Abstract:Global geolocation, which seeks to predict the geographical location of images captured anywhere in the world, is one of the most challenging tasks in the field of computer vision. In this paper, we introduce an innovative interactive global geolocation assistant named GaGA, built upon the flourishing large vision-language models (LVLMs). GaGA uncovers geographical clues within images and combines them with the extensive world knowledge embedded in LVLMs to determine the geolocations while also providing justifications and explanations for the prediction results. We further designed a novel interactive geolocation method that surpasses traditional static inference approaches. It allows users to intervene, correct, or provide clues for the predictions, making the model more flexible and practical. The development of GaGA relies on the newly proposed Multi-modal Global Geolocation (MG-Geo) dataset, a comprehensive collection of 5 million high-quality image-text pairs. GaGA achieves state-of-the-art performance on the GWS15k dataset, improving accuracy by 4.57% at the country level and 2.92% at the city level, setting a new benchmark. These advancements represent a significant leap forward in developing highly accurate, interactive geolocation systems with global applicability.
Abstract:Recent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporal consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods.
Abstract:Simulating long-term human-scene interaction is a challenging yet fascinating task. Previous works have not effectively addressed the generation of long-term human scene interactions with detailed narratives for physics-based animation. This paper introduces a novel framework for the planning and controlling of long-horizon physical plausible human-scene interaction. On the one hand, films and shows with stylish human locomotions or interactions with scenes are abundantly available on the internet, providing a rich source of data for script planning. On the other hand, Large Language Models (LLMs) can understand and generate logical storylines. This motivates us to marry the two by using an LLM-based pipeline to extract scripts from videos, and then employ LLMs to imitate and create new scripts, capturing complex, time-series human behaviors and interactions with environments. By leveraging this, we utilize a dual-aware policy that achieves both language comprehension and scene understanding to guide character motions within contextual and spatial constraints. To facilitate training and evaluation, we contribute a comprehensive planning dataset containing diverse motion sequences extracted from real-world videos and expand them with large language models. We also collect and re-annotate motion clips from existing kinematic datasets to enable our policy learn diverse skills. Extensive experiments demonstrate the effectiveness of our framework in versatile task execution and its generalization ability to various scenarios, showing remarkably enhanced performance compared with existing methods. Our code and data will be publicly available soon.
Abstract:Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion patterns in the spatial-frequency domain. In MotionWavelet, a Wavelet Diffusion Model (WDM) learns a Wavelet Manifold by applying Wavelet Transformation on the motion data therefore encoding the intricate spatial and temporal motion patterns. Once the Wavelet Manifold is built, WDM trains a diffusion model to generate human motions from Wavelet latent vectors. In addition to the WDM, MotionWavelet also presents a Wavelet Space Shaping Guidance mechanism to refine the denoising process to improve conformity with the manifold structure. WDM also develops Temporal Attention-Based Guidance to enhance prediction accuracy. Extensive experiments validate the effectiveness of MotionWavelet, demonstrating improved prediction accuracy and enhanced generalization across various benchmarks. Our code and models will be released upon acceptance.
Abstract:Mixture-of-Experts (MoE) models embody the divide-and-conquer concept and are a promising approach for increasing model capacity, demonstrating excellent scalability across multiple domains. In this paper, we integrate the MoE structure into the classic Vision Transformer (ViT), naming it ViMoE, and explore the potential of applying MoE to vision through a comprehensive study on image classification. However, we observe that the performance is sensitive to the configuration of MoE layers, making it challenging to obtain optimal results without careful design. The underlying cause is that inappropriate MoE layers lead to unreliable routing and hinder experts from effectively acquiring helpful knowledge. To address this, we introduce a shared expert to learn and capture common information, serving as an effective way to construct stable ViMoE. Furthermore, we demonstrate how to analyze expert routing behavior, revealing which MoE layers are capable of specializing in handling specific information and which are not. This provides guidance for retaining the critical layers while removing redundancies, thereby advancing ViMoE to be more efficient without sacrificing accuracy. We aspire for this work to offer new insights into the design of vision MoE models and provide valuable empirical guidance for future research.
Abstract:Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.
Abstract:In this work, we propose a novel method named \textbf{Auto}mated Process Labeling via \textbf{C}onfidence \textbf{V}ariation (\textbf{\textsc{AutoCV}}) to enhance the reasoning capabilities of large language models (LLMs) by automatically annotating the reasoning steps. Our approach begins by training a verification model on the correctness of final answers, enabling it to generate automatic process annotations. This verification model assigns a confidence score to each reasoning step, indicating the probability of arriving at the correct final answer from that point onward. We detect relative changes in the verification's confidence scores across reasoning steps to automatically annotate the reasoning process. This alleviates the need for numerous manual annotations or the high computational costs associated with model-induced annotation approaches. We experimentally validate that the confidence variations learned by the verification model trained on the final answer correctness can effectively identify errors in the reasoning steps. Subsequently, we demonstrate that the process annotations generated by \textsc{AutoCV} can improve the accuracy of the verification model in selecting the correct answer from multiple outputs generated by LLMs. Notably, we achieve substantial improvements across five datasets in mathematics and commonsense reasoning. The source code of \textsc{AutoCV} is available at \url{https://github.com/rookie-joe/AUTOCV}.
Abstract:Recently, the emergence of diffusion models has opened up new opportunities for single-view reconstruction. However, all the existing methods represent the target object as a closed mesh devoid of any structural information, thus neglecting the part-based structure, which is crucial for many downstream applications, of the reconstructed shape. Moreover, the generated meshes usually suffer from large noises, unsmooth surfaces, and blurry textures, making it challenging to obtain satisfactory part segments using 3D segmentation techniques. In this paper, we present Part123, a novel framework for part-aware 3D reconstruction from a single-view image. We first use diffusion models to generate multiview-consistent images from a given image, and then leverage Segment Anything Model (SAM), which demonstrates powerful generalization ability on arbitrary objects, to generate multiview segmentation masks. To effectively incorporate 2D part-based information into 3D reconstruction and handle inconsistency, we introduce contrastive learning into a neural rendering framework to learn a part-aware feature space based on the multiview segmentation masks. A clustering-based algorithm is also developed to automatically derive 3D part segmentation results from the reconstructed models. Experiments show that our method can generate 3D models with high-quality segmented parts on various objects. Compared to existing unstructured reconstruction methods, the part-aware 3D models from our method benefit some important applications, including feature-preserving reconstruction, primitive fitting, and 3D shape editing.
Abstract:Language-guided scene-aware human motion generation has great significance for entertainment and robotics. In response to the limitations of existing datasets, we introduce LaserHuman, a pioneering dataset engineered to revolutionize Scene-Text-to-Motion research. LaserHuman stands out with its inclusion of genuine human motions within 3D environments, unbounded free-form natural language descriptions, a blend of indoor and outdoor scenarios, and dynamic, ever-changing scenes. Diverse modalities of capture data and rich annotations present great opportunities for the research of conditional motion generation, and can also facilitate the development of real-life applications. Moreover, to generate semantically consistent and physically plausible human motions, we propose a multi-conditional diffusion model, which is simple but effective, achieving state-of-the-art performance on existing datasets.
Abstract:We introduce Coverage Axis++, a novel and efficient approach to 3D shape skeletonization. The current state-of-the-art approaches for this task often rely on the watertightness of the input or suffer from substantial computational costs, thereby limiting their practicality. To address this challenge, Coverage Axis++ proposes a heuristic algorithm to select skeletal points, offering a high-accuracy approximation of the Medial Axis Transform (MAT) while significantly mitigating computational intensity for various shape representations. We introduce a simple yet effective strategy that considers both shape coverage and uniformity to derive skeletal points. The selection procedure enforces consistency with the shape structure while favoring the dominant medial balls, which thus introduces a compact underlying shape representation in terms of MAT. As a result, Coverage Axis++ allows for skeletonization for various shape representations (e.g., water-tight meshes, triangle soups, point clouds), specification of the number of skeletal points, few hyperparameters, and highly efficient computation with improved reconstruction accuracy. Extensive experiments across a wide range of 3D shapes validate the efficiency and effectiveness of Coverage Axis++. The code will be publicly available once the paper is published.