refer to the report for detailed contributions
Abstract:Intracranial aneurysms are a major cause of morbidity and mortality worldwide, and detecting them manually is a complex, time-consuming task. Albeit automated solutions are desirable, the limited availability of training data makes it difficult to develop such solutions using typical supervised learning frameworks. In this work, we propose a novel pre-training strategy using more widely available unannotated head CT scan data to pre-train a 3D Vision Transformer model prior to fine-tuning for the aneurysm detection task. Specifically, we modify masked auto-encoder (MAE) pre-training in the following ways: we use a factorized self-attention mechanism to make 3D attention computationally viable, we restrict the masked patches to areas near arteries to focus on areas where aneurysms are likely to occur, and we reconstruct not only CT scan intensity values but also artery distance maps, which describe the distance between each voxel and the closest artery, thereby enhancing the backbone's learned representations. Compared with SOTA aneurysm detection models, our approach gains +4-8% absolute Sensitivity at a false positive rate of 0.5. Code and weights will be released.
Abstract:We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2
Abstract:Tracking humans that are interacting with the other subjects or environment remains unsolved in visual tracking, because the visibility of the human of interests in videos is unknown and might vary over time. In particular, it is still difficult for state-of-the-art human trackers to recover complete human trajectories in crowded scenes with frequent human interactions. In this work, we consider the visibility status of a subject as a fluent variable, whose change is mostly attributed to the subject's interaction with the surrounding, e.g., crossing behind another object, entering a building, or getting into a vehicle, etc. We introduce a Causal And-Or Graph (C-AOG) to represent the causal-effect relations between an object's visibility fluent and its activities, and develop a probabilistic graph model to jointly reason the visibility fluent change (e.g., from visible to invisible) and track humans in videos. We formulate this joint task as an iterative search of a feasible causal graph structure that enables fast search algorithm, e.g., dynamic programming method. We apply the proposed method on challenging video sequences to evaluate its capabilities of estimating visibility fluent changes of subjects and tracking subjects of interests over time. Results with comparisons demonstrate that our method outperforms the alternative trackers and can recover complete trajectories of humans in complicated scenarios with frequent human interactions.