Abstract:Artificial intelligence generated content (AIGC) technologies, with a predominance of large language models (LLMs), have demonstrated remarkable performance improvements in various applications, which have attracted great interests from both academia and industry. Although some noteworthy advancements have been made in this area, a comprehensive exploration of the intricate relationship between AIGC and communication networks remains relatively limited. To address this issue, this paper conducts an exhaustive survey from dual standpoints: firstly, it scrutinizes the integration of LLMs and AIGC technologies within the domain of communication networks; secondly, it investigates how the communication networks can further bolster the capabilities of LLMs and AIGC. Additionally, this research explores the promising applications along with the challenges encountered during the incorporation of these AI technologies into communication networks. Through these detailed analyses, our work aims to deepen the understanding of how LLMs and AIGC can synergize with and enhance the development of advanced intelligent communication networks, contributing to a more profound comprehension of next-generation intelligent communication networks.
Abstract:We propose Lodge++, a choreography framework to generate high-quality, ultra-long, and vivid dances given the music and desired genre. To handle the challenges in computational efficiency, the learning of complex and vivid global choreography patterns, and the physical quality of local dance movements, Lodge++ adopts a two-stage strategy to produce dances from coarse to fine. In the first stage, a global choreography network is designed to generate coarse-grained dance primitives that capture complex global choreography patterns. In the second stage, guided by these dance primitives, a primitive-based dance diffusion model is proposed to further generate high-quality, long-sequence dances in parallel, faithfully adhering to the complex choreography patterns. Additionally, to improve the physical plausibility, Lodge++ employs a penetration guidance module to resolve character self-penetration, a foot refinement module to optimize foot-ground contact, and a multi-genre discriminator to maintain genre consistency throughout the dance. Lodge++ is validated by extensive experiments, which show that our method can rapidly generate ultra-long dances suitable for various dance genres, ensuring well-organized global choreography patterns and high-quality local motion.
Abstract:Reconstructing objects from posed images is a crucial and complex task in computer graphics and computer vision. While NeRF-based neural reconstruction methods have exhibited impressive reconstruction ability, they tend to be time-comsuming. Recent strategies have adopted 3D Gaussian Splatting (3D-GS) for inverse rendering, which have led to quick and effective outcomes. However, these techniques generally have difficulty in producing believable geometries and materials for glossy objects, a challenge that stems from the inherent ambiguities of inverse rendering. To address this, we introduce GlossyGS, an innovative 3D-GS-based inverse rendering framework that aims to precisely reconstruct the geometry and materials of glossy objects by integrating material priors. The key idea is the use of micro-facet geometry segmentation prior, which helps to reduce the intrinsic ambiguities and improve the decomposition of geometries and materials. Additionally, we introduce a normal map prefiltering strategy to more accurately simulate the normal distribution of reflective surfaces. These strategies are integrated into a hybrid geometry and material representation that employs both explicit and implicit methods to depict glossy objects. We demonstrate through quantitative analysis and qualitative visualization that the proposed method is effective to reconstruct high-fidelity geometries and materials of glossy objects, and performs favorably against state-of-the-arts.
Abstract:Structural representation is crucial for reconstructing and generating editable 3D shapes with part semantics. Recent 3D shape generation works employ complicated networks and structure definitions relying on hierarchical annotations and pay less attention to the details inside parts. In this paper, we propose the method that parameterizes the shared structure in the same category using a differentiable template and corresponding fixed-length parameters. Specific parameters are fed into the template to calculate cuboids that indicate a concrete shape. We utilize the boundaries of three-view drawings of each cuboid to further describe the inside details. Shapes are represented with the parameters and three-view details inside cuboids, from which the SDF can be calculated to recover the object. Benefiting from our fixed-length parameters and three-view details, our networks for reconstruction and generation are simple and effective to learn the latent space. Our method can reconstruct or generate diverse shapes with complicated details, and interpolate them smoothly. Extensive evaluations demonstrate the superiority of our method on reconstruction from point cloud, generation, and interpolation.
Abstract:The recent Segment Anything Model (SAM) is a significant advancement in natural image segmentation, exhibiting potent zero-shot performance suitable for various downstream image segmentation tasks. However, directly utilizing the pretrained SAM for Infrared Small Target Detection (IRSTD) task falls short in achieving satisfying performance due to a notable domain gap between natural and infrared images. Unlike a visible light camera, a thermal imager reveals an object's temperature distribution by capturing infrared radiation. Small targets often show a subtle temperature transition at the object's boundaries. To address this issue, we propose the IRSAM model for IRSTD, which improves SAM's encoder-decoder architecture to learn better feature representation of infrared small objects. Specifically, we design a Perona-Malik diffusion (PMD)-based block and incorporate it into multiple levels of SAM's encoder to help it capture essential structural features while suppressing noise. Additionally, we devise a Granularity-Aware Decoder (GAD) to fuse the multi-granularity feature from the encoder to capture structural information that may be lost in long-distance modeling. Extensive experiments on the public datasets, including NUAA-SIRST, NUDT-SIRST, and IRSTD-1K, validate the design choice of IRSAM and its significant superiority over representative state-of-the-art methods. The source code are available at: github.com/IPIC-Lab/IRSAM.
Abstract:As LLMs rapidly advance, increasing concerns arise regarding risks about actual authorship of texts we see online and in real world. The task of distinguishing LLM-authored texts is complicated by the nuanced and overlapping behaviors of both machines and humans. In this paper, we challenge the current practice of considering LLM-generated text detection a binary classification task of differentiating human from AI. Instead, we introduce a novel ternary text classification scheme, adding an "undecided" category for texts that could be attributed to either source, and we show that this new category is crucial to understand how to make the detection result more explainable to lay users. This research shifts the paradigm from merely classifying to explaining machine-generated texts, emphasizing need for detectors to provide clear and understandable explanations to users. Our study involves creating four new datasets comprised of texts from various LLMs and human authors. Based on new datasets, we performed binary classification tests to ascertain the most effective SOTA detection methods and identified SOTA LLMs capable of producing harder-to-detect texts. We constructed a new dataset of texts generated by two top-performing LLMs and human authors, and asked three human annotators to produce ternary labels with explanation notes. This dataset was used to investigate how three top-performing SOTA detectors behave in new ternary classification context. Our results highlight why "undecided" category is much needed from the viewpoint of explainability. Additionally, we conducted an analysis of explainability of the three best-performing detectors and the explanation notes of the human annotators, revealing insights about the complexity of explainable detection of machine-generated texts. Finally, we propose guidelines for developing future detection systems with improved explanatory power.
Abstract:This paper reviews the NTIRE 2024 Challenge on Shortform UGC Video Quality Assessment (S-UGC VQA), where various excellent solutions are submitted and evaluated on the collected dataset KVQ from popular short-form video platform, i.e., Kuaishou/Kwai Platform. The KVQ database is divided into three parts, including 2926 videos for training, 420 videos for validation, and 854 videos for testing. The purpose is to build new benchmarks and advance the development of S-UGC VQA. The competition had 200 participants and 13 teams submitted valid solutions for the final testing phase. The proposed solutions achieved state-of-the-art performances for S-UGC VQA. The project can be found at https://github.com/lixinustc/KVQChallenge-CVPR-NTIRE2024.
Abstract:We propose Lodge, a network capable of generating extremely long dance sequences conditioned on given music. We design Lodge as a two-stage coarse to fine diffusion architecture, and propose the characteristic dance primitives that possess significant expressiveness as intermediate representations between two diffusion models. The first stage is global diffusion, which focuses on comprehending the coarse-level music-dance correlation and production characteristic dance primitives. In contrast, the second-stage is the local diffusion, which parallelly generates detailed motion sequences under the guidance of the dance primitives and choreographic rules. In addition, we propose a Foot Refine Block to optimize the contact between the feet and the ground, enhancing the physical realism of the motion. Our approach can parallelly generate dance sequences of extremely long length, striking a balance between global choreographic patterns and local motion quality and expressiveness. Extensive experiments validate the efficacy of our method.
Abstract:The field of 3D detailed human mesh reconstruction has made significant progress in recent years. However, current methods still face challenges when used in industrial applications due to unstable results, low-quality meshes, and a lack of UV unwrapping and skinning weights. In this paper, we present SHERT, a novel pipeline that can reconstruct semantic human meshes with textures and high-precision details. SHERT applies semantic- and normal-based sampling between the detailed surface (eg mesh and SDF) and the corresponding SMPL-X model to obtain a partially sampled semantic mesh and then generates the complete semantic mesh by our specifically designed self-supervised completion and refinement networks. Using the complete semantic mesh as a basis, we employ a texture diffusion model to create human textures that are driven by both images and texts. Our reconstructed meshes have stable UV unwrapping, high-quality triangle meshes, and consistent semantic information. The given SMPL-X model provides semantic information and shape priors, allowing SHERT to perform well even with incorrect and incomplete inputs. The semantic information also makes it easy to substitute and animate different body parts such as the face, body, and hands. Quantitative and qualitative experiments demonstrate that SHERT is capable of producing high-fidelity and robust semantic meshes that outperform state-of-the-art methods.
Abstract:3D Gaussian Splatting has garnered extensive attention and application in real-time neural rendering. Concurrently, concerns have been raised about the limitations of this technology in aspects such as point cloud storage, performance , and robustness in sparse viewpoints , leading to various improvements. However, there has been a notable lack of attention to the projection errors introduced by the local affine approximation inherent in the splatting itself, and the consequential impact of these errors on the quality of photo-realistic rendering. This paper addresses the projection error function of 3D Gaussian Splatting, commencing with the residual error from the first-order Taylor expansion of the projection function $\phi$. The analysis establishes a correlation between the error and the Gaussian mean position. Subsequently, leveraging function optimization theory, this paper analyzes the function's minima to provide an optimal projection strategy for Gaussian Splatting referred to Optimal Gaussian Splatting. Experimental validation further confirms that this projection methodology reduces artifacts, resulting in a more convincingly realistic rendering.