26.0LGJul 14, 2022
Making Linear MDPs Practical via Contrastive Representation LearningTianjun Zhang, Tongzheng Ren, Mengjiao Yang et al. · berkeley
It is common to address the curse of dimensionality in Markov decision processes (MDPs) by exploiting low-rank representations. This motivates much of the recent theoretical study on linear MDPs. However, most approaches require a given representation under unrealistic assumptions about the normalization of the decomposition or introduce unresolved computational challenges in practice. Instead, we consider an alternative definition of linear MDPs that automatically ensures normalization while allowing efficient representation learning via contrastive estimation. The framework also admits confidence-adjusted index algorithms, enabling an efficient and principled approach to incorporating optimism or pessimism in the face of uncertainty. To the best of our knowledge, this provides the first practical representation learning method for linear MDPs that achieves both strong theoretical guarantees and empirical performance. Theoretically, we prove that the proposed algorithm is sample efficient in both the online and offline settings. Empirically, we demonstrate superior performance over existing state-of-the-art model-based and model-free algorithms on several benchmarks.
Monocular 3D Object Reconstruction with GAN InversionJunzhe Zhang, Daxuan Ren, Zhongang Cai et al.
Recovering a textured 3D mesh from a monocular image is highly challenging, particularly for in-the-wild objects that lack 3D ground truths. In this work, we present MeshInversion, a novel framework to improve the reconstruction by exploiting the generative prior of a 3D GAN pre-trained for 3D textured mesh synthesis. Reconstruction is achieved by searching for a latent space in the 3D GAN that best resembles the target mesh in accordance with the single view observation. Since the pre-trained GAN encapsulates rich 3D semantics in terms of mesh geometry and texture, searching within the GAN manifold thus naturally regularizes the realness and fidelity of the reconstruction. Importantly, such regularization is directly applied in the 3D space, providing crucial guidance of mesh parts that are unobserved in the 2D space. Experiments on standard benchmarks show that our framework obtains faithful 3D reconstructions with consistent geometry and texture across both observed and unobserved parts. Moreover, it generalizes well to meshes that are less commonly seen, such as the extended articulation of deformable objects. Code is released at https://github.com/junzhezhang/mesh-inversion
DeciWatch: A Simple Baseline for 10x Efficient 2D and 3D Pose EstimationAiling Zeng, Xuan Ju, Lei Yang et al.
This paper proposes a simple baseline framework for video-based 2D/3D human pose estimation that can achieve 10 times efficiency improvement over existing works without any performance degradation, named DeciWatch. Unlike current solutions that estimate each frame in a video, DeciWatch introduces a simple yet effective sample-denoise-recover framework that only watches sparsely sampled frames, taking advantage of the continuity of human motions and the lightweight pose representation. Specifically, DeciWatch uniformly samples less than 10% video frames for detailed estimation, denoises the estimated 2D/3D poses with an efficient Transformer architecture, and then accurately recovers the rest of the frames using another Transformer-based network. Comprehensive experimental results on three video-based human pose estimation and body mesh recovery tasks with four datasets validate the efficiency and effectiveness of DeciWatch. Code is available at https://github.com/cure-lab/DeciWatch.
21.5CVMar 23, 2023
Task-Oriented Human-Object Interactions Generation with Implicit Neural RepresentationsQuanzhou Li, Jingbo Wang, Chen Change Loy et al.
Digital human motion synthesis is a vibrant research field with applications in movies, AR/VR, and video games. Whereas methods were proposed to generate natural and realistic human motions, most only focus on modeling humans and largely ignore object movements. Generating task-oriented human-object interaction motions in simulation is challenging. For different intents of using the objects, humans conduct various motions, which requires the human first to approach the objects and then make them move consistently with the human instead of staying still. Also, to deploy in downstream applications, the synthesized motions are desired to be flexible in length, providing options to personalize the predicted motions for various purposes. To this end, we propose TOHO: Task-Oriented Human-Object Interactions Generation with Implicit Neural Representations, which generates full human-object interaction motions to conduct specific tasks, given only the task type, the object, and a starting human status. TOHO generates human-object motions in three steps: 1) it first estimates the keyframe poses of conducting a task given the task type and object information; 2) then, it infills the keyframes and generates continuous motions; 3) finally, it applies a compact closed-form object motion estimation to generate the object motion. Our method generates continuous motions that are parameterized only by the temporal coordinate, which allows for upsampling or downsampling of the sequence to arbitrary frames and adjusting the motion speeds by designing the temporal coordinate vector. We demonstrate the effectiveness of our method, both qualitatively and quantitatively. This work takes a step further toward general human-scene interaction simulation.
21.1CVMar 14, 2023
Controllable Mesh Generation Through Sparse Latent Point Diffusion ModelsZhaoyang Lyu, Jinyi Wang, Yuwei An et al.
Mesh generation is of great value in various applications involving computer graphics and virtual content, yet designing generative models for meshes is challenging due to their irregular data structure and inconsistent topology of meshes in the same category. In this work, we design a novel sparse latent point diffusion model for mesh generation. Our key insight is to regard point clouds as an intermediate representation of meshes, and model the distribution of point clouds instead. While meshes can be generated from point clouds via techniques like Shape as Points (SAP), the challenges of directly generating meshes can be effectively avoided. To boost the efficiency and controllability of our mesh generation method, we propose to further encode point clouds to a set of sparse latent points with point-wise semantic meaningful features, where two DDPMs are trained in the space of sparse latent points to respectively model the distribution of the latent point positions and features at these latent points. We find that sampling in this latent space is faster than directly sampling dense point clouds. Moreover, the sparse latent points also enable us to explicitly control both the overall structures and local details of the generated meshes. Extensive experiments are conducted on the ShapeNet dataset, where our proposed sparse latent point diffusion model achieves superior performance in terms of generation quality and controllability when compared to existing methods.
BRACE: The Breakdancing Competition Dataset for Dance Motion SynthesisDavide Moltisanti, Jinyi Wu, Bo Dai et al.
Generative models for audio-conditioned dance motion synthesis map music features to dance movements. Models are trained to associate motion patterns to audio patterns, usually without an explicit knowledge of the human body. This approach relies on a few assumptions: strong music-dance correlation, controlled motion data and relatively simple poses and movements. These characteristics are found in all existing datasets for dance motion synthesis, and indeed recent methods can achieve good results.We introduce a new dataset aiming to challenge these common assumptions, compiling a set of dynamic dance sequences displaying complex human poses. We focus on breakdancing which features acrobatic moves and tangled postures. We source our data from the Red Bull BC One competition videos. Estimating human keypoints from these videos is difficult due to the complexity of the dance, as well as the multiple moving cameras recording setup. We adopt a hybrid labelling pipeline leveraging deep estimation models as well as manual annotations to obtain good quality keypoint sequences at a reduced cost. Our efforts produced the BRACE dataset, which contains over 3 hours and 30 minutes of densely annotated poses. We test state-of-the-art methods on BRACE, showing their limitations when evaluated on complex sequences. Our dataset can readily foster advance in dance motion synthesis. With intricate poses and swift movements, models are forced to go beyond learning a mapping between modalities and reason more effectively about body structure and movements.
InterControl: Zero-shot Human Interaction Generation by Controlling Every JointZhenzhi Wang, Jingbo Wang, Yixuan Li et al.
Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators. Code is available at https://github.com/zhenzhiwang/intercontrol
7.7LGApr 8, 2023
Stochastic Nonlinear Control via Finite-dimensional Spectral Dynamic EmbeddingZhaolin Ren, Tongzheng Ren, Haitong Ma et al.
This paper proposes an approach, Spectral Dynamics Embedding Control (SDEC), to optimal control for nonlinear stochastic systems. This method reveals an infinite-dimensional feature representation induced by the system's nonlinear stochastic dynamics, enabling a linear representation of the state-action value function. For practical implementation, this representation is approximated using finite-dimensional truncations, specifically via two prominent kernel approximation methods: random feature truncation and Nystrom approximation. To characterize the effectiveness of these approximations, we provide an in-depth theoretical analysis to characterize the approximation error arising from the finite-dimension truncation and statistical error due to finite-sample approximation in both policy evaluation and policy optimization. Empirically, our algorithm performs favorably against existing stochastic control algorithms on several benchmark problems.
Learning 3D Garment Animation from Trajectories of A Piece of ClothYidi Shao, Chen Change Loy, Bo Dai
Garment animation is ubiquitous in various applications, such as virtual reality, gaming, and film producing. Recently, learning-based approaches obtain compelling performance in animating diverse garments under versatile scenarios. Nevertheless, to mimic the deformations of the observed garments, data-driven methods require large scale of garment data, which are both resource-wise expensive and time-consuming. In addition, forcing models to match the dynamics of observed garment animation may hinder the potentials to generalize to unseen cases. In this paper, instead of using garment-wise supervised-learning we adopt a disentangled scheme to learn how to animate observed garments: 1). learning constitutive behaviors from the observed cloth; 2). dynamically animate various garments constrained by the learned constitutive laws. Specifically, we propose Energy Unit network (EUNet) to model the constitutive relations in the format of energy. Without the priors from analytical physics models and differentiable simulation engines, EUNet is able to directly capture the constitutive behaviors from the observed piece of cloth and uniformly describes the change of energy caused by deformations, such as stretching and bending. We further apply the pre-trained EUNet to animate various garments based on energy optimizations. The disentangled scheme alleviates the need of garment data and enables us to utilize the dynamics of a piece of cloth for animating garments. Experiments show that while EUNet effectively delivers the energy gradients due to the deformations, models constrained by EUNet achieve more stable and physically plausible performance comparing with those trained in garment-wise supervised manner. Code is available at https://github.com/ftbabi/EUNet_NeurIPS2024.git .
31.5CVMar 25, 2024
GSDF: 3DGS Meets SDF for Improved Rendering and ReconstructionMulin Yu, Tao Lu, Linning Xu et al.
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.
LN3Diff: Scalable Latent Neural Fields Diffusion for Speedy 3D GenerationYushi Lan, Fangzhou Hong, Shuai Yang et al.
The field of neural rendering has witnessed significant progress with advancements in generative models and differentiable rendering techniques. Though 2D diffusion has achieved success, a unified 3D diffusion pipeline remains unsettled. This paper introduces a novel framework called LN3Diff to address this gap and enable fast, high-quality, and generic conditional 3D generation. Our approach harnesses a 3D-aware architecture and variational autoencoder (VAE) to encode the input image into a structured, compact, and 3D latent space. The latent is decoded by a transformer-based decoder into a high-capacity 3D neural field. Through training a diffusion model on this 3D-aware latent space, our method achieves state-of-the-art performance on ShapeNet for 3D generation and demonstrates superior performance in monocular 3D reconstruction and conditional 3D generation across various datasets. Moreover, it surpasses existing 3D diffusion methods in terms of inference speed, requiring no per-instance optimization. Our proposed LN3Diff presents a significant advancement in 3D generative modeling and holds promise for various applications in 3D vision and graphics tasks.
26.7CVDec 19, 2024
ScaMo: Exploring the Scaling Law in Autoregressive Motion Generation ModelShunlin Lu, Jingbo Wang, Zeyu Lu et al. · tsinghua
The scaling law has been validated in various domains, such as natural language processing (NLP) and massive computer vision tasks; however, its application to motion generation remains largely unexplored. In this paper, we introduce a scalable motion generation framework that includes the motion tokenizer Motion FSQ-VAE and a text-prefix autoregressive transformer. Through comprehensive experiments, we observe the scaling behavior of this system. For the first time, we confirm the existence of scaling laws within the context of motion generation. Specifically, our results demonstrate that the normalized test loss of our prefix autoregressive models adheres to a logarithmic law in relation to compute budgets. Furthermore, we also confirm the power law between Non-Vocabulary Parameters, Vocabulary Parameters, and Data Tokens with respect to compute budgets respectively. Leveraging the scaling law, we predict the optimal transformer size, vocabulary size, and data requirements for a compute budget of $1e18$. The test loss of the system, when trained with the optimal model size, vocabulary size, and required data, aligns precisely with the predicted test loss, thereby validating the scaling law.
17.3CVApr 25, 2024
TELA: Text to Layer-wise 3D Clothed Human GenerationJunting Dong, Qi Fang, Zehuan Huang et al.
This paper addresses the task of 3D clothed human generation from textural descriptions. Previous works usually encode the human body and clothes as a holistic model and generate the whole model in a single-stage optimization, which makes them struggle for clothing editing and meanwhile lose fine-grained control over the whole generation process. To solve this, we propose a layer-wise clothed human representation combined with a progressive optimization strategy, which produces clothing-disentangled 3D human models while providing control capacity for the generation process. The basic idea is progressively generating a minimal-clothed human body and layer-wise clothes. During clothing generation, a novel stratified compositional rendering method is proposed to fuse multi-layer human models, and a new loss function is utilized to help decouple the clothing model from the human body. The proposed method achieves high-quality disentanglement, which thereby provides an effective way for 3D garment generation. Extensive experiments demonstrate that our approach achieves state-of-the-art 3D clothed human generation while also supporting cloth editing applications such as virtual try-on. Project page: http://jtdong.com/tela_layer/
21.7CVFeb 10, 2025
GAS: Generative Avatar Synthesis from a Single ImageYixing Lu, Junting Dong, Youngjoong Kwon et al.
We present a unified and generalizable framework for synthesizing view-consistent and temporally coherent avatars from a single image, addressing the challenging task of single-image avatar generation. Existing diffusion-based methods often condition on sparse human templates (e.g., depth or normal maps), which leads to multi-view and temporal inconsistencies due to the mismatch between these signals and the true appearance of the subject. Our approach bridges this gap by combining the reconstruction power of regression-based 3D human reconstruction with the generative capabilities of a diffusion model. In a first step, an initial 3D reconstructed human through a generalized NeRF provides comprehensive conditioning, ensuring high-quality synthesis faithful to the reference appearance and structure. Subsequently, the derived geometry and appearance from the generalized NeRF serve as input to a video-based diffusion model. This strategic integration is pivotal for enforcing both multi-view and temporal consistency throughout the avatar's generation. Empirical results underscore the superior generalization ability of our proposed method, demonstrating its effectiveness across diverse in-domain and out-of-domain in-the-wild datasets.
11.3CVMar 25, 2024
Make-It-Vivid: Dressing Your Animatable Biped Cartoon Characters from TextJunshu Tang, Yanhong Zeng, Ke Fan et al.
Creating and animating 3D biped cartoon characters is crucial and valuable in various applications. Compared with geometry, the diverse texture design plays an important role in making 3D biped cartoon characters vivid and charming. Therefore, we focus on automatic texture design for cartoon characters based on input instructions. This is challenging for domain-specific requirements and a lack of high-quality data. To address this challenge, we propose Make-It-Vivid, the first attempt to enable high-quality texture generation from text in UV space. We prepare a detailed text-texture paired data for 3D characters by using vision-question-answering agents. Then we customize a pretrained text-to-image model to generate texture map with template structure while preserving the natural 2D image knowledge. Furthermore, to enhance fine-grained details, we propose a novel adversarial learning scheme to shorten the domain gap between original dataset and realistic texture domain. Extensive experiments show that our approach outperforms current texture generation methods, resulting in efficient character texturing and faithful generation with prompts. Besides, we showcase various applications such as out of domain generation and texture stylization. We also provide an efficient generation system for automatic text-guided textured character generation and animation.
6.8CVDec 4, 2023
BerfScene: Bev-conditioned Equivariant Radiance Fields for Infinite 3D Scene GenerationQihang Zhang, Yinghao Xu, Yujun Shen et al.
Generating large-scale 3D scenes cannot simply apply existing 3D object synthesis technique since 3D scenes usually hold complex spatial configurations and consist of a number of objects at varying scales. We thus propose a practical and efficient 3D representation that incorporates an equivariant radiance field with the guidance of a bird's-eye view (BEV) map. Concretely, objects of synthesized 3D scenes could be easily manipulated through steering the corresponding BEV maps. Moreover, by adequately incorporating positional encoding and low-pass filters into the generator, the representation becomes equivariant to the given BEV map. Such equivariance allows us to produce large-scale, even infinite-scale, 3D scenes via synthesizing local scenes and then stitching them with smooth consistency. Extensive experiments on 3D scene datasets demonstrate the effectiveness of our approach. Our project website is at https://zqh0253.github.io/BerfScene/.
EdgeTAM: On-Device Track Anything ModelChong Zhou, Chenchen Zhu, Yunyang Xiong et al.
On top of Segment Anything Model (SAM), SAM 2 further extends its capability from image to video inputs through a memory bank mechanism and obtains a remarkable performance compared with previous methods, making it a foundation model for video segmentation task. In this paper, we aim at making SAM 2 much more efficient so that it even runs on mobile devices while maintaining a comparable performance. Despite several works optimizing SAM for better efficiency, we find they are not sufficient for SAM 2 because they all focus on compressing the image encoder, while our benchmark shows that the newly introduced memory attention blocks are also the latency bottleneck. Given this observation, we propose EdgeTAM, which leverages a novel 2D Spatial Perceiver to reduce the computational cost. In particular, the proposed 2D Spatial Perceiver encodes the densely stored frame-level memories with a lightweight Transformer that contains a fixed set of learnable queries. Given that video segmentation is a dense prediction task, we find preserving the spatial structure of the memories is essential so that the queries are split into global-level and patch-level groups. We also propose a distillation pipeline that further improves the performance without inference overhead. As a result, EdgeTAM achieves 87.7, 70.0, 72.3, and 71.7 J&F on DAVIS 2017, MOSE, SA-V val, and SA-V test, while running at 16 FPS on iPhone 15 Pro Max.
15.7LGApr 2, 2025
Ordering-based Conditions for Global Convergence of Policy Gradient MethodsJincheng Mei, Bo Dai, Alekh Agarwal et al.
We prove that, for finite-arm bandits with linear function approximation, the global convergence of policy gradient (PG) methods depends on inter-related properties between the policy update and the representation. textcolor{blue}{First}, we establish a few key observations that frame the study: \textbf{(i)} Global convergence can be achieved under linear function approximation without policy or reward realizability, both for the standard Softmax PG and natural policy gradient (NPG). \textbf{(ii)} Approximation error is not a key quantity for characterizing global convergence in either algorithm. \textbf{(iii)} The conditions on the representation that imply global convergence are different between these two algorithms. Overall, these observations call into question approximation error as an appropriate quantity for characterizing the global convergence of PG methods under linear function approximation. \textcolor{blue}{Second}, motivated by these observations, we establish new general results: \textbf{(i)} NPG with linear function approximation achieves global convergence \emph{if and only if} the projection of the reward onto the representable space preserves the optimal action's rank, a quantity that is not strongly related to approximation error. \textbf{(ii)} The global convergence of Softmax PG occurs if the representation satisfies a non-domination condition and can preserve the ranking of rewards, which goes well beyond policy or reward realizability. We provide experimental results to support these theoretical findings.
22.8CVJun 5, 2025
Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial ReasoningXingjian Ran, Yixuan Li, Linning Xu et al.
Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.
11.8CVMar 11, 2025
Towards Synthesized and Editable Motion In-Betweening Through Part-Wise Phase RepresentationMinyue Dai, Ke Fan, Bin Ji et al.
Styled motion in-betweening is crucial for computer animation and gaming. However, existing methods typically encode motion styles by modeling whole-body motions, often overlooking the representation of individual body parts. This limitation reduces the flexibility of infilled motion, particularly in adjusting the motion styles of specific limbs independently. To overcome this challenge, we propose a novel framework that models motion styles at the body-part level, enhancing both the diversity and controllability of infilled motions. Our approach enables more nuanced and expressive animations by allowing precise modifications to individual limb motions while maintaining overall motion coherence. Leveraging phase-related insights, our framework employs periodic autoencoders to automatically extract the phase of each body part, capturing distinctive local style features. Additionally, we effectively decouple the motion source from synthesis control by integrating motion manifold learning and conditional generation techniques from both image and motion domains. This allows the motion source to generate high-quality motions across various styles, with extracted motion and style features readily available for controlled synthesis in subsequent tasks. Comprehensive evaluations demonstrate that our method achieves superior speed, robust generalization, and effective generation of extended motion sequences.
11.4LGJul 17, 2025
Spectral Bellman Method: Unifying Representation and Exploration in RLOfir Nabati, Bo Dai, Shie Mannor et al.
The effect of representation has been demonstrated in reinforcement learning, from both theoretical and empirical successes. However, the existing representation learning mainly induced from model learning aspects, misaligning with our RL tasks. This work introduces Spectral Bellman Representation, a novel framework derived from the Inherent Bellman Error (IBE) condition, which aligns with the fundamental structure of Bellman updates across a space of possible value functions, therefore, directly towards value-based RL. Our key insight is the discovery of a fundamental spectral relationship: under the zero-IBE condition, the transformation of a distribution of value functions by the Bellman operator is intrinsically linked to the feature covariance structure. This spectral connection yields a new, theoretically-grounded objective for learning state-action features that inherently capture this Bellman-aligned covariance. Our method requires a simple modification to existing algorithms. We demonstrate that our learned representations enable structured exploration, by aligning feature covariance with Bellman dynamics, and improve overall performance, particularly in challenging hard-exploration and long-horizon credit assignment tasks. Our framework naturally extends to powerful multi-step Bellman operators, further broadening its impact. Spectral Bellman Representation offers a principled and effective path toward learning more powerful and structurally sound representations for value-based reinforcement learning.
5.2CVDec 23, 2024
GausSim: Foreseeing Reality by Gaussian Simulator for Elastic ObjectsYidi Shao, Mu Huang, Chen Change Loy et al.
We introduce GausSim, a novel neural network-based simulator designed to capture the dynamic behaviors of real-world elastic objects represented through Gaussian kernels. We leverage continuum mechanics and treat each kernel as a Center of Mass System (CMS) that represents continuous piece of matter, accounting for realistic deformations without idealized assumptions. To improve computational efficiency and fidelity, we employ a hierarchical structure that further organizes kernels into CMSs with explicit formulations, enabling a coarse-to-fine simulation approach. This structure significantly reduces computational overhead while preserving detailed dynamics. In addition, GausSim incorporates explicit physics constraints, such as mass and momentum conservation, ensuring interpretable results and robust, physically plausible simulations. To validate our approach, we present a new dataset, READY, containing multi-view videos of real-world elastic deformations. Experimental results demonstrate that GausSim achieves superior performance compared to existing physics-driven baselines, offering a practical and accurate solution for simulating complex dynamic behaviors. Code and model are available at our project page: https://www.mmlab-ntu.com/project/gausim/index.html .
13.0LGFeb 11, 2025
Small steps no more: Global convergence of stochastic gradient bandits for arbitrary learning ratesJincheng Mei, Bo Dai, Alekh Agarwal et al. · deepmind
We provide a new understanding of the stochastic gradient bandit algorithm by showing that it converges to a globally optimal policy almost surely using \emph{any} constant learning rate. This result demonstrates that the stochastic gradient algorithm continues to balance exploration and exploitation appropriately even in scenarios where standard smoothness and noise control assumptions break down. The proofs are based on novel findings about action sampling rates and the relationship between cumulative progress and noise, and extend the current understanding of how simple stochastic gradient methods behave in bandit settings.
2.6LGApr 11, 2024
Efficient Duple Perturbation Robustness in Low-rank MDPsYang Hu, Haitong Ma, Bo Dai et al.
The pursuit of robustness has recently been a popular topic in reinforcement learning (RL) research, yet the existing methods generally suffer from efficiency issues that obstruct their real-world implementation. In this paper, we introduce duple perturbation robustness, i.e. perturbation on both the feature and factor vectors for low-rank Markov decision processes (MDPs), via a novel characterization of $(ξ,η)$-ambiguity sets. The novel robust MDP formulation is compatible with the function representation view, and therefore, is naturally applicable to practical RL problems with large or even continuous state-action spaces. Meanwhile, it also gives rise to a provably efficient and practical algorithm with theoretical convergence rate guarantee. Examples are designed to justify the new robustness concept, and algorithmic efficiency is supported by both theoretical bounds and numerical simulations.
13.6CVMay 17, 2023
Towards Multi-Layered 3D Garments AnimationYidi Shao, Chen Change Loy, Bo Dai
Mimicking realistic dynamics in 3D garment animations is a challenging task due to the complex nature of multi-layered garments and the variety of outer forces involved. Existing approaches mostly focus on single-layered garments driven by only human bodies and struggle to handle general scenarios. In this paper, we propose a novel data-driven method, called LayersNet, to model garment-level animations as particle-wise interactions in a micro physics system. We improve simulation efficiency by representing garments as patch-level particles in a two-level structural hierarchy. Moreover, we introduce a novel Rotation Equivalent Transformation that leverages the rotation invariance and additivity of physics systems to better model outer forces. To verify the effectiveness of our approach and bridge the gap between experimental environments and real-world scenarios, we introduce a new challenging dataset, D-LAYERS, containing 700K frames of dynamics of 4,900 different combinations of multi-layered garments driven by both human bodies and randomly sampled wind. Our experiments show that LayersNet achieves superior performance both quantitatively and qualitatively. We will make the dataset and code publicly available at https://mmlab-ntu.github.io/project/layersnet/index.html .
17.9LGApr 6, 2021
On the Optimality of Batch Policy Optimization AlgorithmsChenjun Xiao, Yifan Wu, Tor Lattimore et al.
Batch policy optimization considers leveraging existing data for policy construction before interacting with an environment. Although interest in this problem has grown significantly in recent years, its theoretical foundations remain under-developed. To advance the understanding of this problem, we provide three results that characterize the limits and possibilities of batch policy optimization in the finite-armed stochastic bandit setting. First, we introduce a class of confidence-adjusted index algorithms that unifies optimistic and pessimistic principles in a common framework, which enables a general analysis. For this family, we show that any confidence-adjusted index algorithm is minimax optimal, whether it be optimistic, pessimistic or neutral. Our analysis reveals that instance-dependent optimality, commonly used to establish optimality of on-line stochastic bandit algorithms, cannot be achieved by any algorithm in the batch setting. In particular, for any algorithm that performs optimally in some environment, there exists another environment where the same algorithm suffers arbitrarily larger regret. Therefore, to establish a framework for distinguishing algorithms, we introduce a new weighted-minimax criterion that considers the inherent difficulty of optimal value prediction. We demonstrate how this criterion can be used to justify commonly used pessimistic principles for batch policy optimization.
7.9LGAug 13, 2020
Small Towers Make Big DifferencesYuyan Wang, Zhe Zhao, Bo Dai et al.
Multi-task learning aims at solving multiple machine learning tasks at the same time. A good solution to a multi-task learning problem should be generalizable in addition to being Pareto optimal. In this paper, we provide some insights on understanding the trade-off between Pareto efficiency and generalization as a result of parameterization in multi-task deep learning models. As a multi-objective optimization problem, enough parameterization is needed for handling task conflicts in a constrained solution space; however, from a multi-task generalization perspective, over-parameterization undermines the benefit of learning a shared representation which helps harder tasks or tasks with limited training examples. A delicate balance between multi-task generalization and multi-objective optimization is therefore needed for finding a better trade-off between efficiency and generalization. To this end, we propose a method of under-parameterized self-auxiliaries for multi-task models to achieve the best of both worlds. It is task-agnostic and works with other multi-task learning algorithms. Empirical results show that small towers of under-parameterized self-auxiliaries can make big differences in improving Pareto efficiency in various multi-task applications.
17.3CHEM-PHJul 14, 2020
Energy-based View of RetrosynthesisRuoxi Sun, Hanjun Dai, Li Li et al.
Retrosynthesis -- the process of identifying a set of reactants to synthesize a target molecule -- is of vital importance to material design and drug discovery. Existing machine learning approaches based on language models and graph neural networks have achieved encouraging results. In this paper, we propose a framework that unifies sequence- and graph-based methods as energy-based models (EBMs) with different energy functions. This unified perspective provides critical insights about EBM variants through a comprehensive assessment of performance. Additionally, we present a novel dual variant within the framework that performs consistent training over Bayesian forward- and backward-prediction by constraining the agreement between the two directions. This model improves state-of-the-art performance by 9.6% for template-free approaches where the reaction type is unknown.
17.6MLJul 2, 2020
Provably Efficient Neural Estimation of Structural Equation Model: An Adversarial ApproachLuofeng Liao, You-Lin Chen, Zhuoran Yang et al.
Structural equation models (SEMs) are widely used in sciences, ranging from economics to psychology, to uncover causal relationships underlying a complex system under consideration and estimate structural parameters of interest. We study estimation in a class of generalized SEMs where the object of interest is defined as the solution to a linear operator equation. We formulate the linear operator equation as a min-max game, where both players are parameterized by neural networks (NNs), and learn the parameters of these neural networks using the stochastic gradient descent. We consider both 2-layer and multi-layer NNs with ReLU activation functions and prove global convergence in an overparametrized regime, where the number of neurons is diverging. The results are established using techniques from online learning and local linearization of NNs, and improve in several aspects the current state-of-the-art. For the first time we provide a tractable estimation procedure for SEMs based on NNs with provable convergence and without the need for sample splitting.