Abstract:While Implicit Neural Representations (INRs) have demonstrated significant success in image representation, they are often hindered by large training memory and slow decoding speed. Recently, Gaussian Splatting (GS) has emerged as a promising solution in 3D reconstruction due to its high-quality novel view synthesis and rapid rendering capabilities, positioning it as a valuable tool for a broad spectrum of applications. In particular, a GS-based representation, 2DGS, has shown potential for image fitting. In our work, we present \textbf{L}arge \textbf{I}mages are \textbf{G}aussians (\textbf{LIG}), which delves deeper into the application of 2DGS for image representations, addressing the challenge of fitting large images with 2DGS in the situation of numerous Gaussian points, through two distinct modifications: 1) we adopt a variant of representation and optimization strategy, facilitating the fitting of a large number of Gaussian points; 2) we propose a Level-of-Gaussian approach for reconstructing both coarse low-frequency initialization and fine high-frequency details. Consequently, we successfully represent large images as Gaussian points and achieve high-quality large image representation, demonstrating its efficacy across various types of large images. Code is available at {\href{https://github.com/HKU-MedAI/LIG}{https://github.com/HKU-MedAI/LIG}}.
Abstract:Character video generation is a significant real-world application focused on producing high-quality videos featuring specific characters. Recent advancements have introduced various control signals to animate static characters, successfully enhancing control over the generation process. However, these methods often lack flexibility, limiting their applicability and making it challenging for users to synthesize a source character into a desired target scene. To address this issue, we propose a novel framework, AnyCharV, that flexibly generates character videos using arbitrary source characters and target scenes, guided by pose information. Our approach involves a two-stage training process. In the first stage, we develop a base model capable of integrating the source character with the target scene using pose guidance. The second stage further bootstraps controllable generation through a self-boosting mechanism, where we use the generated video in the first stage and replace the fine mask with the coarse one, enabling training outcomes with better preservation of character details. Experimental results demonstrate the effectiveness and robustness of our proposed method. Our project page is https://anycharv.github.io.
Abstract:Effective budget allocation is crucial for optimizing the performance of digital advertising campaigns. However, the development of practical budget allocation algorithms remain limited, primarily due to the lack of public datasets and comprehensive simulation environments capable of verifying the intricacies of real-world advertising. While multi-armed bandit (MAB) algorithms have been extensively studied, their efficacy diminishes in non-stationary environments where quick adaptation to changing market dynamics is essential. In this paper, we advance the field of budget allocation in digital advertising by introducing three key contributions. First, we develop a simulation environment designed to mimic multichannel advertising campaigns over extended time horizons, incorporating logged real-world data. Second, we propose an enhanced combinatorial bandit budget allocation strategy that leverages a saturating mean function and a targeted exploration mechanism with change-point detection. This approach dynamically adapts to changing market conditions, improving allocation efficiency by filtering target regions based on domain knowledge. Finally, we present both theoretical analysis and empirical results, demonstrating that our method consistently outperforms baseline strategies, achieving higher rewards and lower regret across multiple real-world campaigns.
Abstract:Despite the groundbreaking success of diffusion models in generating high-fidelity images, their latent space remains relatively under-explored, even though it holds significant promise for enabling versatile and interpretable image editing capabilities. The complicated denoising trajectory and high dimensionality of the latent space make it extremely challenging to interpret. Existing methods mainly explore the feature space of U-Net in Diffusion Models (DMs) instead of the latent space itself. In contrast, we directly investigate the latent space via Singular Value Decomposition (SVD) and discover three useful properties that can be used to control generation results without the requirements of data collection and maintain identity fidelity generated images. Based on these properties, we propose a novel image editing framework that is capable of learning arbitrary attributes from one pair of latent codes destined by text prompts in Stable Diffusion Models. To validate our approach, extensive experiments are conducted to demonstrate its effectiveness and flexibility in image editing. We will release our codes soon to foster further research and applications in this area.
Abstract:3D Gaussian Splatting (3DGS) techniques have achieved satisfactory 3D scene representation. Despite their impressive performance, they confront challenges due to the limitation of structure-from-motion (SfM) methods on acquiring accurate scene initialization, or the inefficiency of densification strategy. In this paper, we introduce a novel framework EasySplat to achieve high-quality 3DGS modeling. Instead of using SfM for scene initialization, we employ a novel method to release the power of large-scale pointmap approaches. Specifically, we propose an efficient grouping strategy based on view similarity, and use robust pointmap priors to obtain high-quality point clouds and camera poses for 3D scene initialization. After obtaining a reliable scene structure, we propose a novel densification approach that adaptively splits Gaussian primitives based on the average shape of neighboring Gaussian ellipsoids, utilizing KNN scheme. In this way, the proposed method tackles the limitation on initialization and optimization, leading to an efficient and accurate 3DGS modeling. Extensive experiments demonstrate that EasySplat outperforms the current state-of-the-art (SOTA) in handling novel view synthesis.
Abstract:Online advertising has become one of the most successful business models of the internet era. Impression opportunities are typically allocated through real-time auctions, where advertisers bid to secure advertisement slots. Deciding the best bid for an impression opportunity is challenging, due to the stochastic nature of user behavior and the variability of advertisement traffic over time. In this work, we propose a framework for training auto-bidding agents in multi-slot second-price auctions to maximize acquisitions (e.g., clicks, conversions) while adhering to budget and cost-per-acquisition (CPA) constraints. We exploit the insight that, after an advertisement campaign concludes, determining the optimal bids for each impression opportunity can be framed as a multiple-choice knapsack problem (MCKP) with a nonlinear objective. We propose an "oracle" algorithm that identifies a near-optimal combination of impression opportunities and advertisement slots, considering both past and future advertisement traffic data. This oracle solution serves as a training target for a student network which bids having access only to real-time information, a method we term Oracle Imitation Learning (OIL). Through numerical experiments, we demonstrate that OIL achieves superior performance compared to both online and offline reinforcement learning algorithms, offering improved sample efficiency. Notably, OIL shifts the complexity of training auto-bidding agents from crafting sophisticated learning algorithms to solving a nonlinear constrained optimization problem efficiently.
Abstract:High-efficient image compression is a critical requirement. In several scenarios where multiple modalities of data are captured by different sensors, the auxiliary information from other modalities are not fully leveraged by existing image-only codecs, leading to suboptimal compression efficiency. In this paper, we increase image compression performance with the assistance of point cloud, which is widely adopted in the area of autonomous driving. We first unify the data representation for both modalities to facilitate data processing. Then, we propose the point cloud-assisted neural image codec (PCA-NIC) to enhance the preservation of image texture and structure by utilizing the high-dimensional point cloud information. We further introduce a multi-modal feature fusion transform module (MMFFT) to capture more representative image features, remove redundant information between channels and modalities that are not relevant to the image content. Our work is the first to improve image compression performance using point cloud and achieves state-of-the-art performance.
Abstract:Point cloud processing (PCP) encompasses tasks like reconstruction, denoising, registration, and segmentation, each often requiring specialized models to address unique task characteristics. While in-context learning (ICL) has shown promise across tasks by using a single model with task-specific demonstration prompts, its application to PCP reveals significant limitations. We identify inter-task and intra-task sensitivity issues in current ICL methods for PCP, which we attribute to inflexible sampling strategies lacking context adaptation at the point and prompt levels. To address these challenges, we propose MICAS, an advanced ICL framework featuring a multi-grained adaptive sampling mechanism tailored for PCP. MICAS introduces two core components: task-adaptive point sampling, which leverages inter-task cues for point-level sampling, and query-specific prompt sampling, which selects optimal prompts per query to mitigate intra-task sensitivity. To our knowledge, this is the first approach to introduce adaptive sampling tailored to the unique requirements of point clouds within an ICL framework. Extensive experiments show that MICAS not only efficiently handles various PCP tasks but also significantly outperforms existing methods. Notably, it achieves a remarkable $4.1\%$ improvement in the part segmentation task and delivers consistent gains across various PCP applications.
Abstract:Although humans have the innate ability to imagine multiple possible actions from videos, it remains an extraordinary challenge for computers due to the intricate camera movements and montages. Most existing motion generation methods predominantly rely on manually collected motion datasets, usually tediously sourced from motion capture (Mocap) systems or Multi-View cameras, unavoidably resulting in a limited size that severely undermines their generalizability. Inspired by recent advance of diffusion models, we probe a simple and effective way to capture motions from videos and propose a novel Video-to-Motion-Generation framework (ViMo) which could leverage the immense trove of untapped video content to produce abundant and diverse 3D human motions. Distinct from prior work, our videos could be more causal, including complicated camera movements and occlusions. Striking experimental results demonstrate the proposed model could generate natural motions even for videos where rapid movements, varying perspectives, or frequent occlusions might exist. We also show this work could enable three important downstream applications, such as generating dancing motions according to arbitrary music and source video style. Extensive experimental results prove that our model offers an effective and scalable way to generate diversity and realistic motions. Code and demos will be public soon.
Abstract:In this paper, we introduce a novel path to $\textit{general}$ human motion generation by focusing on 2D space. Traditional methods have primarily generated human motions in 3D, which, while detailed and realistic, are often limited by the scope of available 3D motion data in terms of both the size and the diversity. To address these limitations, we exploit extensive availability of 2D motion data. We present $\textbf{Holistic-Motion2D}$, the first comprehensive and large-scale benchmark for 2D whole-body motion generation, which includes over 1M in-the-wild motion sequences, each paired with high-quality whole-body/partial pose annotations and textual descriptions. Notably, Holistic-Motion2D is ten times larger than the previously largest 3D motion dataset. We also introduce a baseline method, featuring innovative $\textit{whole-body part-aware attention}$ and $\textit{confidence-aware modeling}$ techniques, tailored for 2D $\underline{\text T}$ext-driv$\underline{\text{EN}}$ whole-bo$\underline{\text D}$y motion gen$\underline{\text{ER}}$ation, namely $\textbf{Tender}$. Extensive experiments demonstrate the effectiveness of $\textbf{Holistic-Motion2D}$ and $\textbf{Tender}$ in generating expressive, diverse, and realistic human motions. We also highlight the utility of 2D motion for various downstream applications and its potential for lifting to 3D motion. The page link is: https://holistic-motion2d.github.io.