CVJan 11, 2023
Graph based Environment Representation for Vision-and-Language Navigation in Continuous EnvironmentsTing Wang, Zongkai Wu, Feiyu Yao et al.
Vision-and-Language Navigation in Continuous Environments (VLN-CE) is a navigation task that requires an agent to follow a language instruction in a realistic environment. The understanding of environments is a crucial part of the VLN-CE task, but existing methods are relatively simple and direct in understanding the environment, without delving into the relationship between language instructions and visual environments. Therefore, we propose a new environment representation in order to solve the above problems. First, we propose an Environment Representation Graph (ERG) through object detection to express the environment in semantic level. This operation enhances the relationship between language and environment. Then, the relational representations of object-object, object-agent in ERG are learned through GCN, so as to obtain a continuous expression about ERG. Sequentially, we combine the ERG expression with object label embeddings to obtain the environment representation. Finally, a new cross-modal attention navigation framework is proposed, incorporating our environment representation and a special loss function dedicated to training ERG. Experimental result shows that our method achieves satisfactory performance in terms of success rate on VLN-CE tasks. Further analysis explains that our method attains better cross-modal matching and strong generalization ability.
CVJul 26, 2024
ScalingGaussian: Enhancing 3D Content Creation with Generative Gaussian SplattingShen Chen, Jiale Zhou, Zhongyu Jiang et al.
The creation of high-quality 3D assets is paramount for applications in digital heritage preservation, entertainment, and robotics. Traditionally, this process necessitates skilled professionals and specialized software for the modeling, texturing, and rendering of 3D objects. However, the rising demand for 3D assets in gaming and virtual reality (VR) has led to the creation of accessible image-to-3D technologies, allowing non-professionals to produce 3D content and decreasing dependence on expert input. Existing methods for 3D content generation struggle to simultaneously achieve detailed textures and strong geometric consistency. We introduce a novel 3D content creation framework, ScalingGaussian, which combines 3D and 2D diffusion models to achieve detailed textures and geometric consistency in generated 3D assets. Initially, a 3D diffusion model generates point clouds, which are then densified through a process of selecting local regions, introducing Gaussian noise, followed by using local density-weighted selection. To refine the 3D gaussians, we utilize a 2D diffusion model with Score Distillation Sampling (SDS) loss, guiding the 3D Gaussians to clone and split. Finally, the 3D Gaussians are converted into meshes, and the surface textures are optimized using Mean Square Error(MSE) and Gradient Profile Prior(GPP) losses. Our method addresses the common issue of sparse point clouds in 3D diffusion, resulting in improved geometric structure and detailed textures. Experiments on image-to-3D tasks demonstrate that our approach efficiently generates high-quality 3D assets.
AINov 25, 2024Code
Human Motion Instruction TuningLei Li, Sen Jia, Jianhao Wang et al.
This paper presents LLaMo (Large Language and Human Motion Assistant), a multimodal framework for human motion instruction tuning. In contrast to conventional instruction-tuning approaches that convert non-linguistic inputs, such as video or motion sequences, into language tokens, LLaMo retains motion in its native form for instruction tuning. This method preserves motion-specific details that are often diminished in tokenization, thereby improving the model's ability to interpret complex human behaviors. By processing both video and motion data alongside textual inputs, LLaMo enables a flexible, human-centric analysis. Experimental evaluations across high-complexity domains, including human behaviors and professional activities, indicate that LLaMo effectively captures domain-specific knowledge, enhancing comprehension and prediction in motion-intensive scenarios. We hope LLaMo offers a foundation for future multimodal AI systems with broad applications, from sports analytics to behavioral prediction. Our code and models are available on the project website: https://github.com/ILGLJ/LLaMo.
CVDec 2, 2024
3DSceneEditor: Controllable 3D Scene Editing with Gaussian SplattingZiyang Yan, Lei Li, Yihua Shao et al.
The creation of 3D scenes has traditionally been both labor-intensive and costly, requiring designers to meticulously configure 3D assets and environments. Recent advancements in generative AI, including text-to-3D and image-to-3D methods, have dramatically reduced the complexity and cost of this process. However, current techniques for editing complex 3D scenes continue to rely on generally interactive multi-step, 2D-to-3D projection methods and diffusion-based techniques, which often lack precision in control and hamper real-time performance. In this work, we propose 3DSceneEditor, a fully 3D-based paradigm for real-time, precise editing of intricate 3D scenes using Gaussian Splatting. Unlike conventional methods, 3DSceneEditor operates through a streamlined 3D pipeline, enabling direct manipulation of Gaussians for efficient, high-quality edits based on input prompts.The proposed framework (i) integrates a pre-trained instance segmentation model for semantic labeling; (ii) employs a zero-shot grounding approach with CLIP to align target objects with user prompts; and (iii) applies scene modifications, such as object addition, repositioning, recoloring, replacing, and deletion directly on Gaussians. Extensive experimental results show that 3DSceneEditor achieves superior editing precision and speed with respect to current SOTA 3D scene editing approaches, establishing a new benchmark for efficient and interactive 3D scene customization.
CVFeb 25, 2025
Bayesian Optimization for Controlled Image Editing via LLMsChengkun Cai, Haoliang Liu, Xu Zhao et al.
In the rapidly evolving field of image generation, achieving precise control over generated content and maintaining semantic consistency remain significant limitations, particularly concerning grounding techniques and the necessity for model fine-tuning. To address these challenges, we propose BayesGenie, an off-the-shelf approach that integrates Large Language Models (LLMs) with Bayesian Optimization to facilitate precise and user-friendly image editing. Our method enables users to modify images through natural language descriptions without manual area marking, while preserving the original image's semantic integrity. Unlike existing techniques that require extensive pre-training or fine-tuning, our approach demonstrates remarkable adaptability across various LLMs through its model-agnostic design. BayesGenie employs an adapted Bayesian optimization strategy to automatically refine the inference process parameters, achieving high-precision image editing with minimal user intervention. Through extensive experiments across diverse scenarios, we demonstrate that our framework significantly outperforms existing methods in both editing accuracy and semantic preservation, as validated using different LLMs including Claude3 and GPT-4.
CVJan 22, 2024
Full-Body Motion Reconstruction with Sparse Sensing from Graph PerspectiveFeiyu Yao, Zongkai Wu, Li Yi
Estimating 3D full-body pose from sparse sensor data is a pivotal technique employed for the reconstruction of realistic human motions in Augmented Reality and Virtual Reality. However, translating sparse sensor signals into comprehensive human motion remains a challenge since the sparsely distributed sensors in common VR systems fail to capture the motion of full human body. In this paper, we use well-designed Body Pose Graph (BPG) to represent the human body and translate the challenge into a prediction problem of graph missing nodes. Then, we propose a novel full-body motion reconstruction framework based on BPG. To establish BPG, nodes are initially endowed with features extracted from sparse sensor signals. Features from identifiable joint nodes across diverse sensors are amalgamated and processed from both temporal and spatial perspectives. Temporal dynamics are captured using the Temporal Pyramid Structure, while spatial relations in joint movements inform the spatial attributes. The resultant features serve as the foundational elements of the BPG nodes. To further refine the BPG, node features are updated through a graph neural network that incorporates edge reflecting varying joint relations. Our method's effectiveness is evidenced by the attained state-of-the-art performance, particularly in lower body motion, outperforming other baseline methods. Additionally, an ablation study validates the efficacy of each module in our proposed framework.
GRSep 18, 2025
Causal Reasoning Elicits Controllable 3D Scene GenerationShen Chen, Ruiyu Zhao, Jiale Zhou et al.
Existing 3D scene generation methods often struggle to model the complex logical dependencies and physical constraints between objects, limiting their ability to adapt to dynamic and realistic environments. We propose CausalStruct, a novel framework that embeds causal reasoning into 3D scene generation. Utilizing large language models (LLMs), We construct causal graphs where nodes represent objects and attributes, while edges encode causal dependencies and physical constraints. CausalStruct iteratively refines the scene layout by enforcing causal order to determine the placement order of objects and applies causal intervention to adjust the spatial configuration according to physics-driven constraints, ensuring consistency with textual descriptions and real-world dynamics. The refined scene causal graph informs subsequent optimization steps, employing a Proportional-Integral-Derivative(PID) controller to iteratively tune object scales and positions. Our method uses text or images to guide object placement and layout in 3D scenes, with 3D Gaussian Splatting and Score Distillation Sampling improving shape accuracy and rendering stability. Extensive experiments show that CausalStruct generates 3D scenes with enhanced logical coherence, realistic spatial interactions, and robust adaptability.
ROJan 5, 2022
Few-shot Domain Adaptation for IMU DenoisingFeiyu Yao, Zongkai Wu, Zhenyu Wei et al.
Different application scenarios will cause IMU to exhibit different error characteristics which will cause trouble to robot application. However, most data processing methods need to be designed for specific scenario. To solve this problem, we propose a few-shot domain adaptation method. In this work, a domain adaptation framework is considered for denoising the IMU, a reconstitution loss is designed to improve domain adaptability. In addition, in order to further improve the adaptability in the case of limited data, a few-shot training strategy is adopted. In the experiment, we quantify our method on two datasets (EuRoC and TUM-VI) and two real robots (car and quadruped robot) with three different precision IMUs. According to the experimental results, the adaptability of our framework is verified by t-SNE. In orientation results, our proposed method shows the great denoising performance.
RODec 10, 2020
Visual Perception Generalization for Vision-and-Language Navigation via Meta-LearningTing Wang, Zongkai Wu, Donglin Wang
Vision-and-language navigation (VLN) is a challenging task that requires an agent to navigate in real-world environments by understanding natural language instructions and visual information received in real-time. Prior works have implemented VLN tasks on continuous environments or physical robots, all of which use a fixed camera configuration due to the limitations of datasets, such as 1.5 meters height, 90 degrees horizontal field of view (HFOV), etc. However, real-life robots with different purposes have multiple camera configurations, and the huge gap in visual information makes it difficult to directly transfer the learned navigation model between various robots. In this paper, we propose a visual perception generalization strategy based on meta-learning, which enables the agent to fast adapt to a new camera configuration with a few shots. In the training phase, we first locate the generalization problem to the visual perception module, and then compare two meta-learning algorithms for better generalization in seen and unseen environments. One of them uses the Model-Agnostic Meta-Learning (MAML) algorithm that requires a few shot adaptation, and the other refers to a metric-based meta-learning method with a feature-wise affine transformation layer. The experiment results show that our strategy successfully adapts the learned navigation model to a new camera configuration, and the two algorithms show their advantages in seen and unseen environments respectively.