CVJul 7, 2023
A Survey of Deep Learning in Sports Applications: Perception, Comprehension, and DecisionZhonghan Zhao, Wenhao Chai, Shengyu Hao et al.
Deep learning has the potential to revolutionize sports performance, with applications ranging from perception and comprehension to decision. This paper presents a comprehensive survey of deep learning in sports performance, focusing on three main aspects: algorithms, datasets and virtual environments, and challenges. Firstly, we discuss the hierarchical structure of deep learning algorithms in sports performance which includes perception, comprehension and decision while comparing their strengths and weaknesses. Secondly, we list widely used existing datasets in sports and highlight their characteristics and limitations. Finally, we summarize current challenges and point out future trends of deep learning in sports. Our survey provides valuable reference material for researchers interested in deep learning in sports applications.
ARAug 1, 2024Code
Designing Efficient LLM Accelerators for Edge DevicesJude Haris, Rappy Saha, Wenhao Hu et al.
The increase in open-source availability of Large Language Models (LLMs) has enabled users to deploy them on more and more resource-constrained edge devices to reduce reliance on network connections and provide more privacy. However, the high computation and memory demands of LLMs make their execution on resource-constrained edge devices challenging and inefficient. To address this issue, designing new and efficient edge accelerators for LLM inference is crucial. FPGA-based accelerators are ideal for LLM acceleration due to their reconfigurability, as they enable model-specific optimizations and higher performance per watt. However, creating and integrating FPGA-based accelerators for LLMs (particularly on edge devices) has proven challenging, mainly due to the limited hardware design flows for LLMs in existing FPGA platforms. To tackle this issue, in this paper we first propose a new design platform, named SECDA-LLM, that utilizes the SECDA methodology to streamline the process of designing, integrating, and deploying efficient FPGA-based LLM accelerators for the llama.cpp inference framework. We then demonstrate, through a case study, the potential benefits of SECDA-LLM by creating a new MatMul accelerator that supports block floating point quantized operations for LLMs. Our initial accelerator design, deployed on the PYNQ-Z1 board, reduces latency 1.7 seconds per token or ~2 seconds per word) by 11x over the dual-core Arm NEON-based CPU execution for the TinyLlama model.
LGMar 1, 2023
Deep Learning Methods for Small Molecule Drug Discovery: A SurveyWenhao Hu, Yingying Liu, Xuanyu Chen et al.
With the development of computer-assisted techniques, research communities including biochemistry and deep learning have been devoted into the drug discovery field for over a decade. Various applications of deep learning have drawn great attention in drug discovery, such as molecule generation, molecular property prediction, retrosynthesis prediction, and reaction prediction. While most existing surveys only focus on one of the applications, limiting the view of researchers in the community. In this paper, we present a comprehensive review on the aforementioned four aspects, and discuss the relationships among different applications. The latest literature and classical benchmarks are presented for better understanding the development of variety of approaches. We commence by summarizing the molecule representation format in these works, followed by an introduction of recent proposed approaches for each of the four tasks. Furthermore, we review a variety of commonly used datasets and evaluation metrics and compare the performance of deep learning-based models. Finally, we conclude by identifying remaining challenges and discussing the future trend for deep learning methods in drug discovery.
CVMar 27, 2023
Blind Inpainting with Object-aware Discrimination for Artificial Marker RemovalXuechen Guo, Wenhao Hu, Chiming Ni et al.
Medical images often incorporate doctor-added markers that can hinder AI-based diagnosis. This issue highlights the need of inpainting techniques to restore the corrupted visual contents. However, existing methods require manual mask annotation as input, limiting the application scenarios. In this paper, we propose a novel blind inpainting method that automatically reconstructs visual contents within the corrupted regions without mask input as guidance. Our model includes a blind reconstruction network and an object-aware discriminator for adversarial training. The reconstruction network contains two branches that predict corrupted regions in images and simultaneously restore the missing visual contents. Leveraging the potent recognition capability of a dense object detector, the object-aware discriminator ensures markers undetectable after inpainting. Thus, the restored images closely resemble the clean ones. We evaluate our method on three datasets of various medical imaging modalities, confirming better performance over other state-of-the-art methods.
76.2CVMar 16Code
MeMix: Writing Less, Remembering More for Streaming 3D ReconstructionJiacheng Dong, Huan Li, Sicheng Zhou et al.
Reconstruction is a fundamental task in 3D vision and a fundamental capability for spatial intelligence. Particularly, streaming 3D reconstruction is central to real-time spatial perception, yet existing recurrent online models often suffer from progressive degradation on long sequences due to state drift and forgetting, motivating inference-time remedies. We present MeMix, a training-free, plug-and-play module that improves streaming reconstruction by recasting the recurrent state into a Memory Mixture. MeMix partitions the state into multiple independent memory patches and updates only the least-aligned memory patches while exactly preserving others. This selective update mitigates catastrophic forgetting while retaining $O(1)$ inference memory, and requires no fine-tuning or additional learnable parameters, making it directly applicable to existing recurrent reconstruction models. Across standard benchmarks (ScanNet, 7-Scenes, KITTI, etc.), under identical backbones and inference settings, MeMix reduces reconstruction completeness error by 15.3% on average (up to 40.0%) across 300--500 frame streams on 7-Scenes. The code is available at https://dongjiacheng06.github.io/MeMix/
CLMar 13, 2025Code
DynaCode: A Dynamic Complexity-Aware Code Benchmark for Evaluating Large Language Models in Code GenerationWenhao Hu, Jinhao Duan, Chunchen Wei et al.
The rapid advancement of large language models (LLMs) has significantly improved their performance in code generation tasks. However, existing code benchmarks remain static, consisting of fixed datasets with predefined problems. This makes them vulnerable to memorization during training, where LLMs recall specific test cases instead of generalizing to new problems, leading to data contamination and unreliable evaluation results. To address these issues, we introduce DynaCode, a dynamic, complexity-aware benchmark that overcomes the limitations of static datasets. DynaCode evaluates LLMs systematically using a complexity-aware metric, incorporating both code complexity and call-graph structures. DynaCode achieves large-scale diversity, generating up to 189 million unique nested code problems across four distinct levels of code complexity, referred to as units, and 16 types of call graphs. Results on 12 latest LLMs show an average performance drop of 16.8% to 45.7% compared to MBPP+, a static code generation benchmark, with performance progressively decreasing as complexity increases. This demonstrates DynaCode's ability to effectively differentiate LLMs. Additionally, by leveraging call graphs, we gain insights into LLM behavior, particularly their preference for handling subfunction interactions within nested code. Our benchmark and evaluation code are available at https://github.com/HWH-2000/DynaCode.
CVFeb 3
Hand3R: Online 4D Hand-Scene Reconstruction in the WildWendi Hu, Haonan Zhou, Wenhao Hu et al.
For Embodied AI, jointly reconstructing dynamic hands and the dense scene context is crucial for understanding physical interaction. However, most existing methods recover isolated hands in local coordinates, overlooking the surrounding 3D environment. To address this, we present Hand3R, the first online framework for joint 4D hand-scene reconstruction from monocular video. Hand3R synergizes a pre-trained hand expert with a 4D scene foundation model via a scene-aware visual prompting mechanism. By injecting high-fidelity hand priors into a persistent scene memory, our approach enables simultaneous reconstruction of accurate hand meshes and dense metric-scale scene geometry in a single forward pass. Experiments demonstrate that Hand3R bypasses the reliance on offline optimization and delivers competitive performance in both local hand reconstruction and global positioning.
LGSep 16, 2025Code
MiniCPM-V 4.5: Cooking Efficient MLLMs via Architecture, Data, and Training RecipeTianyu Yu, Zefan Wang, Chongyi Wang et al. · tsinghua
Multimodal Large Language Models (MLLMs) are undergoing rapid progress and represent the frontier of AI development. However, their training and inference efficiency have emerged as a core bottleneck in making MLLMs more accessible and scalable. To address the challenges, we present MiniCPM-V 4.5, an 8B parameter model designed for high efficiency and strong performance. We introduce three core improvements in model architecture, data strategy and training method: a unified 3D-Resampler model architecture for highly compact encoding over images and videos, a unified learning paradigm for document knowledge and text recognition without heavy data engineering, and a hybrid reinforcement learning strategy for proficiency in both short and long reasoning modes. Comprehensive experimental results in OpenCompass evaluation show that MiniCPM-V 4.5 surpasses widely used proprietary models such as GPT-4o-latest, and significantly larger open-source models such as Qwen2.5-VL 72B. Notably, the strong performance is achieved with remarkable efficiency. For example, on the widely adopted VideoMME benchmark, MiniCPM-V 4.5 achieves state-of-the-art performance among models under 30B size, using just 46.7\% GPU memory cost and 8.7\% inference time of Qwen2.5-VL 7B.
ITJan 7
Flexible-Duplex Cell-Free Architecture for Secure Uplink Communications in Low-Altitude Wireless NetworksWei Shi, Wei Xu, Yongming Huang et al.
Low-altitude wireless networks (LAWNs) are expected to play a central role in future 6G infrastructures, yet uplink transmissions of uncrewed aerial vehicles (UAVs) remain vulnerable to eavesdropping due to their limited transmit power, constrained antenna resources, and highly exposed air-ground propagation conditions. To address this fundamental bottleneck, we propose a flexible-duplex cell-free (CF) architecture in which each distributed access point (AP) can dynamically operate either as a receive AP for UAV uplink collection or as a transmit AP that generates cooperative artificial noise (AN) for secrecy enhancement. Such AP-level duplex flexibility introduces an additional spatial degree of freedom that enables distributed and adaptive protection against wiretapping in LAWNs. Building upon this architecture, we formulate a max-min secrecy-rate problem that jointly optimizes AP mode selection, receive combining, and AN covariance design. This tightly coupled and nonconvex optimization is tackled by first deriving the optimal receive combiners in closed form, followed by developing a penalty dual decomposition (PDD) algorithm with guaranteed convergence to a stationary solution. To further reduce computational burden, we propose a low-complexity sequential scheme that determines AP modes via a heuristic metric and then updates the AN covariance matrices through closed-form iterations embedded in the PDD framework. Simulation results show that the proposed flexible-duplex architecture yields substantial secrecy-rate gains over CF systems with fixed AP roles. The joint optimization method attains the highest secrecy performance, while the low-complexity approach achieves over 90% of the optimal performance with an order-of-magnitude lower computational complexity, offering a practical solution for secure uplink communications in LAWNs.
CVJan 20
GO-MLVTON: Garment Occlusion-Aware Multi-Layer Virtual Try-On with Diffusion ModelsYang Yu, Yunze Deng, Yige Zhang et al.
Existing Image-based virtual try-on (VTON) methods primarily focus on single-layer or multi-garment VTON, neglecting multi-layer VTON (ML-VTON), which involves dressing multiple layers of garments onto the human body with realistic deformation and layering to generate visually plausible outcomes. The main challenge lies in accurately modeling occlusion relationships between inner and outer garments to reduce interference from redundant inner garment features. To address this, we propose GO-MLVTON, the first multi-layer VTON method, introducing the Garment Occlusion Learning module to learn occlusion relationships and the StableDiffusion-based Garment Morphing & Fitting module to deform and fit garments onto the human body, producing high-quality multi-layer try-on results. Additionally, we present the MLG dataset for this task and propose a new metric named Layered Appearance Coherence Difference (LACD) for evaluation. Extensive experiments demonstrate the state-of-the-art performance of GO-MLVTON. Project page: https://upyuyang.github.io/go-mlvton/.
LGMay 12, 2025Code
ICE-Pruning: An Iterative Cost-Efficient Pruning Pipeline for Deep Neural NetworksWenhao Hu, Paul Henderson, José Cano
Pruning is a widely used method for compressing Deep Neural Networks (DNNs), where less relevant parameters are removed from a DNN model to reduce its size. However, removing parameters reduces model accuracy, so pruning is typically combined with fine-tuning, and sometimes other operations such as rewinding weights, to recover accuracy. A common approach is to repeatedly prune and then fine-tune, with increasing amounts of model parameters being removed in each step. While straightforward to implement, pruning pipelines that follow this approach are computationally expensive due to the need for repeated fine-tuning. In this paper we propose ICE-Pruning, an iterative pruning pipeline for DNNs that significantly decreases the time required for pruning by reducing the overall cost of fine-tuning, while maintaining a similar accuracy to existing pruning pipelines. ICE-Pruning is based on three main components: i) an automatic mechanism to determine after which pruning steps fine-tuning should be performed; ii) a freezing strategy for faster fine-tuning in each pruning step; and iii) a custom pruning-aware learning rate scheduler to further improve the accuracy of each pruning step and reduce the overall time consumption. We also propose an efficient auto-tuning stage for the hyperparameters (e.g., freezing percentage) introduced by the three components. We evaluate ICE-Pruning on several DNN models and datasets, showing that it can accelerate pruning by up to 9.61x. Code is available at https://github.com/gicLAB/ICE-Pruning
18.2CLApr 8
Sell More, Play Less: Benchmarking LLM Realistic Selling SkillXuanbo Su, Wenhao Hu, Le Zhan et al.
Sales dialogues require multi-turn, goal-directed persuasion under asymmetric incentives, which makes them a challenging setting for large language models (LLMs). Yet existing dialogue benchmarks rarely measure deal progression and outcomes. We introduce SalesLLM, a bilingual (ZH/EN) benchmark derived from realistic applications covering Financial Services and Consumer Goods, built from 30,074 scripted configurations and 1,805 curated multi-turn scenarios with controllable difficulty and personas. We propose a fully automatic evaluation pipeline that combines (i) an LLM-based rater for sales-process progress, and (ii) fine-tuned BERT classifiers for end-of-dialogue buying intent. To improve simulation fidelity, we train a user model, CustomerLM, with SFT and DPO on 8,000 crowdworker-involved sales conversations, reducing role inversion from 17.44% (GPT-4o) to 8.8%. SalesLLM scores correlate strongly with expert human ratings (Pearson r=0.98). Experiments across 15 mainstream LLMs reveal substantial variability: top-performance LLMs are competitive with human-level performance while the less capable ones are worse than human. SalesLLM serves as a scalable benchmark for developing and evaluating outcome-oriented sales agents.
CVFeb 22, 2025
Pointmap Association and Piecewise-Plane Constraint for Consistent and Compact 3D Gaussian Segmentation FieldWenhao Hu, Wenhao Chai, Shengyu Hao et al.
Achieving a consistent and compact 3D segmentation field is crucial for maintaining semantic coherence across views and accurately representing scene structures. Previous 3D scene segmentation methods rely on video segmentation models to address inconsistencies across views, but the absence of spatial information often leads to object misassociation when object temporarily disappear and reappear. Furthermore, in the process of 3D scene reconstruction, segmentation and optimization are often treated as separate tasks. As a result, optimization typically lacks awareness of semantic category information, which can result in floaters with ambiguous segmentation. To address these challenges, we introduce CCGS, a method designed to achieve both view consistent 2D segmentation and a compact 3D Gaussian segmentation field. CCGS incorporates pointmap association and a piecewise-plane constraint. First, we establish pixel correspondence between adjacent images by minimizing the Euclidean distance between their pointmaps. We then redefine object mask overlap accordingly. The Hungarian algorithm is employed to optimize mask association by minimizing the total matching cost, while allowing for partial matches. To further enhance compactness, the piecewise-plane constraint restricts point displacement within local planes during optimization, thereby preserving structural integrity. Experimental results on ScanNet and Replica datasets demonstrate that CCGS outperforms existing methods in both 2D panoptic segmentation and 3D Gaussian segmentation.
CVAug 18, 2025
IGFuse: Interactive 3D Gaussian Scene Reconstruction via Multi-Scans FusionWenhao Hu, Zesheng Li, Haonan Zhou et al.
Reconstructing complete and interactive 3D scenes remains a fundamental challenge in computer vision and robotics, particularly due to persistent object occlusions and limited sensor coverage. Multiview observations from a single scene scan often fail to capture the full structural details. Existing approaches typically rely on multi stage pipelines, such as segmentation, background completion, and inpainting or require per-object dense scanning, both of which are error-prone, and not easily scalable. We propose IGFuse, a novel framework that reconstructs interactive Gaussian scene by fusing observations from multiple scans, where natural object rearrangement between captures reveal previously occluded regions. Our method constructs segmentation aware Gaussian fields and enforces bi-directional photometric and semantic consistency across scans. To handle spatial misalignments, we introduce a pseudo-intermediate scene state for unified alignment, alongside collaborative co-pruning strategies to refine geometry. IGFuse enables high fidelity rendering and object level scene manipulation without dense observations or complex pipelines. Extensive experiments validate the framework's strong generalization to novel scene configurations, demonstrating its effectiveness for real world 3D reconstruction and real-to-simulation transfer. Our project page is available online.
CVJun 5, 2025
DSG-World: Learning a 3D Gaussian World Model from Dual State VideosWenhao Hu, Xuexiang Wen, Xi Li et al.
Building an efficient and physically consistent world model from limited observations is a long standing challenge in vision and robotics. Many existing world modeling pipelines are based on implicit generative models, which are hard to train and often lack 3D or physical consistency. On the other hand, explicit 3D methods built from a single state often require multi-stage processing-such as segmentation, background completion, and inpainting-due to occlusions. To address this, we leverage two perturbed observations of the same scene under different object configurations. These dual states offer complementary visibility, alleviating occlusion issues during state transitions and enabling more stable and complete reconstruction. In this paper, we present DSG-World, a novel end-to-end framework that explicitly constructs a 3D Gaussian World model from Dual State observations. Our approach builds dual segmentation-aware Gaussian fields and enforces bidirectional photometric and semantic consistency. We further introduce a pseudo intermediate state for symmetric alignment and design collaborative co-pruning trategies to refine geometric completeness. DSG-World enables efficient real-to-simulation transfer purely in the explicit Gaussian representation space, supporting high-fidelity rendering and object-level scene manipulation without relying on dense observations or multi-stage pipelines. Extensive experiments demonstrate strong generalization to novel views and scene states, highlighting the effectiveness of our approach for real-world 3D reconstruction and simulation.
LGDec 12, 2024
DQA: An Efficient Method for Deep Quantization of Deep Neural Network ActivationsWenhao Hu, Paul Henderson, José Cano
Quantization of Deep Neural Network (DNN) activations is a commonly used technique to reduce compute and memory demands during DNN inference, which can be particularly beneficial on resource-constrained devices. To achieve high accuracy, existing methods for quantizing activations rely on complex mathematical computations or perform extensive searches for the best hyper-parameters. However, these expensive operations are impractical on devices with limited computation capabilities, memory capacities, and energy budgets. Furthermore, many existing methods do not focus on sub-6-bit (or deep) quantization. To fill these gaps, in this paper we propose DQA (Deep Quantization of DNN Activations), a new method that focuses on sub-6-bit quantization of activations and leverages simple shifting-based operations and Huffman coding to be efficient and achieve high accuracy. We evaluate DQA with 3, 4, and 5-bit quantization levels and three different DNN models for two different tasks, image classification and image segmentation, on two different datasets. DQA shows significantly better accuracy (up to 29.28%) compared to the direct quantization method and the state-of-the-art NoisyQuant for sub-6-bit quantization.
CVJun 7, 2024
CityCraft: A Real Crafter for 3D City GenerationJie Deng, Wenhao Chai, Junsheng Huang et al.
City scene generation has gained significant attention in autonomous driving, smart city development, and traffic simulation. It helps enhance infrastructure planning and monitoring solutions. Existing methods have employed a two-stage process involving city layout generation, typically using Variational Autoencoders (VAEs), Generative Adversarial Networks (GANs), or Transformers, followed by neural rendering. These techniques often exhibit limited diversity and noticeable artifacts in the rendered city scenes. The rendered scenes lack variety, resembling the training images, resulting in monotonous styles. Additionally, these methods lack planning capabilities, leading to less realistic generated scenes. In this paper, we introduce CityCraft, an innovative framework designed to enhance both the diversity and quality of urban scene generation. Our approach integrates three key stages: initially, a diffusion transformer (DiT) model is deployed to generate diverse and controllable 2D city layouts. Subsequently, a Large Language Model(LLM) is utilized to strategically make land-use plans within these layouts based on user prompts and language guidelines. Based on the generated layout and city plan, we utilize the asset retrieval module and Blender for precise asset placement and scene construction. Furthermore, we contribute two new datasets to the field: 1)CityCraft-OSM dataset including 2D semantic layouts of urban areas, corresponding satellite images, and detailed annotations. 2) CityCraft-Buildings dataset, featuring thousands of diverse, high-quality 3D building assets. CityCraft achieves state-of-the-art performance in generating realistic 3D cities.
CVMay 8, 2023
Improving 2D face recognition via fine-level facial depth generation and RGB-D complementary feature learningWenhao Hu
Face recognition in complex scenes suffers severe challenges coming from perturbations such as pose deformation, ill illumination, partial occlusion. Some methods utilize depth estimation to obtain depth corresponding to RGB to improve the accuracy of face recognition. However, the depth generated by them suffer from image blur, which introduces noise in subsequent RGB-D face recognition tasks. In addition, existing RGB-D face recognition methods are unable to fully extract complementary features. In this paper, we propose a fine-grained facial depth generation network and an improved multimodal complementary feature learning network. Extensive experiments on the Lock3DFace dataset and the IIIT-D dataset show that the proposed FFDGNet and I MCFLNet can improve the accuracy of RGB-D face recognition while achieving the state-of-the-art performance.
QUANT-PHOct 5, 2021
Feasible Architecture for Quantum Fully Convolutional NetworksYusui Chen, Wenhao Hu, Xiang Li
Fully convolutional networks are robust in performing semantic segmentation, with many applications from signal processing to computer vision. From the fundamental principles of variational quantum algorithms, we propose a feasible pure quantum architecture that can be operated on noisy intermediate-scale quantum devices. In this work, a parameterized quantum circuit consisting of three layers, convolutional, pooling, and upsampling, is characterized by generative one-qubit and two-qubit gates and driven by a classical optimizer. This architecture supplies a solution for realizing the dynamical programming on a one-way quantum computer and maximally taking advantage of quantum computing throughout the calculation. Moreover, our algorithm works on many physical platforms, and particularly the upsampling layer can use either conventional qubits or multiple-level systems. Through numerical simulations, our study represents the successful training of a pure quantum fully convolutional network and discusses advantages by comparing it with the hybrid solution.
MLNov 15, 2018
The Trace Criterion for Kernel Bandwidth Selection for Support Vector Data DescriptionArin Chaudhuri, Carol Sadek, Deovrat Kakde et al.
Support vector data description (SVDD) is a popular anomaly detection technique. The SVDD classifier partitions the whole data space into an inlier region, which consists of the region near the training data, and an outlier region, which consists of points away from the training data. The computation of the SVDD classifier requires a kernel function, for which the Gaussian kernel is a common choice. The Gaussian kernel has a bandwidth parameter, and it is important to set the value of this parameter correctly for good results. A small bandwidth leads to overfitting such that the resulting SVDD classifier overestimates the number of anomalies, whereas a large bandwidth leads to underfitting and an inability to detect many anomalies. In this paper, we present a new unsupervised method for selecting the Gaussian kernel bandwidth. Our method exploits a low-rank representation of the kernel matrix to suggest a kernel bandwidth value. Our new technique is competitive with the current state of the art for low-dimensional data and performs extremely well for many classes of high-dimensional data. Because the mathematical formulation of SVDD is identical with the mathematical formulation of one-class support vector machines (OCSVM) when the Gaussian kernel is used, our method is equally applicable to Gaussian kernel bandwidth tuning for OCSVM.
MLSep 1, 2017
Fast Incremental SVDD Learning Algorithm with the Gaussian KernelHansi Jiang, Haoyu Wang, Wenhao Hu et al.
Support vector data description (SVDD) is a machine learning technique that is used for single-class classification and outlier detection. The idea of SVDD is to find a set of support vectors that defines a boundary around data. When dealing with online or large data, existing batch SVDD methods have to be rerun in each iteration. We propose an incremental learning algorithm for SVDD that uses the Gaussian kernel. This algorithm builds on the observation that all support vectors on the boundary have the same distance to the center of sphere in a higher-dimensional feature space as mapped by the Gaussian kernel function. Each iteration involves only the existing support vectors and the new data point. Moreover, the algorithm is based solely on matrix manipulations; the support vectors and their corresponding Lagrange multiplier $α_i$'s are automatically selected and determined in each iteration. It can be seen that the complexity of our algorithm in each iteration is only $O(k^2)$, where $k$ is the number of support vectors. Experimental results on some real data sets indicate that FISVDD demonstrates significant gains in efficiency with almost no loss in either outlier detection accuracy or objective function value.