CVMar 6, 2023
EvHandPose: Event-based 3D Hand Pose Estimation with Sparse SupervisionJianping Jiang, Jiahe Li, Baowen Zhang et al.
Event camera shows great potential in 3D hand pose estimation, especially addressing the challenges of fast motion and high dynamic range in a low-power way. However, due to the asynchronous differential imaging mechanism, it is challenging to design event representation to encode hand motion information especially when the hands are not moving (causing motion ambiguity), and it is infeasible to fully annotate the temporally dense event stream. In this paper, we propose EvHandPose with novel hand flow representations in Event-to-Pose module for accurate hand pose estimation and alleviating the motion ambiguity issue. To solve the problem under sparse annotation, we design contrast maximization and hand-edge constraints in Pose-to-IWE (Image with Warped Events) module and formulate EvHandPose in a weakly-supervision framework. We further build EvRealHands, the first large-scale real-world event-based hand pose dataset on several challenging scenes to bridge the real-synthetic domain gap. Experiments on EvRealHands demonstrate that EvHandPose outperforms previous event-based methods under all evaluation scenes, achieves accurate and stable hand pose estimation with high temporal resolution in fast motion and strong light scenes compared with RGB-based methods, generalizes well to outdoor scenes and another type of event camera, and shows the potential for the hand gesture recognition task.
93.8DCMay 5
CCCL: Node-Spanning GPU Collectives with CXL Memory PoolingDong Xu, Han Meng, Xinyu Chen et al.
Large language models (LLMs) training or inference across multiple nodes introduces significant pressure on GPU memory and interconnect bandwidth. The Compute Express Link (CXL) shared memory pool offers a scalable solution by enabling memory sharing across nodes, reducing over-provisioning and improving resource utilization. We propose \name, a collective communication library, leveraging the CXL shared memory pool to support cross-node GPU operations without relying on traditional RDMA-based networking. Our design addresses the challenges on synchronization, data interleaving, and communication parallelization faced by using the CXL shared memory pool for collective communications. Evaluating on multiple nodes with a TITAN-II CXL switch and six Micron CZ120 memory cards, we show that \name achieves highly efficient collective operations across hosts, demonstrating CXL's potential for scalable, memory-centric GPU communication. Our evaluation demonstrates that \name achieves average performance improvements of 1.34$\times$ for AllGather, 1.84$\times$ for Broadcast, 1.94$\times$ for Gather, and 1.04$\times$ for Scatter, compared to the original RDMA-based implementation over 200 Gbps InfiniBand. \textcolor{dong}{In addition, the evaluation with a case of LLM training shows 1.11$\times$ speedup compared with the InfiniBand while saving production cost by $2.75\times$ in hardware.}
CVDec 7, 2023
Digital Life Project: Autonomous 3D Characters with Social IntelligenceZhongang Cai, Jianping Jiang, Zhongfei Qing et al.
In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/
CVMar 12, 2024
Complementing Event Streams and RGB Frames for Hand Mesh ReconstructionJianping Jiang, Xinyu Zhou, Bingxuan Wang et al.
Reliable hand mesh reconstruction (HMR) from commonly-used color and depth sensors is challenging especially under scenarios with varied illuminations and fast motions. Event camera is a highly promising alternative for its high dynamic range and dense temporal resolution properties, but it lacks key texture appearance for hand mesh reconstruction. In this paper, we propose EvRGBHand -- the first approach for 3D hand mesh reconstruction with an event camera and an RGB camera compensating for each other. By fusing two modalities of data across time, space, and information dimensions,EvRGBHand can tackle overexposure and motion blur issues in RGB-based HMR and foreground scarcity and background overflow issues in event-based HMR. We further propose EvRGBDegrader, which allows our model to generalize effectively in challenging scenes, even when trained solely on standard scenes, thus reducing data acquisition costs. Experiments on real-world data demonstrate that EvRGBHand can effectively solve the challenging issues when using either type of camera alone via retaining the merits of both, and shows the potential of generalization to outdoor scenes and another type of event camera.
CVNov 29, 2024
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous CharactersJianping Jiang, Weiye Xiao, Zhengyu Lin et al.
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: (1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. (2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. (3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user studies demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.
CVOct 28, 2025
Ming-Flash-Omni: A Sparse, Unified Architecture for Multimodal Perception and GenerationInclusion AI, Bowen Ma, Cheng Zou et al.
We propose Ming-Flash-Omni, an upgraded version of Ming-Omni, built upon a sparser Mixture-of-Experts (MoE) variant of Ling-Flash-2.0 with 100 billion total parameters, of which only 6.1 billion are active per token. This architecture enables highly efficient scaling (dramatically improving computational efficiency while significantly expanding model capacity) and empowers stronger unified multimodal intelligence across vision, speech, and language, representing a key step toward Artificial General Intelligence (AGI). Compared to its predecessor, the upgraded version exhibits substantial improvements across multimodal understanding and generation. We significantly advance speech recognition capabilities, achieving state-of-the-art performance in contextual ASR and highly competitive results in dialect-aware ASR. In image generation, Ming-Flash-Omni introduces high-fidelity text rendering and demonstrates marked gains in scene consistency and identity preservation during image editing. Furthermore, Ming-Flash-Omni introduces generative segmentation, a capability that not only achieves strong standalone segmentation performance but also enhances spatial control in image generation and improves editing consistency. Notably, Ming-Flash-Omni achieves state-of-the-art results in text-to-image generation and generative segmentation, and sets new records on all 12 contextual ASR benchmarks, all within a single unified architecture.
CVDec 28, 2023
EvPlug: Learn a Plug-and-Play Module for Event and Image FusionJianping Jiang, Xinyu Zhou, Peiqi Duan et al.
Event cameras and RGB cameras exhibit complementary characteristics in imaging: the former possesses high dynamic range (HDR) and high temporal resolution, while the latter provides rich texture and color information. This makes the integration of event cameras into middle- and high-level RGB-based vision tasks highly promising. However, challenges arise in multi-modal fusion, data annotation, and model architecture design. In this paper, we propose EvPlug, which learns a plug-and-play event and image fusion module from the supervision of the existing RGB-based model. The learned fusion module integrates event streams with image features in the form of a plug-in, endowing the RGB-based model to be robust to HDR and fast motion scenes while enabling high temporal resolution inference. Our method only requires unlabeled event-image pairs (no pixel-wise alignment required) and does not alter the structure or weights of the RGB-based model. We demonstrate the superiority of EvPlug in several vision tasks such as object detection, semantic segmentation, and 3D hand pose estimation