Abstract:The conventional mesh-based Level of Detail (LoD) technique, exemplified by applications such as Google Earth and many game engines, exhibits the capability to holistically represent a large scene even the Earth, and achieves rendering with a space complexity of O(log n). This constrained data requirement not only enhances rendering efficiency but also facilitates dynamic data fetching, thereby enabling a seamless 3D navigation experience for users. In this work, we extend this proven LoD technique to Neural Radiance Fields (NeRF) by introducing an octree structure to represent the scenes in different scales. This innovative approach provides a mathematically simple and elegant representation with a rendering space complexity of O(log n), aligned with the efficiency of mesh-based LoD techniques. We also present a novel training strategy that maintains a complexity of O(n). This strategy allows for parallel training with minimal overhead, ensuring the scalability and efficiency of our proposed method. Our contribution is not only in extending the capabilities of existing techniques but also in establishing a foundation for scalable and efficient large-scale scene representation using NeRF and octree structures.
Abstract:We present HiFiHR, a high-fidelity hand reconstruction approach that utilizes render-and-compare in the learning-based framework from a single image, capable of generating visually plausible and accurate 3D hand meshes while recovering realistic textures. Our method achieves superior texture reconstruction by employing a parametric hand model with predefined texture assets, and by establishing a texture reconstruction consistency between the rendered and input images during training. Moreover, based on pretraining the network on an annotated dataset, we apply varying degrees of supervision using our pipeline, i.e., self-supervision, weak supervision, and full supervision, and discuss the various levels of contributions of the learned high-fidelity textures in enhancing hand pose and shape estimation. Experimental results on public benchmarks including FreiHAND and HO-3D demonstrate that our method outperforms the state-of-the-art hand reconstruction methods in texture reconstruction quality while maintaining comparable accuracy in pose and shape estimation. Our code is available at https://github.com/viridityzhu/HiFiHR.
Abstract:Generating the motion of orchestral conductors from a given piece of symphony music is a challenging task since it requires a model to learn semantic music features and capture the underlying distribution of real conducting motion. Prior works have applied Generative Adversarial Networks (GAN) to this task, but the promising diffusion model, which recently showed its advantages in terms of both training stability and output quality, has not been exploited in this context. This paper presents Diffusion-Conductor, a novel DDIM-based approach for music-driven conducting motion generation, which integrates the diffusion model to a two-stage learning framework. We further propose a random masking strategy to improve the feature robustness, and use a pair of geometric loss functions to impose additional regularizations and increase motion diversity. We also design several novel metrics, including Frechet Gesture Distance (FGD) and Beat Consistency Score (BC) for a more comprehensive evaluation of the generated motion. Experimental results demonstrate the advantages of our model.
Abstract:Deep learning recommendation models have grown to the terabyte scale. Traditional serving schemes--that load entire models to a single server--are unable to support this scale. One approach to support this scale is with distributed serving, or distributed inference, which divides the memory requirements of a single large model across multiple servers. This work is a first-step for the systems research community to develop novel model-serving solutions, given the huge system design space. Large-scale deep recommender systems are a novel workload and vital to study, as they consume up to 79% of all inference cycles in the data center. To that end, this work describes and characterizes scale-out deep learning recommendation inference using data-center serving infrastructure. This work specifically explores latency-bounded inference systems, compared to the throughput-oriented training systems of other recent works. We find that the latency and compute overheads of distributed inference are largely a result of a model's static embedding table distribution and sparsity of input inference requests. We further evaluate three embedding table mapping strategies of three DLRM-like models and specify challenging design trade-offs in terms of end-to-end latency, compute overhead, and resource efficiency. Overall, we observe only a marginal latency overhead when the data-center scale recommendation models are served with the distributed inference manner--P99 latency is increased by only 1% in the best case configuration. The latency overheads are largely a result of the commodity infrastructure used and the sparsity of embedding tables. Even more encouragingly, we also show how distributed inference can account for efficiency improvements in data-center scale recommendation serving.