Abstract:Despite recent advancements in the Large Reconstruction Model (LRM) demonstrating impressive results, when extending its input from single image to multiple images, it exhibits inefficiencies, subpar geometric and texture quality, as well as slower convergence speed than expected. It is attributed to that, LRM formulates 3D reconstruction as a naive images-to-3D translation problem, ignoring the strong 3D coherence among the input images. In this paper, we propose a Multi-view Large Reconstruction Model (M-LRM) designed to efficiently reconstruct high-quality 3D shapes from multi-views in a 3D-aware manner. Specifically, we introduce a multi-view consistent cross-attention scheme to enable M-LRM to accurately query information from the input images. Moreover, we employ the 3D priors of the input multi-view images to initialize the tri-plane tokens. Compared to LRM, the proposed M-LRM can produce a tri-plane NeRF with $128 \times 128$ resolution and generate 3D shapes of high fidelity. Experimental studies demonstrate that our model achieves a significant performance gain and faster training convergence than LRM. Project page: https://murphylmf.github.io/M-LRM/
Abstract:We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
Abstract:Robustness to malicious attacks is of paramount importance for distributed learning. Existing works often consider the classical Byzantine attacks model, which assumes that some workers can send arbitrarily malicious messages to the server and disturb the aggregation steps of the distributed learning process. To defend against such worst-case Byzantine attacks, various robust aggregators have been proven effective and much superior to the often-used mean aggregator. In this paper, we show that robust aggregators are too conservative for a class of weak but practical malicious attacks, as known as label poisoning attacks, where the sample labels of some workers are poisoned. Surprisingly, we are able to show that the mean aggregator is more robust than the state-of-the-art robust aggregators in theory, given that the distributed data are sufficiently heterogeneous. In fact, the learning error of the mean aggregator is proven to be optimal in order. Experimental results corroborate our theoretical findings, demonstrating the superiority of the mean aggregator under label poisoning attacks.
Abstract:Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However, these approaches require sufficient view coverage of the object within the input video and typically necessitate significant time and computational costs for training and rendering. This limitation restricts the practical applications. In this work, we propose a method to build animatable 3D Gaussian Splatting from monocular video with diffusion priors. The 3D Gaussian representations significantly accelerate the training and rendering process, and the diffusion priors allow the method to learn 3D models with limited viewpoints. We also present the rigid regularization to enhance the utilization of the priors. We perform an extensive evaluation across various real-world videos, demonstrating its superior performance compared to the current state-of-the-art methods.
Abstract:It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/
Abstract:This paper studies Byzantine-robust stochastic optimization over a decentralized network, where every agent periodically communicates with its neighbors to exchange local models, and then updates its own local model by stochastic gradient descent (SGD). The performance of such a method is affected by an unknown number of Byzantine agents, which conduct adversarially during the optimization process. To the best of our knowledge, there is no existing work that simultaneously achieves a linear convergence speed and a small learning error. We observe that the learning error is largely dependent on the intrinsic stochastic gradient noise. Motivated by this observation, we introduce two variance reduction methods, stochastic average gradient algorithm (SAGA) and loopless stochastic variance-reduced gradient (LSVRG), to Byzantine-robust decentralized stochastic optimization for eliminating the negative effect of the stochastic gradient noise. The two resulting methods, BRAVO-SAGA and BRAVO-LSVRG, enjoy both linear convergence speeds and stochastic gradient noise-independent learning errors. Such learning errors are optimal for a class of methods based on total variation (TV)-norm regularization and stochastic subgradient update. We conduct extensive numerical experiments to demonstrate their effectiveness under various Byzantine attacks.
Abstract:We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly. Code and data for this paper are at https://wyysf-98.github.io/GenMM/
Abstract:We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
Abstract:Sparse reduced rank regression is an essential statistical learning method. In the contemporary literature, estimation is typically formulated as a nonconvex optimization that often yields to a local optimum in numerical computation. Yet, their theoretical analysis is always centered on the global optimum, resulting in a discrepancy between the statistical guarantee and the numerical computation. In this research, we offer a new algorithm to address the problem and establish an almost optimal rate for the algorithmic solution. We also demonstrate that the algorithm achieves the estimation with a polynomial number of iterations. In addition, we present a generalized information criterion to simultaneously ensure the consistency of support set recovery and rank estimation. Under the proposed criterion, we show that our algorithm can achieve the oracle reduced rank estimation with a significant probability. The numerical studies and an application in the ovarian cancer genetic data demonstrate the effectiveness and scalability of our approach.
Abstract:A basic condition for efficient transfer learning is the similarity between a target model and source models. In practice, however, the similarity condition is difficult to meet or is even violated. Instead of the similarity condition, a brand-new strategy, linear correlation-ratio, is introduced in this paper to build an accurate relationship between the models. Such a correlation-ratio can be easily estimated by historical data or a part of sample. Then, a correlation-ratio transfer learning likelihood is established based on the correlation-ratio combination. On the practical side, the new framework is applied to some application scenarios, especially the areas of data streams and medical studies. Methodologically, some techniques are suggested for transferring the information from simple source models to a relatively complex target model. Theoretically, some favorable properties, including the global convergence rate, are achieved, even for the case where the source models are not similar to the target model. All in all, it can be seen from the theories and experimental results that the inference on the target model is significantly improved by the information from similar or dissimilar source models. In other words, a variational Stein's paradox is illustrated in the context of transfer learning.