12.8CVJul 1, 2024
GaussianStego: A Generalizable Stenography Pipeline for Generative 3D Gaussians SplattingChenxin Li, Hengyu Liu, Zhiwen Fan et al.
Recent advancements in large generative models and real-time neural rendering using point-based techniques pave the way for a future of widespread visual data distribution through sharing synthesized 3D assets. However, while standardized methods for embedding proprietary or copyright information, either overtly or subtly, exist for conventional visual content such as images and videos, this issue remains unexplored for emerging generative 3D formats like Gaussian Splatting. We present GaussianStego, a method for embedding steganographic information in the rendering of generated 3D assets. Our approach employs an optimization framework that enables the accurate extraction of hidden information from images rendered using Gaussian assets derived from large models, while maintaining their original visual quality. We conduct preliminary evaluations of our method across several potential deployment scenarios and discuss issues identified through analysis. GaussianStego represents an initial exploration into the novel challenge of embedding customizable, imperceptible, and recoverable information within the renders produced by current 3D generative models, while ensuring minimal impact on the rendered content's quality.
8.4CVOct 10, 2023
High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance FieldMinghan Qin, Yifan Liu, Yuelang Xu et al.
One crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned neural radiance field can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets.
X-GGM: Graph Generative Modeling for Out-of-Distribution Generalization in Visual Question AnsweringJingjing Jiang, Ziyi Liu, Yifan Liu et al.
Encouraging progress has been made towards Visual Question Answering (VQA) in recent years, but it is still challenging to enable VQA models to adaptively generalize to out-of-distribution (OOD) samples. Intuitively, recompositions of existing visual concepts (\ie, attributes and objects) can generate unseen compositions in the training set, which will promote VQA models to generalize to OOD samples. In this paper, we formulate OOD generalization in VQA as a compositional generalization problem and propose a graph generative modeling-based training scheme (X-GGM) to implicitly model the problem. X-GGM leverages graph generative modeling to iteratively generate a relation matrix and node representations for the predefined graph that utilizes attribute-object pairs as nodes. Furthermore, to alleviate the unstable training issue in graph generative modeling, we propose a gradient distribution consistency loss to constrain the data distribution with adversarial perturbations and the generated distribution. The baseline VQA model (LXMERT) trained with the X-GGM scheme achieves state-of-the-art OOD performance on two standard VQA OOD benchmarks, \ie, VQA-CP v2 and GQA-OOD. Extensive ablation studies demonstrate the effectiveness of X-GGM components. Code is available at \url{https://github.com/jingjing12110/x-ggm}.
2.2ROMay 15, 2024
SOMTP: Self-Supervised Learning-Based Optimizer for MPC-Based Safe Trajectory Planning Problems in RoboticsYifan Liu, You Wang, Guang Li
Model Predictive Control (MPC)-based trajectory planning has been widely used in robotics, and incorporating Control Barrier Function (CBF) constraints into MPC can greatly improve its obstacle avoidance efficiency. Unfortunately, traditional optimizers are resource-consuming and slow to solve such non-convex constrained optimization problems (COPs) while learning-based methods struggle to satisfy the non-convex constraints. In this paper, we propose SOMTP algorithm, a self-supervised learning-based optimizer for CBF-MPC trajectory planning. Specifically, first, SOMTP employs problem transcription to satisfy most of the constraints. Then the differentiable SLPG correction is proposed to move the solution closer to the safe set and is then converted as the guide policy in the following training process. After that, inspired by the Augmented Lagrangian Method (ALM), our training algorithm integrated with guide policy constraints is proposed to enable the optimizer network to converge to a feasible solution. Finally, experiments show that the proposed algorithm has better feasibility than other learning-based methods and can provide solutions much faster than traditional optimizers with similar optimality.
ICGNet: A Unified Approach for Instance-Centric GraspingRené Zurbrügg, Yifan Liu, Francis Engelmann et al.
Accurate grasping is the key to several robotic tasks including assembly and household robotics. Executing a successful grasp in a cluttered environment requires multiple levels of scene understanding: First, the robot needs to analyze the geometric properties of individual objects to find feasible grasps. These grasps need to be compliant with the local object geometry. Second, for each proposed grasp, the robot needs to reason about the interactions with other objects in the scene. Finally, the robot must compute a collision-free grasp trajectory while taking into account the geometry of the target object. Most grasp detection algorithms directly predict grasp poses in a monolithic fashion, which does not capture the composability of the environment. In this paper, we introduce an end-to-end architecture for object-centric grasping. The method uses pointcloud data from a single arbitrary viewing direction as an input and generates an instance-centric representation for each partially observed object in the scene. This representation is further used for object reconstruction and grasp detection in cluttered table-top scenes. We show the effectiveness of the proposed method by extensively evaluating it against state-of-the-art methods on synthetic datasets, indicating superior performance for grasping and reconstruction. Additionally, we demonstrate real-world applicability by decluttering scenes with varying numbers of objects.