Abstract:Maritime vessel maneuvers, characterized by their inherent complexity and indeterminacy, requires vessel trajectory prediction system capable of modeling the multi-modality nature of future motion states. Conventional stochastic trajectory prediction methods utilize latent variables to represent the multi-modality of vessel motion, however, tends to overlook the complexity and dynamics inherent in maritime behavior. In contrast, we explicitly simulate the transition of vessel motion from uncertainty towards a state of certainty, effectively handling future indeterminacy in dynamic scenes. In this paper, we present a novel framework (\textit{DiffuTraj}) to conceptualize the trajectory prediction task as a guided reverse process of motion pattern uncertainty diffusion, in which we progressively remove uncertainty from maritime regions to delineate the intended trajectory. Specifically, we encode the previous states of the target vessel, vessel-vessel interactions, and the environment context as guiding factors for trajectory generation. Subsequently, we devise a transformer-based conditional denoiser to capture spatio-temporal dependencies, enabling the generation of trajectories better aligned for particular maritime environment. Comprehensive experiments on vessel trajectory prediction benchmarks demonstrate the superiority of our method.
Abstract:We explore the dexterous manipulation transfer problem by designing simulators. The task wishes to transfer human manipulations to dexterous robot hand simulations and is inherently difficult due to its intricate, highly-constrained, and discontinuous dynamics and the need to control a dexterous hand with a DoF to accurately replicate human manipulations. Previous approaches that optimize in high-fidelity black-box simulators or a modified one with relaxed constraints only demonstrate limited capabilities or are restricted by insufficient simulation fidelity. We introduce parameterized quasi-physical simulators and a physics curriculum to overcome these limitations. The key ideas are 1) balancing between fidelity and optimizability of the simulation via a curriculum of parameterized simulators, and 2) solving the problem in each of the simulators from the curriculum, with properties ranging from high task optimizability to high fidelity. We successfully enable a dexterous hand to track complex and diverse manipulations in high-fidelity simulated environments, boosting the success rate by 11\%+ from the best-performed baseline. The project website is available at https://meowuu7.github.io/QuasiSim/.
Abstract:In this work, we tackle the challenging problem of denoising hand-object interactions (HOI). Given an erroneous interaction sequence, the objective is to refine the incorrect hand trajectory to remove interaction artifacts for a perceptually realistic sequence. This challenge involves intricate interaction noise, including unnatural hand poses and incorrect hand-object relations, alongside the necessity for robust generalization to new interactions and diverse noise patterns. We tackle those challenges through a novel approach, GeneOH Diffusion, incorporating two key designs: an innovative contact-centric HOI representation named GeneOH and a new domain-generalizable denoising scheme. The contact-centric representation GeneOH informatively parameterizes the HOI process, facilitating enhanced generalization across various HOI scenarios. The new denoising scheme consists of a canonical denoising model trained to project noisy data samples from a whitened noise space to a clean data manifold and a "denoising via diffusion" strategy which can handle input trajectories with various noise patterns by first diffusing them to align with the whitened noise space and cleaning via the canonical denoiser. Extensive experiments on four benchmarks with significant domain variations demonstrate the superior effectiveness of our method. GeneOH Diffusion also shows promise for various downstream applications. Project website: https://meowuu7.github.io/GeneOH-Diffusion/.
Abstract:Aspect-based sentiment classification is a crucial problem in fine-grained sentiment analysis, which aims to predict the sentiment polarity of the given aspect according to its context. Previous works have made remarkable progress in leveraging attention mechanism to extract opinion words for different aspects. However, a persistent challenge is the effective management of semantic mismatches, which stem from attention mechanisms that fall short in adequately aligning opinions words with their corresponding aspect in multi-aspect sentences. To address this issue, we propose a novel Aspect-oriented Opinion Alignment Network (AOAN) to capture the contextual association between opinion words and the corresponding aspect. Specifically, we first introduce a neighboring span enhanced module which highlights various compositions of neighboring words and given aspects. In addition, we design a multi-perspective attention mechanism that align relevant opinion information with respect to the given aspect. Extensive experiments on three benchmark datasets demonstrate that our model achieves state-of-the-art results. The source code is available at https://github.com/AONE-NLP/ABSA-AOAN.
Abstract:We study the problem of few-shot physically-aware articulated mesh generation. By observing an articulated object dataset containing only a few examples, we wish to learn a model that can generate diverse meshes with high visual fidelity and physical validity. Previous mesh generative models either have difficulties in depicting a diverse data space from only a few examples or fail to ensure physical validity of their samples. Regarding the above challenges, we propose two key innovations, including 1) a hierarchical mesh deformation-based generative model based upon the divide-and-conquer philosophy to alleviate the few-shot challenge by borrowing transferrable deformation patterns from large scale rigid meshes and 2) a physics-aware deformation correction scheme to encourage physically plausible generations. We conduct extensive experiments on 6 articulated categories to demonstrate the superiority of our method in generating articulated meshes with better diversity, higher visual fidelity, and better physical validity over previous methods in the few-shot setting. Further, we validate solid contributions of our two innovations in the ablation study. Project page with code is available at https://meowuu7.github.io/few-arti-obj-gen.
Abstract:Category-level articulated object pose estimation aims to estimate a hierarchy of articulation-aware object poses of an unseen articulated object from a known category. To reduce the heavy annotations needed for supervised learning methods, we present a novel self-supervised strategy that solves this problem without any human labels. Our key idea is to factorize canonical shapes and articulated object poses from input articulated shapes through part-level equivariant shape analysis. Specifically, we first introduce the concept of part-level SE(3) equivariance and devise a network to learn features of such property. Then, through a carefully designed fine-grained pose-shape disentanglement strategy, we expect that canonical spaces to support pose estimation could be induced automatically. Thus, we could further predict articulated object poses as per-part rigid transformations describing how parts transform from their canonical part spaces to the camera space. Extensive experiments demonstrate the effectiveness of our method on both complete and partial point clouds from synthetic and real articulated object datasets.
Abstract:Graph instance contrastive learning has been proved as an effective task for Graph Neural Network (GNN) pre-training. However, one key issue may seriously impede the representative power in existing works: Positive instances created by current methods often miss crucial information of graphs or even yield illegal instances (such as non-chemically-aware graphs in molecular generation). To remedy this issue, we propose to select positive graph instances directly from existing graphs in the training set, which ultimately maintains the legality and similarity to the target graphs. Our selection is based on certain domain-specific pair-wise similarity measurements as well as sampling from a hierarchical graph encoding similarity relations among graphs. Besides, we develop an adaptive node-level pre-training method to dynamically mask nodes to distribute them evenly in the graph. We conduct extensive experiments on $13$ graph classification and node classification benchmark datasets from various domains. The results demonstrate that the GNN models pre-trained by our strategies can outperform those trained-from-scratch models as well as the variants obtained by existing methods.
Abstract:Training a generalizable 3D part segmentation network is quite challenging but of great importance in real-world applications. To tackle this problem, some works design task-specific solutions by translating human understanding of the task to machine's learning process, which faces the risk of missing the optimal strategy since machines do not necessarily understand in the exact human way. Others try to use conventional task-agnostic approaches designed for domain generalization problems with no task prior knowledge considered. To solve the above issues, we propose AutoGPart, a generic method enabling training generalizable 3D part segmentation networks with the task prior considered. AutoGPart builds a supervision space with geometric prior knowledge encoded, and lets the machine to search for the optimal supervisions from the space for a specific segmentation task automatically. Extensive experiments on three generalizable 3D part segmentation tasks are conducted to demonstrate the effectiveness and versatility of AutoGPart. We demonstrate that the performance of segmentation networks using simple backbones can be significantly improved when trained with supervisions searched by our method.
Abstract:Graph is a universe data structure that is widely used to organize data in real-world. Various real-word networks like the transportation network, social and academic network can be represented by graphs. Recent years have witnessed the quick development on representing vertices in the network into a low-dimensional vector space, referred to as network representation learning. Representation learning can facilitate the design of new algorithms on the graph data. In this survey, we conduct a comprehensive review of current literature on network representation learning. Existing algorithms can be categorized into three groups: shallow embedding models, heterogeneous network embedding models, graph neural network based models. We review state-of-the-art algorithms for each category and discuss the essential differences between these algorithms. One advantage of the survey is that we systematically study the underlying theoretical foundations underlying the different categories of algorithms, which offers deep insights for better understanding the development of the network representation learning field.