual labeling costs, existing unsupervised CC-ReID methods employ clustering algorithms to generate pseudo-labels. However, they often fail to assign the same pseudo-label to two images with the same identity but different clothing--referred to as a clothing change positive pair--thus hindering clothing-invariant feature learning. To address this issue, we propose the identity-clothing similarity modeling (ICSM) framework. To effectively connect clothing change positive pairs, ICSM first performs clothing-aware learning to leverage all discriminative information, including clothing, to obtain compact clusters. It then extracts cluster-level identity and clothing features and performs inter-cluster similarity estimation to identify clothing change positive clusters, reliable negative clusters, and hard negative clusters for each compact cluster. During optimization, we design an adaptive version of existing optimization methods to enhance similarities of clothing change positive pairs, while also introducing text semantics as a supervisory signal to further promote clothing invariance. Extensive experimental results across multiple datasets validate the effectiveness of the proposed framework, demonstrating its superiority over existing unsupervised methods and its competitiveness with some supervised approaches.
GroomLight: Hybrid Inverse Rendering for Relightable Human Hair Appearance Modeling
Yang Zheng, Menglei Chai, Delio Vicini, Yuxiao Zhou, Yinghao Xu, Leonidas Guibas, Gordon Wetzstein, Thabo Beeler
We present GroomLight, a novel method for relightable hair appearance modeling from multi-view images. Existing hair capture methods struggle to balance photorealistic rendering with relighting capabilities. Analytical material models, while physically grounded, often fail to fully capture appearance details. Conversely, neural rendering approaches excel at view synthesis but generalize poorly to novel lighting conditions. GroomLight addresses this challenge by combining the strengths of both paradigms. It employs an extended hair BSDF model to capture primary light transport and a light-aware residual model to reconstruct the remaining details. We further propose a hybrid inverse rendering pipeline to optimize both components, enabling high-fidelity relighting, view synthesis, and material editing. Extensive evaluations on real-world hair data demonstrate state-of-the-art performance of our method. Our project website is at: https://syntec-research.github.io/GroomLight.
GraphMimic: Graph-to-Graphs Generative Modeling from Videos for Policy Learning
Guangyan Chen, Te Cui, Meiling Wang, Chengcai Yang, Mengxiao Hu, Haoyang Lu, Yao Mu, Zicai Peng, Tianxing Zhou, Xinran Jiang, Yi Yang, Yufeng Yue
Learning from demonstration is a powerful method for robotic skill acquisition. However, the significant expense of collecting such action-labeled robot data presents a major bottleneck. Video data, a rich data source encompassing diverse behavioral and physical knowledge, emerges as a promising alternative. In this paper, we present GraphMimic, a novel paradigm that leverages video data via graph-to-graphs generative modeling, which pre-trains models to generate future graphs conditioned on the graph within a video frame. Specifically, GraphMimic abstracts video frames into object and visual action vertices, and constructs graphs for state representations. The graph generative modeling network then effectively models internal structures and spatial relationships within the constructed graphs, aiming to generate future graphs. The generated graphs serve as conditions for the control policy, mapping to robot actions. Our concise approach captures important spatial relations and enhances future graph generation accuracy, enabling the acquisition of robust policies from limited action-labeled data. Furthermore, the transferable graph representations facilitate the effective learning of manipulation skills from cross-embodiment videos. Our experiments exhibit that GraphMimic achieves superior performance using merely 20% action-labeled data. Moreover, our method outperforms the state-of-the-art method by over 17% and 23% in simulation and real-world experiments, and delivers improvements of over 33% in cross-embodiment transfer experiments.
GeoDepth: From Point-to-Depth to Plane-to-Depth Modeling for Self-Supervised Monocular Depth Estimation
Haifeng Wu, Shuhang Gu, Lixin Duan, Wen Li
Self-supervised monocular depth estimation has long been treated as a point-wise prediction problem, where the depth of each pixel is usually estimated independently. However, artifacts are often observed in the estimated depth map, e.g., depth values for points located in the same region may jump dramatically. To address this issue, we propose a novel self-supervised monocular depth estimation framework called GeoDepth, where we explore the intrinsic geometric representation in 3D scenes for producing accurate and continuous depth maps. In particular, we model the complex 3D scene as a collection of planes with varying sizes, where each plane is characterized by a unique set of parameters, namely planar normal (indicating plane orientation) and planar offset (defining the perpendicular distance from the camera center to the plane). Under this modeling, points in the same plane are enforced to share a unique representation and their depth variations related only to pixel coordinates, thus this geometric relationship can be exploited to regularize the depth variations of these points. To this end, we design a structured plane generation module that introduces spatio-temporal geometric cues and the plane uniqueness principle to recover the correct scene plane representation. In addition, we develop a depth discontinuity module to identify depth discontinuity regions and subsequently optimize them. Our experiments on the KITTI and NYUv2 datasets demonstrate that GeoDepth achieves state-of-the-art performance, with additional tests on Make3D and ScanNet validating its generalization capabilities.
Bridging Gait Recognition and Large Language Models Sequence Modeling
Shaopeng Yang, Jilong Wang, Saihui Hou, Xu Liu, Chunshui Cao, Liang Wang, Yongzhen Huang
Gait sequences exhibit sequential structures and contextual relationships similar to those in natural language, where each element--whether a word or a gait step--is connected to its predecessors and successors. This similarity enables the transformation of gait sequences into "texts" containing identity-related information. Large Language Models (LLMs), designed to understand and generate sequential data, can thus be utilized for gait sequence modeling to enhance gait recognition performance. Leveraging these insights, we make a pioneering effort to apply LLMs to gait recognition, which we refer to as GaitLLM. Specifically, we propose the Gait-to-Language (G2L) module, which converts gait sequences into a textual format suitable for LLMs, and the Language-to-Gait (L2G) module, which maps the LLM's output back to the gait feature space, thereby bridging the gap between LLM outputs and gait recognition. Notably, GaitLLM leverages the powerful modeling capabilities of LLMs without relying on complex architectural designs, improving gait recognition performance with only a small number of trainable parameters. Our method achieves state-of-the-art results on four popular gait datasets--SUSTech1K, CCPG, Gait3D, and GREW--demonstrating the effectiveness of applying LLMs in this domain. This work highlights the potential of LLMs to significantly enhance gait recognition, paving the way for future research and practical applications.
AffordDP: Generalizable Diffusion Policy with Transferable Affordance
Shijie Wu, Yihang Zhu, Yunao Huang, Kaizhen Zhu, Jiayuan Gu, Jingyi Yu, Ye Shi, Jingya Wang
Diffusion-based policies have shown impressive performance in robotic manipulation tasks while struggling with out-of-domain distributions. Recent efforts attempted to enhance generalization by improving the visual feature encoding for diffusion policy. However, their generalization is typically limited to the same category with similar appearances. Our key insight is that leveraging affordances--manipulation priors that define "where" and "how" an agent interacts with an object--can substantially enhance generalization to entirely unseen object instances and categories. We introduce the Diffusion Policy with transferable Affordance (AffordDP), designed for generalizable manipulation across novel categories. AffordDP models affordances through 3D contact points and post-contact trajectories, capturing the essential static and dynamic information for complex tasks. The transferable affordance from in-domain data to unseen objects is achieved by estimating a 6D transformation matrix using foundational vision models and point cloud registration techniques. More importantly, we incorporate affordance guidance during diffusion sampling that can refine action sequence generation. This guidance directs the generated action to gradually move towards the desired manipulation for unseen objects while keeping the generated action within the manifold of action space. Experimental results from both simulated and real-world environments demonstrate that AffordDP consistently outperforms previous diffusion-based methods, successfully generalizing to unseen instances and categories where others fail.