7.3NAJun 4
Truncated Huber Penalty for Sparse Signal Recovery with Convergence AnalysisLi Yang, Serena Morigi, Michael K. Ng et al.
Sparse signal recovery from under-determined systems presents significant challenges when using conventional L_0 and L_1 penalties, primarily due to computational complexity and estimation bias. This paper introduces a truncated Huber penalty, a non-convex metric that effectively bridges the gap between unbiased sparse recovery and differentiable optimization. The proposed penalty applies quadratic regularization to small entries while truncating large magnitudes, avoiding non-differentiable points at optima. Theoretical analysis demonstrates that, for an appropriately chosen threshold, any s-sparse solution recoverable via conventional penalties remains a local optimum under the truncated Huber function. This property allows the exact and robust recovery theories developed for other penalty regularization functions to be directly extended to the truncated Huber function. To solve the optimization problem, we develop a block coordinate descent (BCD) algorithm with finite-step convergence guarantees under spark conditions. Numerical experiments are conducted to validate the effectiveness and robustness of the proposed approach. Furthermore, we extend the truncated Huber-penalized model to the gradient domain, illustrating its applicability in signal denoising and image smoothing.
15.3CVNov 27, 2024
PhyCAGE: Physically Plausible Compositional 3D Asset Generation from a Single ImageHan Yan, Mingrui Zhang, Yang Li et al.
We present PhyCAGE, the first approach for physically plausible compositional 3D asset generation from a single image. Given an input image, we first generate consistent multi-view images for components of the assets. These images are then fitted with 3D Gaussian Splatting representations. To ensure that the Gaussians representing objects are physically compatible with each other, we introduce a Physical Simulation-Enhanced Score Distillation Sampling (PSE-SDS) technique to further optimize the positions of the Gaussians. It is achieved by setting the gradient of the SDS loss as the initial velocity of the physical simulation, allowing the simulator to act as a physics-guided optimizer that progressively corrects the Gaussians' positions to a physically compatible state. Experimental results demonstrate that the proposed method can generate physically plausible compositional 3D assets given a single image.
9.6AIOct 22, 2024
Influential Language Data Selection via Gradient Trajectory PursuitZhiwei Deng, Tao Li, Yang Li
Curating a desirable dataset for training has been the core of building highly capable large language models (Touvron et al., 2023; Achiam et al., 2023; Team et al.,2024). Gradient influence scores (Pruthi et al., 2020; Xia et al., 2024) are shown to be correlated with model performance and are commonly used as the criterion for data selection. However, existing methods are built upon either individual sample rankings or inefficient matching process, leading to suboptimal performance or scaling up issues.In this paper, we propose Gradient Trajectory Pursuit (GTP), an algorithm that performs pursuit of gradient trajectories via jointly selecting data points under an L0-norm regularized objective. The proposed algorithm highlights: (1) joint selection instead of independent top-k selection, which automatically de-duplicates samples; (2) higher efficiency with compressive sampling processes, which can be further sped up using a distributed framework. In the experiments, we demonstrate the algorithm in both in-domain and target-domain selection benchmarks and show that it outperforms top-k selection and competitive algorithms consistently, for example, our algorithm chooses as low as 0.5% data to achieve full performance on the targeted instruction tuning tasks
3.6CVJan 27, 2025
BAG: Body-Aligned 3D Wearable Asset GenerationZhongjin Luo, Yang Li, Mingrui Zhang et al.
While recent advancements have shown remarkable progress in general 3D shape generation models, the challenge of leveraging these approaches to automatically generate wearable 3D assets remains unexplored. To this end, we present BAG, a Body-aligned Asset Generation method to output 3D wearable asset that can be automatically dressed on given 3D human bodies. This is achived by controlling the 3D generation process using human body shape and pose information. Specifically, we first build a general single-image to consistent multiview image diffusion model, and train it on the large Objaverse dataset to achieve diversity and generalizability. Then we train a Controlnet to guide the multiview generator to produce body-aligned multiview images. The control signal utilizes the multiview 2D projections of the target human body, where pixel values represent the XYZ coordinates of the body surface in a canonical space. The body-conditioned multiview diffusion generates body-aligned multiview images, which are then fed into a native 3D diffusion model to produce the 3D shape of the asset. Finally, by recovering the similarity transformation using multiview silhouette supervision and addressing asset-body penetration with physics simulators, the 3D asset can be accurately fitted onto the target human body. Experimental results demonstrate significant advantages over existing methods in terms of image prompt-following capability, shape diversity, and shape quality. Our project page is available at https://bag-3d.github.io/.
3.7HCFeb 17, 2021
Spacewalker: Rapid UI Design Exploration Using Lightweight Markup Enhancement and Crowd Genetic ProgrammingMingyuan Zhong, Gang Li, Yang Li
User interface design is a complex task that involves designers examining a wide range of options. We present Spacewalker, a tool that allows designers to rapidly search a large design space for an optimal web UI with integrated support. Designers first annotate each attribute they want to explore in a typical HTML page, using a simple markup extension we designed. Spacewalker then parses the annotated HTML specification, and intelligently generates and distributes various configurations of the web UI to crowd workers for evaluation. We enhanced a genetic algorithm to accommodate crowd worker responses from pairwise comparison of UI designs, which is crucial for obtaining reliable feedback. Based on our experiments, Spacewalker allows designers to effectively search a large design space of a UI, using the language they are familiar with, and improve their design rapidly at a minimal cost.
Proximal Policy Optimization with Mixed Distributed TrainingZhenyu Zhang, Xiangfeng Luo, Tong Liu et al.
Instability and slowness are two main problems in deep reinforcement learning. Even if proximal policy optimization (PPO) is the state of the art, it still suffers from these two problems. We introduce an improved algorithm based on proximal policy optimization, mixed distributed proximal policy optimization (MDPPO), and show that it can accelerate and stabilize the training process. In our algorithm, multiple different policies train simultaneously and each of them controls several identical agents that interact with environments. Actions are sampled by each policy separately as usual, but the trajectories for the training process are collected from all agents, instead of only one policy. We find that if we choose some auxiliary trajectories elaborately to train policies, the algorithm will be more stable and quicker to converge especially in the environments with sparse rewards.