Y. Zhao

CV
h-index20
4papers
21citations
Novelty53%
AI Score36

4 Papers

2.6CVDec 10, 2022Code
Position Embedding Needs an Independent Layer Normalization

Runyi Yu, Zhennan Wang, Yinhuai Wang et al. · pku

The Position Embedding (PE) is critical for Vision Transformers (VTs) due to the permutation-invariance of self-attention operation. By analyzing the input and output of each encoder layer in VTs using reparameterization and visualization, we find that the default PE joining method (simply adding the PE and patch embedding together) operates the same affine transformation to token embedding and PE, which limits the expressiveness of PE and hence constrains the performance of VTs. To overcome this limitation, we propose a simple, effective, and robust method. Specifically, we provide two independent layer normalizations for token embeddings and PE for each layer, and add them together as the input of each layer's Muti-Head Self-Attention module. Since the method allows the model to adaptively adjust the information of PE for different layers, we name it as Layer-adaptive Position Embedding, abbreviated as LaPE. Extensive experiments demonstrate that LaPE can improve various VTs with different types of PE and make VTs robust to PE types. For example, LaPE improves 0.94% accuracy for ViT-Lite on Cifar10, 0.98% for CCT on Cifar100, and 1.72% for DeiT on ImageNet-1K, which is remarkable considering the negligible extra parameters, memory and computational cost brought by LaPE. The code is publicly available at https://github.com/Ingrid725/LaPE.

10.4CVMar 23, 2023
Multi-granularity Interaction Simulation for Unsupervised Interactive Segmentation

Kehan Li, Yian Zhao, Zhennan Wang et al. · pku

Interactive segmentation enables users to segment as needed by providing cues of objects, which introduces human-computer interaction for many fields, such as image editing and medical image analysis. Typically, massive and expansive pixel-level annotations are spent to train deep models by object-oriented interactions with manually labeled object masks. In this work, we reveal that informative interactions can be made by simulation with semantic-consistent yet diverse region exploration in an unsupervised paradigm. Concretely, we introduce a Multi-granularity Interaction Simulation (MIS) approach to open up a promising direction for unsupervised interactive segmentation. Drawing on the high-quality dense features produced by recent self-supervised models, we propose to gradually merge patches or regions with similar features to form more extensive regions and thus, every merged region serves as a semantic-meaningful multi-granularity proposal. By randomly sampling these proposals and simulating possible interactions based on them, we provide meaningful interaction at multiple granularities to teach the model to understand interactions. Our MIS significantly outperforms non-deep learning unsupervised methods and is even comparable with some previous deep-supervised methods without any annotation.

3.3GRDec 11, 2024
ProGDF: Progressive Gaussian Differential Field for Controllable and Flexible 3D Editing

Yian Zhao, Wanshi Xu, Yang Wu et al.

3D editing plays a crucial role in editing and reusing existing 3D assets, thereby enhancing productivity. Recently, 3DGS-based methods have gained increasing attention due to their efficient rendering and flexibility. However, achieving desired 3D editing results often requires multiple adjustments in an iterative loop, resulting in tens of minutes of training time cost for each attempt and a cumbersome trial-and-error cycle for users. This in-the-loop training paradigm results in a poor user experience. To address this issue, we introduce the concept of process-oriented modelling for 3D editing and propose the Progressive Gaussian Differential Field (ProGDF), an out-of-loop training approach that requires only a single training session to provide users with controllable editing capability and variable editing results through a user-friendly interface in real-time. ProGDF consists of two key components: Progressive Gaussian Splatting (PGS) and Gaussian Differential Field (GDF). PGS introduces the progressive constraint to extract the diverse intermediate results of the editing process and employs rendering quality regularization to improve the quality of these results. Based on these intermediate results, GDF leverages a lightweight neural network to model the editing process. Extensive results on two novel applications, namely controllable 3D editing and flexible fine-grained 3D manipulation, demonstrate the effectiveness, practicality and flexibility of the proposed ProGDF.

13.1CVMay 17, 2025
iSegMan: Interactive Segment-and-Manipulate 3D Gaussians

Yian Zhao, Wanshi Xu, Ruochong Zheng et al.

The efficient rendering and explicit nature of 3DGS promote the advancement of 3D scene manipulation. However, existing methods typically encounter challenges in controlling the manipulation region and are unable to furnish the user with interactive feedback, which inevitably leads to unexpected results. Intuitively, incorporating interactive 3D segmentation tools can compensate for this deficiency. Nevertheless, existing segmentation frameworks impose a pre-processing step of scene-specific parameter training, which limits the efficiency and flexibility of scene manipulation. To deliver a 3D region control module that is well-suited for scene manipulation with reliable efficiency, we propose interactive Segment-and-Manipulate 3D Gaussians (iSegMan), an interactive segmentation and manipulation framework that only requires simple 2D user interactions in any view. To propagate user interactions to other views, we propose Epipolar-guided Interaction Propagation (EIP), which innovatively exploits epipolar constraint for efficient and robust interaction matching. To avoid scene-specific training to maintain efficiency, we further propose the novel Visibility-based Gaussian Voting (VGV), which obtains 2D segmentations from SAM and models the region extraction as a voting game between 2D Pixels and 3D Gaussians based on Gaussian visibility. Taking advantage of the efficient and precise region control of EIP and VGV, we put forth a Manipulation Toolbox to implement various functions on selected regions, enhancing the controllability, flexibility and practicality of scene manipulation. Extensive results on 3D scene manipulation and segmentation tasks fully demonstrate the significant advantages of iSegMan. Project page is available at https://zhao-yian.github.io/iSegMan.