Abstract:Robot navigation in dense human crowds poses a significant challenge due to the complexity of human behavior in dynamic and obstacle-rich environments. In this work, we propose a dynamic weight adjustment scheme using a neural network to predict the optimal weights of objectives in an optimization-based motion planner. We adopt a spatial-temporal trajectory planner and incorporate diverse objectives to achieve a balance among safety, efficiency, and goal achievement in complex and dynamic environments. We design the network structure, observation encoding, and reward function to effectively train the policy network using reinforcement learning, allowing the robot to adapt its behavior in real time based on environmental and pedestrian information. Simulation results show improved safety compared to the fixed-weight planner and the state-of-the-art learning-based methods, and verify the ability of the learned policy to adaptively adjust the weights based on the observed situations. The approach's feasibility is demonstrated in a navigation task using an autonomous delivery robot across a crowded corridor over a 300 m distance.
Abstract:Lifelong few-shot customization for text-to-image diffusion aims to continually generalize existing models for new tasks with minimal data while preserving old knowledge. Current customization diffusion models excel in few-shot tasks but struggle with catastrophic forgetting problems in lifelong generations. In this study, we identify and categorize the catastrophic forgetting problems into two folds: relevant concepts forgetting and previous concepts forgetting. To address these challenges, we first devise a data-free knowledge distillation strategy to tackle relevant concepts forgetting. Unlike existing methods that rely on additional real data or offline replay of original concept data, our approach enables on-the-fly knowledge distillation to retain the previous concepts while learning new ones, without accessing any previous data. Second, we develop an In-Context Generation (ICGen) paradigm that allows the diffusion model to be conditioned upon the input vision context, which facilitates the few-shot generation and mitigates the issue of previous concepts forgetting. Extensive experiments show that the proposed Lifelong Few-Shot Diffusion (LFS-Diffusion) method can produce high-quality and accurate images while maintaining previously learned knowledge.
Abstract:Meta-learning offers a promising avenue for few-shot learning (FSL), enabling models to glean a generalizable feature embedding through episodic training on synthetic FSL tasks in a source domain. Yet, in practical scenarios where the target task diverges from that in the source domain, meta-learning based method is susceptible to over-fitting. To overcome this, we introduce a novel framework, Meta-Exploiting Frequency Prior for Cross-Domain Few-Shot Learning, which is crafted to comprehensively exploit the cross-domain transferable image prior that each image can be decomposed into complementary low-frequency content details and high-frequency robust structural characteristics. Motivated by this insight, we propose to decompose each query image into its high-frequency and low-frequency components, and parallel incorporate them into the feature embedding network to enhance the final category prediction. More importantly, we introduce a feature reconstruction prior and a prediction consistency prior to separately encourage the consistency of the intermediate feature as well as the final category prediction between the original query image and its decomposed frequency components. This allows for collectively guiding the network's meta-learning process with the aim of learning generalizable image feature embeddings, while not introducing any extra computational cost in the inference phase. Our framework establishes new state-of-the-art results on multiple cross-domain few-shot learning benchmarks.
Abstract:Many few-shot segmentation (FSS) methods use cross attention to fuse support foreground (FG) into query features, regardless of the quadratic complexity. A recent advance Mamba can also well capture intra-sequence dependencies, yet the complexity is only linear. Hence, we aim to devise a cross (attention-like) Mamba to capture inter-sequence dependencies for FSS. A simple idea is to scan on support features to selectively compress them into the hidden state, which is then used as the initial hidden state to sequentially scan query features. Nevertheless, it suffers from (1) support forgetting issue: query features will also gradually be compressed when scanning on them, so the support features in hidden state keep reducing, and many query pixels cannot fuse sufficient support features; (2) intra-class gap issue: query FG is essentially more similar to itself rather than to support FG, i.e., query may prefer not to fuse support features but their own ones from the hidden state, yet the success of FSS relies on the effective use of support information. To tackle them, we design a hybrid Mamba network (HMNet), including (1) a support recapped Mamba to periodically recap the support features when scanning query, so the hidden state can always contain rich support information; (2) a query intercepted Mamba to forbid the mutual interactions among query pixels, and encourage them to fuse more support features from the hidden state. Consequently, the support information is better utilized, leading to better performance. Extensive experiments have been conducted on two public benchmarks, showing the superiority of HMNet. The code is available at https://github.com/Sam1224/HMNet.
Abstract:Recent advances in video diffusion models have enabled realistic and controllable human image animation with temporal coherence. Although generating reasonable results, existing methods often overlook the need for regional supervision in crucial areas such as the face and hands, and neglect the explicit modeling for motion blur, leading to unrealistic low-quality synthesis. To address these limitations, we first leverage regional supervision for detailed regions to enhance face and hand faithfulness. Second, we model the motion blur explicitly to further improve the appearance quality. Third, we explore novel training strategies for high-resolution human animation to improve the overall fidelity. Experimental results demonstrate that our proposed method outperforms state-of-the-art approaches, achieving significant improvements upon the strongest baseline by more than 21.0% and 57.4% in terms of reconstruction precision (L1) and perceptual quality (FVD) on HumanDance dataset. Code and model will be made available.
Abstract:This work presents MotionCom, a training-free motion-aware diffusion based image composition, enabling automatic and seamless integration of target objects into new scenes with dynamically coherent results without finetuning or optimization. Traditional approaches in this area suffer from two significant limitations: they require manual planning for object placement and often generate static compositions lacking motion realism. MotionCom addresses these issues by utilizing a Large Vision Language Model (LVLM) for intelligent planning, and a Video Diffusion prior for motion-infused image synthesis, streamlining the composition process. Our multi-modal Chain-of-Thought (CoT) prompting with LVLM automates the strategic placement planning of foreground objects, considering their potential motion and interaction within the scenes. Complementing this, we propose a novel method MotionPaint to distill motion-aware information from pretrained video diffusion models in the generation phase, ensuring that these objects are not only seamlessly integrated but also endowed with realistic motion. Extensive quantitative and qualitative results highlight MotionCom's superiority, showcasing its efficiency in streamlining the planning process and its capability to produce compositions that authentically depict motion and interaction.
Abstract:We propose Prim2Room, a novel framework for controllable room mesh generation leveraging 2D layout conditions and 3D primitive retrieval to facilitate precise 3D layout specification. Diverging from existing methods that lack control and precision, our approach allows for detailed customization of room-scale environments. To overcome the limitations of previous methods, we introduce an adaptive viewpoint selection algorithm that allows the system to generate the furniture texture and geometry from more favorable views than predefined camera trajectories. Additionally, we employ non-rigid depth registration to ensure alignment between generated objects and their corresponding primitive while allowing for shape variations to maintain diversity. Our method not only enhances the accuracy and aesthetic appeal of generated 3D scenes but also provides a user-friendly platform for detailed room design.
Abstract:Data augmentation plays a crucial role in deep learning, enhancing the generalization and robustness of learning-based models. Standard approaches involve simple transformations like rotations and flips for generating extra data. However, these augmentations are limited by their initial dataset, lacking high-level diversity. Recently, large models such as language models and diffusion models have shown exceptional capabilities in perception and content generation. In this work, we propose a new paradigm to automatically generate 3D labeled training data by harnessing the power of pretrained large foundation models. For each target semantic class, we first generate 2D images of a single object in various structure and appearance via diffusion models and chatGPT generated text prompts. Beyond texture augmentation, we propose a method to automatically alter the shape of objects within 2D images. Subsequently, we transform these augmented images into 3D objects and construct virtual scenes by random composition. This method can automatically produce a substantial amount of 3D scene data without the need of real data, providing significant benefits in addressing few-shot learning challenges and mitigating long-tailed class imbalances. By providing a flexible augmentation approach, our work contributes to enhancing 3D data diversity and advancing model capabilities in scene understanding tasks.
Abstract:Diffusion models usher a new era of video editing, flexibly manipulating the video contents with text prompts. Despite the widespread application demand in editing human-centered videos, these models face significant challenges in handling complex objects like humans. In this paper, we introduce DeCo, a novel video editing framework specifically designed to treat humans and the background as separate editable targets, ensuring global spatial-temporal consistency by maintaining the coherence of each individual component. Specifically, we propose a decoupled dynamic human representation that utilizes a parametric human body prior to generate tailored humans while preserving the consistent motions as the original video. In addition, we consider the background as a layered atlas to apply text-guided image editing approaches on it. To further enhance the geometry and texture of humans during the optimization, we extend the calculation of score distillation sampling into normal space and image space. Moreover, we tackle inconsistent lighting between the edited targets by leveraging a lighting-aware video harmonizer, a problem previously overlooked in decompose-edit-combine approaches. Extensive qualitative and numerical experiments demonstrate that DeCo outperforms prior video editing methods in human-centered videos, especially in longer videos.
Abstract:We introduce MeshAnything V2, an autoregressive transformer that generates Artist-Created Meshes (AM) aligned to given shapes. It can be integrated with various 3D asset production pipelines to achieve high-quality, highly controllable AM generation. MeshAnything V2 surpasses previous methods in both efficiency and performance using models of the same size. These improvements are due to our newly proposed mesh tokenization method: Adjacent Mesh Tokenization (AMT). Different from previous methods that represent each face with three vertices, AMT uses a single vertex whenever possible. Compared to previous methods, AMT requires about half the token sequence length to represent the same mesh in average. Furthermore, the token sequences from AMT are more compact and well-structured, fundamentally benefiting AM generation. Our extensive experiments show that AMT significantly improves the efficiency and performance of AM generation. Project Page: https://buaacyw.github.io/meshanything-v2/