Jingbo Wang

CV
h-index37
6papers
1,668citations
Novelty50%
AI Score40

6 Papers

3.3QUANT-PHSep 3, 2024Code
Learning out-of-time-ordered correlators with classical kernel methods

John Tanner, Jason Pye, Jingbo Wang

Out-of-Time Ordered Correlators (OTOCs) are widely used to investigate information scrambling in quantum systems. However, directly computing OTOCs with classical computers is an expensive procedure. This is due to the need to classically simulate the dynamics of quantum many-body systems, which entails computational costs that scale rapidly with system size. Similarly, exact simulation of the dynamics with a quantum computer (QC) will either only be possible for short times with noisy intermediate-scale quantum (NISQ) devices, or will require a fault-tolerant QC which is currently beyond technological capabilities. This motivates a search for alternative approaches to determine OTOCs and related quantities. In this study, we explore four parameterised sets of Hamiltonians describing local one-dimensional quantum systems of interest in condensed matter physics. For each set, we investigate whether classical kernel methods (KMs) can accurately learn the XZ-OTOC and a particular sum of OTOCs, as functions of the Hamiltonian parameters. We frame the problem as a regression task, generating small batches of labelled data with classical tensor network methods for quantum many-body systems with up to 40 qubits. Using this data, we train a variety of standard kernel machines and observe that the Laplacian and radial basis function (RBF) kernels perform best, achieving a coefficient of determination (\(R^2\)) on the testing sets of at least 0.7167, with averages between 0.8112 and 0.9822 for the various sets of Hamiltonians, together with small root mean squared error and mean absolute error. Hence, after training, the models can replace further uses of tensor networks for calculating an OTOC function of a system within the parameterised sets. Accordingly, the proposed method can assist with extensive evaluations of an OTOC function.

19.8CVApr 30, 2024
PACER+: On-Demand Pedestrian Animation Controller in Driving Scenarios

Jingbo Wang, Zhengyi Luo, Ye Yuan et al.

We address the challenge of content diversity and controllability in pedestrian simulation for driving scenarios. Recent pedestrian animation frameworks have a significant limitation wherein they primarily focus on either following trajectory [46] or the content of the reference video [57], consequently overlooking the potential diversity of human motion within such scenarios. This limitation restricts the ability to generate pedestrian behaviors that exhibit a wider range of variations and realistic motions and therefore restricts its usage to provide rich motion content for other components in the driving simulation system, e.g., suddenly changed motion to which the autonomous vehicle should respond. In our approach, we strive to surpass the limitation by showcasing diverse human motions obtained from various sources, such as generated human motions, in addition to following the given trajectory. The fundamental contribution of our framework lies in combining the motion tracking task with trajectory following, which enables the tracking of specific motion parts (e.g., upper body) while simultaneously following the given trajectory by a single policy. This way, we significantly enhance both the diversity of simulated human motion within the given scenario and the controllability of the content, including language-based control. Our framework facilitates the generation of a wide range of human motions, contributing to greater realism and adaptability in pedestrian simulations for driving scenarios. More information is on our project page https://wangjingbo1219.github.io/papers/CVPR2024_PACER_PLUS/PACERPLUSPage.html .

12.1CVOct 30, 2024
DreamRelation: Bridging Customization and Relation Generation

Qingyu Shi, Lu Qi, Jianzong Wu et al.

Customized image generation is essential for creating personalized content based on user prompts, allowing large-scale text-to-image diffusion models to more effectively meet individual needs. However, existing models often neglect the relationships between customized objects in generated images. In contrast, this work addresses this gap by focusing on relation-aware customized image generation, which seeks to preserve the identities from image prompts while maintaining the relationship specified in text prompts. Specifically, we introduce DreamRelation, a framework that disentangles identity and relation learning using a carefully curated dataset. Our training data consists of relation-specific images, independent object images containing identity information, and text prompts to guide relation generation. Then, we propose two key modules to tackle the two main challenges: generating accurate and natural relationships, especially when significant pose adjustments are required, and avoiding object confusion in cases of overlap. First, we introduce a keypoint matching loss that effectively guides the model in adjusting object poses closely tied to their relationships. Second, we incorporate local features of the image prompts to better distinguish between objects, preventing confusion in overlapping cases. Extensive results on our proposed benchmarks demonstrate the superiority of DreamRelation in generating precise relations while preserving object identities across a diverse set of objects and relationships.

11.8CVMar 26, 2025
ARMO: Autoregressive Rigging for Multi-Category Objects

Mingze Sun, Shiwei Mao, Keyi Chen et al.

Recent advancements in large-scale generative models have significantly improved the quality and diversity of 3D shape generation. However, most existing methods focus primarily on generating static 3D models, overlooking the potentially dynamic nature of certain shapes, such as humanoids, animals, and insects. To address this gap, we focus on rigging, a fundamental task in animation that establishes skeletal structures and skinning for 3D models. In this paper, we introduce OmniRig, the first large-scale rigging dataset, comprising 79,499 meshes with detailed skeleton and skinning information. Unlike traditional benchmarks that rely on predefined standard poses (e.g., A-pose, T-pose), our dataset embraces diverse shape categories, styles, and poses. Leveraging this rich dataset, we propose ARMO, a novel rigging framework that utilizes an autoregressive model to predict both joint positions and connectivity relationships in a unified manner. By treating the skeletal structure as a complete graph and discretizing it into tokens, we encode the joints using an auto-encoder to obtain a latent embedding and an autoregressive model to predict the tokens. A mesh-conditioned latent diffusion model is used to predict the latent embedding for conditional skeleton generation. Our method addresses the limitations of regression-based approaches, which often suffer from error accumulation and suboptimal connectivity estimation. Through extensive experiments on the OmniRig dataset, our approach achieves state-of-the-art performance in skeleton prediction, demonstrating improved generalization across diverse object categories. The code and dataset will be made public for academic use upon acceptance.

22.7ROJun 28, 2024
SMPLOlympics: Sports Environments for Physically Simulated Humanoids

Zhengyi Luo, Jiashun Wang, Kangni Liu et al.

We present SMPLOlympics, a collection of physically simulated environments that allow humanoids to compete in a variety of Olympic sports. Sports simulation offers a rich and standardized testing ground for evaluating and improving the capabilities of learning algorithms due to the diversity and physically demanding nature of athletic activities. As humans have been competing in these sports for many years, there is also a plethora of existing knowledge on the preferred strategy to achieve better performance. To leverage these existing human demonstrations from videos and motion capture, we design our humanoid to be compatible with the widely-used SMPL and SMPL-X human models from the vision and graphics community. We provide a suite of individual sports environments, including golf, javelin throw, high jump, long jump, and hurdling, as well as competitive sports, including both 1v1 and 2v2 games such as table tennis, tennis, fencing, boxing, soccer, and basketball. Our analysis shows that combining strong motion priors with simple rewards can result in human-like behavior in various sports. By providing a unified sports benchmark and baseline implementation of state and reward designs, we hope that SMPLOlympics can help the control and animation communities achieve human-like and performant behaviors.

37.1CVApr 5, 2020
BiSeNet V2: Bilateral Network with Guided Aggregation for Real-time Semantic Segmentation

Changqian Yu, Changxin Gao, Jingbo Wang et al.

The low-level details and high-level semantics are both essential to the semantic segmentation task. However, to speed up the model inference, current approaches almost always sacrifice the low-level details, which leads to a considerable accuracy decrease. We propose to treat these spatial details and categorical semantics separately to achieve high accuracy and high efficiency for realtime semantic segmentation. To this end, we propose an efficient and effective architecture with a good trade-off between speed and accuracy, termed Bilateral Segmentation Network (BiSeNet V2). This architecture involves: (i) a Detail Branch, with wide channels and shallow layers to capture low-level details and generate high-resolution feature representation; (ii) a Semantic Branch, with narrow channels and deep layers to obtain high-level semantic context. The Semantic Branch is lightweight due to reducing the channel capacity and a fast-downsampling strategy. Furthermore, we design a Guided Aggregation Layer to enhance mutual connections and fuse both types of feature representation. Besides, a booster training strategy is designed to improve the segmentation performance without any extra inference cost. Extensive quantitative and qualitative evaluations demonstrate that the proposed architecture performs favourably against a few state-of-the-art real-time semantic segmentation approaches. Specifically, for a 2,048x1,024 input, we achieve 72.6% Mean IoU on the Cityscapes test set with a speed of 156 FPS on one NVIDIA GeForce GTX 1080 Ti card, which is significantly faster than existing methods, yet we achieve better segmentation accuracy.