Grounding 3D Object Affordance from 2D Interactions in ImagesYuhang Yang, Wei Zhai, Hongchen Luo et al.
Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.
Hierarchical Softmax for End-to-End Low-resource Multilingual Speech RecognitionQianying Liu, Zhuo Gong, Zhengdong Yang et al.
Low-resource speech recognition has been long-suffering from insufficient training data. In this paper, we propose an approach that leverages neighboring languages to improve low-resource scenario performance, founded on the hypothesis that similar linguistic units in neighboring languages exhibit comparable term frequency distributions, which enables us to construct a Huffman tree for performing multilingual hierarchical Softmax decoding. This hierarchical structure enables cross-lingual knowledge sharing among similar tokens, thereby enhancing low-resource training outcomes. Empirical analyses demonstrate that our method is effective in improving the accuracy and efficiency of low-resource speech recognition.
Speech-text based multi-modal training with bidirectional attention for improved speech recognitionYuhang Yang, Haihua Xu, Hao Huang et al.
To let the state-of-the-art end-to-end ASR model enjoy data efficiency, as well as much more unpaired text data by multi-modal training, one needs to address two problems: 1) the synchronicity of feature sampling rates between speech and language (aka text data); 2) the homogeneity of the learned representations from two encoders. In this paper we propose to employ a novel bidirectional attention mechanism (BiAM) to jointly learn both ASR encoder (bottom layers) and text encoder with a multi-modal learning method. The BiAM is to facilitate feature sampling rate exchange, realizing the quality of the transformed features for the one kind to be measured in another space, with diversified objective functions. As a result, the speech representations are enriched with more linguistic information, while the representations generated by the text encoder are more similar to corresponding speech ones, and therefore the shared ASR models are more amenable for unpaired text data pretraining. To validate the efficacy of the proposed method, we perform two categories of experiments with or without extra unpaired text data. Experimental results on Librispeech corpus show it can achieve up to 6.15% word error rate reduction (WERR) with only paired data learning, while 9.23% WERR when more unpaired text data is employed.
14.1CVSep 29, 2024
Grounding 3D Scene Affordance From Egocentric InteractionsCuiyu Liu, Wei Zhai, Yuhang Yang et al.
Grounding 3D scene affordance aims to locate interactive regions in 3D environments, which is crucial for embodied agents to interact intelligently with their surroundings. Most existing approaches achieve this by mapping semantics to 3D instances based on static geometric structure and visual appearance. This passive strategy limits the agent's ability to actively perceive and engage with the environment, making it reliant on predefined semantic instructions. In contrast, humans develop complex interaction skills by observing and imitating how others interact with their surroundings. To empower the model with such abilities, we introduce a novel task: grounding 3D scene affordance from egocentric interactions, where the goal is to identify the corresponding affordance regions in a 3D scene based on an egocentric video of an interaction. This task faces the challenges of spatial complexity and alignment complexity across multiple sources. To address these challenges, we propose the Egocentric Interaction-driven 3D Scene Affordance Grounding (Ego-SAG) framework, which utilizes interaction intent to guide the model in focusing on interaction-relevant sub-regions and aligns affordance features from different sources through a bidirectional query decoder mechanism. Furthermore, we introduce the Egocentric Video-3D Scene Affordance Dataset (VSAD), covering a wide range of common interaction types and diverse 3D environments to support this task. Extensive experiments on VSAD validate both the feasibility of the proposed task and the effectiveness of our approach.
DisPose: Disentangling Pose Guidance for Controllable Human Image AnimationHongxiang Li, Yaowei Li, Yuhang Yang et al.
Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Project page: \href{https://github.com/lihxxx/DisPose}{https://github.com/lihxxx/DisPose}.
ResCLIP: Residual Attention for Training-free Dense Vision-language InferenceYuhang Yang, Jinhong Deng, Wen Li et al.
While vision-language models like CLIP have shown remarkable success in open-vocabulary tasks, their application is currently confined to image-level tasks, and they still struggle with dense predictions. Recent works often attribute such deficiency in dense predictions to the self-attention layers in the final block, and have achieved commendable results by modifying the original query-key attention to self-correlation attention, (e.g., query-query and key-key attention). However, these methods overlook the cross-correlation attention (query-key) properties, which capture the rich spatial correspondence. In this paper, we reveal that the cross-correlation of the self-attention in CLIP's non-final layers also exhibits localization properties. Therefore, we propose the Residual Cross-correlation Self-attention (RCS) module, which leverages the cross-correlation self-attention from intermediate layers to remold the attention in the final block. The RCS module effectively reorganizes spatial information, unleashing the localization potential within CLIP for dense vision-language inference. Furthermore, to enhance the focus on regions of the same categories and local consistency, we propose the Semantic Feedback Refinement (SFR) module, which utilizes semantic segmentation maps to further adjust the attention scores. By integrating these two strategies, our method, termed ResCLIP, can be easily incorporated into existing approaches as a plug-and-play module, significantly boosting their performance in dense vision-language inference. Extensive experiments across multiple standard benchmarks demonstrate that our method surpasses state-of-the-art training-free methods, validating the effectiveness of the proposed approach. Code is available at https://github.com/yvhangyang/ResCLIP.
RealHiTBench: A Comprehensive Realistic Hierarchical Table Benchmark for Evaluating LLM-Based Table AnalysisPengzuo Wu, Yuhang Yang, Guangcheng Zhu et al.
With the rapid advancement of Large Language Models (LLMs), there is an increasing need for challenging benchmarks to evaluate their capabilities in handling complex tabular data. However, existing benchmarks are either based on outdated data setups or focus solely on simple, flat table structures. In this paper, we introduce RealHiTBench, a comprehensive benchmark designed to evaluate the performance of both LLMs and Multimodal LLMs (MLLMs) across a variety of input formats for complex tabular data, including LaTeX, HTML, and PNG. RealHiTBench also includes a diverse collection of tables with intricate structures, spanning a wide range of task types. Our experimental results, using 25 state-of-the-art LLMs, demonstrate that RealHiTBench is indeed a challenging benchmark. Moreover, we also develop TreeThinker, a tree-based pipeline that organizes hierarchical headers into a tree structure for enhanced tabular reasoning, validating the importance of improving LLMs' perception of table hierarchies. We hope that our work will inspire further research on tabular data reasoning and the development of more robust models. The code and data are available at https://github.com/cspzyy/RealHiTBench.
23.0CVDec 14, 2023
LEMON: Learning 3D Human-Object Interaction Relation from 2D ImagesYuhang Yang, Wei Zhai, Hongchen Luo et al.
Learning 3D human-object interaction relation is pivotal to embodied AI and interaction modeling. Most existing methods approach the goal by learning to predict isolated interaction elements, e.g., human contact, object affordance, and human-object spatial relation, primarily from the perspective of either the human or the object. Which underexploit certain correlations between the interaction counterparts (human and object), and struggle to address the uncertainty in interactions. Actually, objects' functionalities potentially affect humans' interaction intentions, which reveals what the interaction is. Meanwhile, the interacting humans and objects exhibit matching geometric structures, which presents how to interact. In light of this, we propose harnessing these inherent correlations between interaction counterparts to mitigate the uncertainty and jointly anticipate the above interaction elements in 3D space. To achieve this, we present LEMON (LEarning 3D huMan-Object iNteraction relation), a unified model that mines interaction intentions of the counterparts and employs curvatures to guide the extraction of geometric correlations, combining them to anticipate the interaction elements. Besides, the 3D Interaction Relation dataset (3DIR) is collected to serve as the test bed for training and evaluation. Extensive experiments demonstrate the superiority of LEMON over methods estimating each element in isolation.
19.4CVMay 22, 2024
EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric ViewsYuhang Yang, Wei Zhai, Chengfeng Wang et al.
Understanding egocentric human-object interaction (HOI) is a fundamental aspect of human-centric perception, facilitating applications like AR/VR and embodied AI. For the egocentric HOI, in addition to perceiving semantics e.g., ''what'' interaction is occurring, capturing ''where'' the interaction specifically manifests in 3D space is also crucial, which links the perception and operation. Existing methods primarily leverage observations of HOI to capture interaction regions from an exocentric view. However, incomplete observations of interacting parties in the egocentric view introduce ambiguity between visual observations and interaction contents, impairing their efficacy. From the egocentric view, humans integrate the visual cortex, cerebellum, and brain to internalize their intentions and interaction concepts of objects, allowing for the pre-formulation of interactions and making behaviors even when interaction regions are out of sight. In light of this, we propose harmonizing the visual appearance, head motion, and 3D object to excavate the object interaction concept and subject intention, jointly inferring 3D human contact and object affordance from egocentric videos. To achieve this, we present EgoChoir, which links object structures with interaction contexts inherent in appearance and head motion to reveal object affordance, further utilizing it to model human contact. Additionally, a gradient modulation is employed to adopt appropriate clues for capturing interaction regions across various egocentric scenarios. Moreover, 3D contact and affordance are annotated for egocentric videos collected from Ego-Exo4D and GIMO to support the task. Extensive experiments on them demonstrate the effectiveness and superiority of EgoChoir.
GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance GroundingYawen Shao, Wei Zhai, Yuhang Yang et al.
Open-Vocabulary 3D object affordance grounding aims to anticipate ``action possibilities'' regions on 3D objects with arbitrary instructions, which is crucial for robots to generically perceive real scenarios and respond to operational changes. Existing methods focus on combining images or languages that depict interactions with 3D geometries to introduce external interaction priors. However, they are still vulnerable to a limited semantic space by failing to leverage implied invariant geometries and potential interaction intentions. Normally, humans address complex tasks through multi-step reasoning and respond to diverse situations by leveraging associative and analogical thinking. In light of this, we propose GREAT (GeometRy-intEntion collAboraTive inference) for Open-Vocabulary 3D Object Affordance Grounding, a novel framework that mines the object invariant geometry attributes and performs analogically reason in potential interaction scenarios to form affordance knowledge, fully combining the knowledge with both geometries and visual contents to ground 3D object affordance. Besides, we introduce the Point Image Affordance Dataset v2 (PIADv2), the largest 3D object affordance dataset at present to support the task. Extensive experiments demonstrate the effectiveness and superiority of GREAT. The code and dataset are available at https://yawen-shao.github.io/GREAT/.
20.4CVMar 11, 2025
HERO: Human Reaction Generation from VideosChengjun Yu, Wei Zhai, Yuhang Yang et al.
Human reaction generation represents a significant research domain for interactive AI, as humans constantly interact with their surroundings. Previous works focus mainly on synthesizing the reactive motion given a human motion sequence. This paradigm limits interaction categories to human-human interactions and ignores emotions that may influence reaction generation. In this work, we propose to generate 3D human reactions from RGB videos, which involves a wider range of interaction categories and naturally provides information about expressions that may reflect the subject's emotions. To cope with this task, we present HERO, a simple yet powerful framework for Human rEaction geneRation from videOs. HERO considers both global and frame-level local representations of the video to extract the interaction intention, and then uses the extracted interaction intention to guide the synthesis of the reaction. Besides, local visual representations are continuously injected into the model to maximize the exploitation of the dynamic properties inherent in videos. Furthermore, the ViMo dataset containing paired Video-Motion data is collected to support the task. In addition to human-human interactions, these video-motion pairs also cover animal-human interactions and scene-human interactions. Extensive experiments demonstrate the superiority of our methodology. The code and dataset will be publicly available at https://jackyu6.github.io/HERO.
2.6CVJun 9, 2021
Self-supervision of Feature Transformation for Further Improving Supervised LearningZilin Ding, Yuhang Yang, Xuan Cheng et al.
Self-supervised learning, which benefits from automatically constructing labels through pre-designed pretext task, has recently been applied for strengthen supervised learning. Since previous self-supervised pretext tasks are based on input, they may incur huge additional training overhead. In this paper we find that features in CNNs can be also used for self-supervision. Thus we creatively design the \emph{feature-based pretext task} which requires only a small amount of additional training overhead. In our task we discard different particular regions of features, and then train the model to distinguish these different features. In order to fully apply our feature-based pretext task in supervised learning, we also propose a novel learning framework containing multi-classifiers for further improvement. Original labels will be expanded to joint labels via self-supervision of feature transformations. With more semantic information provided by our self-supervised tasks, this approach can train CNNs more effectively. Extensive experiments on various supervised learning tasks demonstrate the accuracy improvement and wide applicability of our method.
2.6CVJun 9, 2021
Self-supervised Feature Enhancement: Applying Internal Pretext Task to Supervised LearningYuhang Yang, Zilin Ding, Xuan Cheng et al.
Traditional self-supervised learning requires CNNs using external pretext tasks (i.e., image- or video-based tasks) to encode high-level semantic visual representations. In this paper, we show that feature transformations within CNNs can also be regarded as supervisory signals to construct the self-supervised task, called \emph{internal pretext task}. And such a task can be applied for the enhancement of supervised learning. Specifically, we first transform the internal feature maps by discarding different channels, and then define an additional internal pretext task to identify the discarded channels. CNNs are trained to predict the joint labels generated by the combination of self-supervised labels and original labels. By doing so, we let CNNs know which channels are missing while classifying in the hope to mine richer feature information. Extensive experiments show that our approach is effective on various models and datasets. And it's worth noting that we only incur negligible computational overhead. Furthermore, our approach can also be compatible with other methods to get better results.