0.5CLJun 25, 2023
Interpretable Neural Embeddings with Sparse Self-RepresentationMinxue Xia, Hao Zhu · cmu
Interpretability benefits the theoretical understanding of representations. Existing word embeddings are generally dense representations. Hence, the meaning of latent dimensions is difficult to interpret. This makes word embeddings like a black-box and prevents them from being human-readable and further manipulation. Many methods employ sparse representation to learn interpretable word embeddings for better interpretability. However, they also suffer from the unstable issue of grouped selection in $\ell1$ and online dictionary learning. Therefore, they tend to yield different results each time. To alleviate this challenge, we propose a novel method to associate data self-representation with a shallow neural network to learn expressive, interpretable word embeddings. In experiments, we report that the resulting word embeddings achieve comparable and even slightly better interpretability than baseline embeddings. Besides, we also evaluate that our approach performs competitively well on all downstream tasks and outperforms benchmark embeddings on a majority of them.
32.8CVNov 27, 2023
Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray TracingJian Gao, Chun Gu, Youtian Lin et al.
In this paper, we present a novel differentiable point-based rendering framework to achieve photo-realistic relighting. To make the reconstructed scene relightable, we enhance vanilla 3D Gaussians by associating extra properties, including normal vectors, BRDF parameters, and incident lighting from various directions. From a collection of multi-view images, the 3D scene is optimized through 3D Gaussian Splatting while BRDF and lighting are decomposed by physically based differentiable rendering. To produce plausible shadow effects in photo-realistic relighting, we introduce an innovative point-based ray tracing with the bounding volume hierarchies for efficient visibility pre-computation. Extensive experiments demonstrate our improved BRDF estimation, novel view synthesis and relighting results compared to state-of-the-art approaches. The proposed framework showcases the potential to revolutionize the mesh-based graphics pipeline with a point-based pipeline enabling editing, tracing, and relighting.
2.6LGAug 16, 2024
CAT: Caution Aware Transfer in Reinforcement Learning via Distributional RiskMohamad Fares El Hajj Chehade, Amrit Singh Bedi, Amy Zhang et al.
Transfer learning in reinforcement learning (RL) has become a pivotal strategy for improving data efficiency in new, unseen tasks by utilizing knowledge from previously learned tasks. This approach is especially beneficial in real-world deployment scenarios where computational resources are constrained and agents must adapt rapidly to novel environments. However, current state-of-the-art methods often fall short in ensuring safety during the transfer process, particularly when unforeseen risks emerge in the deployment phase. In this work, we address these limitations by introducing a novel Caution-Aware Transfer Learning (CAT) framework. Unlike traditional approaches that limit risk considerations to mean-variance, we define "caution" as a more generalized and comprehensive notion of risk. Our core innovation lies in optimizing a weighted sum of reward return and caution-based on state-action occupancy measures-during the transfer process, allowing for a rich representation of diverse risk factors. To the best of our knowledge, this is the first work to explore the optimization of such a generalized risk notion within the context of transfer RL. Our contributions are threefold: (1) We propose a Caution-Aware Transfer (CAT) framework that evaluates source policies within the test environment and constructs a new policy that balances reward maximization and caution. (2) We derive theoretical sub-optimality bounds for our method, providing rigorous guarantees of its efficacy. (3) We empirically validate CAT, demonstrating that it consistently outperforms existing methods by delivering safer policies under varying risk conditions in the test tasks.
12.0SEJan 12, 2024Code
DevEval: Evaluating Code Generation in Practical Software ProjectsJia Li, Ge Li, Yunfei Zhao et al. · pku
How to evaluate Large Language Models (LLMs) in code generation is an open question. Many benchmarks have been proposed but are inconsistent with practical software projects, e.g., unreal program distributions, insufficient dependencies, and small-scale project contexts. Thus, the capabilities of LLMs in practical projects are still unclear. In this paper, we propose a new benchmark named DevEval, aligned with Developers' experiences in practical projects. DevEval is collected through a rigorous pipeline, containing 2,690 samples from 119 practical projects and covering 10 domains. Compared to previous benchmarks, DevEval aligns to practical projects in multiple dimensions, e.g., real program distributions, sufficient dependencies, and enough-scale project contexts. We assess five popular LLMs on DevEval (e.g., gpt-4, gpt-3.5-turbo, CodeLLaMa, and StarCoder) and reveal their actual abilities in code generation. For instance, the highest Pass@1 of gpt-3.5-turbo only is 42 in our experiments. We also discuss the challenges and future directions of code generation in practical projects. We open-source DevEval and hope it can facilitate the development of code generation in practical projects.
21.8CVDec 4, 2023
VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid PriorXusen Sun, Longhao Zhang, Hao Zhu et al.
Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid expression motion and rigid head motion. For expression motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For natural head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons.
12.8CVDec 18, 2024
MCMat: Multiview-Consistent and Physically Accurate PBR Material GenerationShenhao Zhu, Lingteng Qiu, Xiaodong Gu et al.
Existing 2D methods utilize UNet-based diffusion models to generate multi-view physically-based rendering (PBR) maps but struggle with multi-view inconsistency, while some 3D methods directly generate UV maps, encountering generalization issues due to the limited 3D data. To address these problems, we propose a two-stage approach, including multi-view generation and UV materials refinement. In the generation stage, we adopt a Diffusion Transformer (DiT) model to generate PBR materials, where both the specially designed multi-branch DiT and reference-based DiT blocks adopt a global attention mechanism to promote feature interaction and fusion between different views, thereby improving multi-view consistency. In addition, we adopt a PBR-based diffusion loss to ensure that the generated materials align with realistic physical principles. In the refinement stage, we propose a material-refined DiT that performs inpainting in empty areas and enhances details in UV space. Except for the normal condition, this refinement also takes the material map from the generation stage as an additional condition to reduce the learning difficulty and improve generalization. Extensive experiments show that our method achieves state-of-the-art performance in texturing 3D objects with PBR materials and provides significant advantages for graphics relighting applications. Project Page: https://lingtengqiu.github.io/2024/MCMat/