4.8CVMay 5, 2022
Fixing Malfunctional Objects With Learned Physical Simulation and Functional PredictionYining Hong, Kaichun Mo, Li Yi et al.
This paper studies the problem of fixing malfunctional 3D objects. While previous works focus on building passive perception models to learn the functionality from static 3D objects, we argue that functionality is reckoned with respect to the physical interactions between the object and the user. Given a malfunctional object, humans can perform mental simulations to reason about its functionality and figure out how to fix it. Inspired by this, we propose FixIt, a dataset that contains about 5k poorly-designed 3D physical objects paired with choices to fix them. To mimic humans' mental simulation process, we present FixNet, a novel framework that seamlessly incorporates perception and physical dynamics. Specifically, FixNet consists of a perception module to extract the structured representation from the 3D point cloud, a physical dynamics prediction module to simulate the results of interactions on 3D objects, and a functionality prediction module to evaluate the functionality and choose the correct fix. Experimental results show that our framework outperforms baseline models by a large margin, and can generalize well to objects with similar interaction types.
1.2DSJul 11, 2023
$\ell_p$-Regression in the Arbitrary Partition Model of CommunicationYi Li, Honghao Lin, David P. Woodruff
We consider the randomized communication complexity of the distributed $\ell_p$-regression problem in the coordinator model, for $p\in (0,2]$. In this problem, there is a coordinator and $s$ servers. The $i$-th server receives $A^i\in\{-M, -M+1, \ldots, M\}^{n\times d}$ and $b^i\in\{-M, -M+1, \ldots, M\}^n$ and the coordinator would like to find a $(1+ε)$-approximate solution to $\min_{x\in\mathbb{R}^n} \|(\sum_i A^i)x - (\sum_i b^i)\|_p$. Here $M \leq \mathrm{poly}(nd)$ for convenience. This model, where the data is additively shared across servers, is commonly referred to as the arbitrary partition model. We obtain significantly improved bounds for this problem. For $p = 2$, i.e., least squares regression, we give the first optimal bound of $\tildeΘ(sd^2 + sd/ε)$ bits. For $p \in (1,2)$,we obtain an $\tilde{O}(sd^2/ε+ sd/\mathrm{poly}(ε))$ upper bound. Notably, for $d$ sufficiently large, our leading order term only depends linearly on $1/ε$ rather than quadratically. We also show communication lower bounds of $Ω(sd^2 + sd/ε^2)$ for $p\in (0,1]$ and $Ω(sd^2 + sd/ε)$ for $p\in (1,2]$. Our bounds considerably improve previous bounds due to (Woodruff et al. COLT, 2013) and (Vempala et al., SODA, 2020).
18.9ROApr 1, 2024
PhysReaction: Physically Plausible Real-Time Humanoid Reaction Synthesis via Forward Dynamics Guided 4D ImitationYunze Liu, Changxi Chen, Chenjing Ding et al.
Humanoid Reaction Synthesis is pivotal for creating highly interactive and empathetic robots that can seamlessly integrate into human environments, enhancing the way we live, work, and communicate. However, it is difficult to learn the diverse interaction patterns of multiple humans and generate physically plausible reactions. The kinematics-based approaches face challenges, including issues like floating feet, sliding, penetration, and other problems that defy physical plausibility. The existing physics-based method often relies on kinematics-based methods to generate reference states, which struggle with the challenges posed by kinematic noise during action execution. Constrained by their reliance on diffusion models, these methods are unable to achieve real-time inference. In this work, we propose a Forward Dynamics Guided 4D Imitation method to generate physically plausible human-like reactions. The learned policy is capable of generating physically plausible and human-like reactions in real-time, significantly improving the speed(x33) and quality of reactions compared with the existing method. Our experiments on the InterHuman and Chi3D datasets, along with ablation studies, demonstrate the effectiveness of our approach.
7.6CVJun 14, 2024
4DRecons: 4D Neural Implicit Deformable Objects Reconstruction from a single RGB-D Camera with Geometrical and Topological RegularizationsXiaoyan Cong, Haitao Yang, Liyan Chen et al.
This paper presents a novel approach 4DRecons that takes a single camera RGB-D sequence of a dynamic subject as input and outputs a complete textured deforming 3D model over time. 4DRecons encodes the output as a 4D neural implicit surface and presents an optimization procedure that combines a data term and two regularization terms. The data term fits the 4D implicit surface to the input partial observations. We address fundamental challenges in fitting a complete implicit surface to partial observations. The first regularization term enforces that the deformation among adjacent frames is as rigid as possible (ARAP). To this end, we introduce a novel approach to compute correspondences between adjacent textured implicit surfaces, which are used to define the ARAP regularization term. The second regularization term enforces that the topology of the underlying object remains fixed over time. This regularization is critical for avoiding self-intersections that are typical in implicit-based reconstructions. We have evaluated the performance of 4DRecons on a variety of datasets. Experimental results show that 4DRecons can handle large deformations and complex inter-part interactions and outperform state-of-the-art approaches considerably.
16.6CVDec 9, 2021
PTR: A Benchmark for Part-based Conceptual, Relational, and Physical ReasoningYining Hong, Li Yi, Joshua B. Tenenbaum et al.
A critical aspect of human visual perception is the ability to parse visual scenes into individual objects and further into object parts, forming part-whole hierarchies. Such composite structures could induce a rich set of semantic concepts and relations, thus playing an important role in the interpretation and organization of visual signals as well as for the generalization of visual perception and reasoning. However, existing visual reasoning benchmarks mostly focus on objects rather than parts. Visual reasoning based on the full part-whole hierarchy is much more challenging than object-centric reasoning due to finer-grained concepts, richer geometry relations, and more complex physics. Therefore, to better serve for part-based conceptual, relational and physical reasoning, we introduce a new large-scale diagnostic visual reasoning dataset named PTR. PTR contains around 70k RGBD synthetic images with ground truth object and part level annotations regarding semantic instance segmentation, color attributes, spatial and geometric relationships, and certain physical properties such as stability. These images are paired with 700k machine-generated questions covering various types of reasoning types, making them a good testbed for visual reasoning models. We examine several state-of-the-art visual reasoning models on this dataset and observe that they still make many surprising mistakes in situations where humans can easily infer the correct answer. We believe this dataset will open up new opportunities for part-based reasoning.
14.6SEFeb 27, 2021
A Context-based Automated Approach for Method Name Consistency Checking and SuggestionYi Li, Shaohua Wang, Tien N. Nguyen
Misleading method names in software projects can confuse developers, which may lead to software defects and affect code understandability. In this paper, we present DeepName, a context-based, deep learning approach to detect method name inconsistencies and suggest a proper name for a method. The key departure point is the philosophy of "Show Me Your Friends, I'll Tell You Who You Are". Unlike the state-of-the-art approaches, in addition to the method's body, we also consider the interactions of the current method under study with the other ones including the caller and callee methods, and the sibling methods in the same enclosing class. The sequences of sub-tokens in the program entities' names in the contexts are extracted and used as the input for an RNN-based encoder-decoder to produce the representations for the current method. We modify that RNN model to integrate the copy mechanism and our newly developed component, called the non-copy mechanism, to emphasize on the possibility of a certain sub-token not to be copied to follow the current sub-token in the currently generated method name. We conducted several experiments to evaluate DeepName on large datasets with +14M methods. For consistency checking, DeepName improves the state-of-the-art approach by 2.1%, 19.6%, and 11.9% relatively in recall, precision, and F-score, respectively. For name suggestion, DeepName improves relatively over the state-of-the-art approaches in precision (1.8%--30.5%), recall (8.8%--46.1%), and F-score (5.2%--38.2%). To assess DeepName's usefulness, we detected inconsistent methods and suggested new method names in active projects. Among 50 pull requests, 12 were merged into the main branch. In total, in 30/50 cases, the team members agree that our suggested method names are more meaningful than the current names.
3.1LGFeb 24, 2021
Learning-Augmented Sketches for HessiansYi Li, Honghao Lin, David P. Woodruff
Sketching is a dimensionality reduction technique where one compresses a matrix by linear combinations that are chosen at random. A line of work has shown how to sketch the Hessian to speed up each iteration in a second order method, but such sketches usually depend only on the matrix at hand, and in a number of cases are even oblivious to the input matrix. One could instead hope to learn a distribution on sketching matrices that is optimized for the specific distribution of input matrices. We show how to design learned sketches for the Hessian in the context of second order methods. We prove that a smaller sketching dimension of the column space of a tall matrix is possible, given an oracle that can predict the indices of the rows of large leverage score. We design such an oracle for various datasets, and this leads to a faster convergence of the well-studied iterative Hessian sketch procedure, which applies to a wide range of problems in convex optimization. We show empirically that learned sketches, compared with their "non-learned" counterparts, do improve the approximation accuracy for important problems, including LASSO and matrix estimation with nuclear norm constraints.
5.1DSJul 7, 2020
Streaming Complexity of SVMsAlexandr Andoni, Collin Burns, Yi Li et al.
We study the space complexity of solving the bias-regularized SVM problem in the streaming model. This is a classic supervised learning problem that has drawn lots of attention, including for developing fast algorithms for solving the problem approximately. One of the most widely used algorithms for approximately optimizing the SVM objective is Stochastic Gradient Descent (SGD), which requires only $O(\frac{1}{λε})$ random samples, and which immediately yields a streaming algorithm that uses $O(\frac{d}{λε})$ space. For related problems, better streaming algorithms are only known for smooth functions, unlike the SVM objective that we focus on in this work. We initiate an investigation of the space complexity for both finding an approximate optimum of this objective, and for the related ``point estimation'' problem of sketching the data set to evaluate the function value $F_λ$ on any query $(θ, b)$. We show that, for both problems, for dimensions $d=1,2$, one can obtain streaming algorithms with space polynomially smaller than $\frac{1}{λε}$, which is the complexity of SGD for strongly convex functions like the bias-regularized SVM, and which is known to be tight in general, even for $d=1$. We also prove polynomial lower bounds for both point estimation and optimization. In particular, for point estimation we obtain a tight bound of $Θ(1/\sqrtε)$ for $d=1$ and a nearly tight lower bound of $\widetildeΩ(d/ε^2)$ for $d = Ω( \log(1/ε))$. Finally, for optimization, we prove a $Ω(1/\sqrtε)$ lower bound for $d = Ω( \log(1/ε))$, and show similar bounds when $d$ is constant.
1.2CVApr 20, 2020
Cosmetic-Aware Makeup CleanserYi Li, Huaibo Huang, Junchi Yu et al.
Face verification aims at determining whether a pair of face images belongs to the same identity. Recent studies have revealed the negative impact of facial makeup on the verification performance. With the rapid development of deep generative models, this paper proposes a semanticaware makeup cleanser (SAMC) to remove facial makeup under different poses and expressions and achieve verification via generation. The intuition lies in the fact that makeup is a combined effect of multiple cosmetics and tailored treatments should be imposed on different cosmetic regions. To this end, we present both unsupervised and supervised semantic-aware learning strategies in SAMC. At image level, an unsupervised attention module is jointly learned with the generator to locate cosmetic regions and estimate the degree. At feature level, we resort to the effort of face parsing merely in training phase and design a localized texture loss to serve complements and pursue superior synthetic quality. The experimental results on four makeuprelated datasets verify that SAMC not only produces appealing de-makeup outputs at a resolution of 256*256, but also facilitates makeup-invariant face verification through image generation.
Curriculum DeepSDFYueqi Duan, Haidong Zhu, He Wang et al.
When learning to sketch, beginners start with simple and flexible shapes, and then gradually strive for more complex and accurate ones in the subsequent training sessions. In this paper, we design a "shape curriculum" for learning continuous Signed Distance Function (SDF) on shapes, namely Curriculum DeepSDF. Inspired by how humans learn, Curriculum DeepSDF organizes the learning task in ascending order of difficulty according to the following two criteria: surface accuracy and sample difficulty. The former considers stringency in supervising with ground truth, while the latter regards the weights of hard training samples near complex geometry and fine structure. More specifically, Curriculum DeepSDF learns to reconstruct coarse shapes at first, and then gradually increases the accuracy and focuses more on complex local details. Experimental results show that a carefully-designed curriculum leads to significantly better shape reconstructions with the same training data, training epochs and network architecture as DeepSDF. We believe that the application of shape curricula can benefit the training process of a wide variety of 3D shape representation learning methods.
6.6DSOct 18, 2018
Testing Matrix Rank, OptimallyMaria-Florina Balcan, Yi Li, David P. Woodruff et al.
We show that for the problem of testing if a matrix $A \in F^{n \times n}$ has rank at most $d$, or requires changing an $ε$-fraction of entries to have rank at most $d$, there is a non-adaptive query algorithm making $\widetilde{O}(d^2/ε)$ queries. Our algorithm works for any field $F$. This improves upon the previous $O(d^2/ε^2)$ bound (SODA'03), and bypasses an $Ω(d^2/ε^2)$ lower bound of (KDD'14) which holds if the algorithm is required to read a submatrix. Our algorithm is the first such algorithm which does not read a submatrix, and instead reads a carefully selected non-adaptive pattern of entries in rows and columns of $A$. We complement our algorithm with a matching query complexity lower bound for non-adaptive testers over any field. We also give tight bounds of $\widetildeΘ(d^2)$ queries in the sensing model for which query access comes in the form of $\langle X_i, A\rangle:=tr(X_i^\top A)$; perhaps surprisingly these bounds do not depend on $ε$. We next develop a novel property testing framework for testing numerical properties of a real-valued matrix $A$ more generally, which includes the stable rank, Schatten-$p$ norms, and SVD entropy. Specifically, we propose a bounded entry model, where $A$ is required to have entries bounded by $1$ in absolute value. We give upper and lower bounds for a wide range of problems in this model, and discuss connections to the sensing model above.
26.9CVApr 14, 2015
Sketch-based 3D Shape Retrieval using Convolutional Neural NetworksFang Wang, Le Kang, Yi Li
Retrieving 3D models from 2D human sketches has received considerable attention in the areas of graphics, image retrieval, and computer vision. Almost always in state of the art approaches a large amount of "best views" are computed for 3D models, with the hope that the query sketch matches one of these 2D projections of 3D models using predefined features. We argue that this two stage approach (view selection -- matching) is pragmatic but also problematic because the "best views" are subjective and ambiguous, which makes the matching inputs obscure. This imprecise nature of matching further makes it challenging to choose features manually. Instead of relying on the elusive concept of "best views" and the hand-crafted features, we propose to define our views using a minimalism approach and learn features for both sketches and views. Specifically, we drastically reduce the number of views to only two predefined directions for the whole dataset. Then, we learn two Siamese Convolutional Neural Networks (CNNs), one for the views and one for the sketches. The loss function is defined on the within-domain as well as the cross-domain similarities. Our experiments on three benchmark datasets demonstrate that our method is significantly better than state of the art approaches, and outperforms them in all conventional metrics.