Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeBi-directional Masks for Efficient N:M Sparse Training
We focus on addressing the dense backward propagation issue for training efficiency of N:M fine-grained sparsity that preserves at most N out of M consecutive weights and achieves practical speedups supported by the N:M sparse tensor core. Therefore, we present a novel method of Bi-directional Masks (Bi-Mask) with its two central innovations in: 1) Separate sparse masks in the two directions of forward and backward propagation to obtain training acceleration. It disentangles the forward and backward weight sparsity and overcomes the very dense gradient computation. 2) An efficient weight row permutation method to maintain performance. It picks up the permutation candidate with the most eligible N:M weight blocks in the backward to minimize the gradient gap between traditional uni-directional masks and our bi-directional masks. Compared with existing uni-directional scenario that applies a transposable mask and enables backward acceleration, our Bi-Mask is experimentally demonstrated to be more superior in performance. Also, our Bi-Mask performs on par with or even better than methods that fail to achieve backward acceleration. Project of this paper is available at https://github.com/zyxxmu/Bi-Mask.
Bidirectional Stereo Image Compression with Cross-Dimensional Entropy Model
With the rapid advancement of stereo vision technologies, stereo image compression has emerged as a crucial field that continues to draw significant attention. Previous approaches have primarily employed a unidirectional paradigm, where the compression of one view is dependent on the other, resulting in imbalanced compression. To address this issue, we introduce a symmetric bidirectional stereo image compression architecture, named BiSIC. Specifically, we propose a 3D convolution based codec backbone to capture local features and incorporate bidirectional attention blocks to exploit global features. Moreover, we design a novel cross-dimensional entropy model that integrates various conditioning factors, including the spatial context, channel context, and stereo dependency, to effectively estimate the distribution of latent representations for entropy coding. Extensive experiments demonstrate that our proposed BiSIC outperforms conventional image/video compression standards, as well as state-of-the-art learning-based methods, in terms of both PSNR and MS-SSIM.
Flexible Isosurface Extraction for Gradient-Based Mesh Optimization
This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.
Scaling Mesh Generation via Compressive Tokenization
We propose a compressive yet effective mesh representation, Blocked and Patchified Tokenization (BPT), facilitating the generation of meshes exceeding 8k faces. BPT compresses mesh sequences by employing block-wise indexing and patch aggregation, reducing their length by approximately 75\% compared to the original sequences. This compression milestone unlocks the potential to utilize mesh data with significantly more faces, thereby enhancing detail richness and improving generation robustness. Empowered with the BPT, we have built a foundation mesh generative model training on scaled mesh data to support flexible control for point clouds and images. Our model demonstrates the capability to generate meshes with intricate details and accurate topology, achieving SoTA performance on mesh generation and reaching the level for direct product usage.
The Numerical Stability of Hyperbolic Representation Learning
Given the exponential growth of the volume of the ball w.r.t. its radius, the hyperbolic space is capable of embedding trees with arbitrarily small distortion and hence has received wide attention for representing hierarchical datasets. However, this exponential growth property comes at a price of numerical instability such that training hyperbolic learning models will sometimes lead to catastrophic NaN problems, encountering unrepresentable values in floating point arithmetic. In this work, we carefully analyze the limitation of two popular models for the hyperbolic space, namely, the Poincar\'e ball and the Lorentz model. We first show that, under the 64 bit arithmetic system, the Poincar\'e ball has a relatively larger capacity than the Lorentz model for correctly representing points. Then, we theoretically validate the superiority of the Lorentz model over the Poincar\'e ball from the perspective of optimization. Given the numerical limitations of both models, we identify one Euclidean parametrization of the hyperbolic space which can alleviate these limitations. We further extend this Euclidean parametrization to hyperbolic hyperplanes and exhibits its ability in improving the performance of hyperbolic SVM.
Image and Video Tokenization with Binary Spherical Quantization
We propose a new transformer-based image and video tokenizer with Binary Spherical Quantization (BSQ). BSQ projects the high-dimensional visual embedding to a lower-dimensional hypersphere and then applies binary quantization. BSQ is (1) parameter-efficient without an explicit codebook, (2) scalable to arbitrary token dimensions, and (3) compact: compressing visual data by up to 100times with minimal distortion. Our tokenizer uses a transformer encoder and decoder with simple block-wise causal masking to support variable-length videos as input. The resulting BSQ-ViT achieves state-of-the-art visual reconstruction quality on image and video reconstruction benchmarks with 2.4times throughput compared to the best prior methods. Furthermore, by learning an autoregressive prior for adaptive arithmetic coding, BSQ-ViT achieves comparable results on video compression with state-of-the-art video compression standards. BSQ-ViT also enables masked language models to achieve competitive image synthesis quality to GAN- and diffusion-based methods.
HYPO: Hyperspherical Out-of-Distribution Generalization
Out-of-distribution (OOD) generalization is critical for machine learning models deployed in the real world. However, achieving this can be fundamentally challenging, as it requires the ability to learn invariant features across different domains or environments. In this paper, we propose a novel framework HYPO (HYPerspherical OOD generalization) that provably learns domain-invariant representations in a hyperspherical space. In particular, our hyperspherical learning algorithm is guided by intra-class variation and inter-class separation principles -- ensuring that features from the same class (across different training domains) are closely aligned with their class prototypes, while different class prototypes are maximally separated. We further provide theoretical justifications on how our prototypical learning objective improves the OOD generalization bound. Through extensive experiments on challenging OOD benchmarks, we demonstrate that our approach outperforms competitive baselines and achieves superior performance. Code is available at https://github.com/deeplearning-wisc/hypo.
Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos
Volumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed DualGS, for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips.
HollowNeRF: Pruning Hashgrid-Based NeRFs with Trainable Collision Mitigation
Neural radiance fields (NeRF) have garnered significant attention, with recent works such as Instant-NGP accelerating NeRF training and evaluation through a combination of hashgrid-based positional encoding and neural networks. However, effectively leveraging the spatial sparsity of 3D scenes remains a challenge. To cull away unnecessary regions of the feature grid, existing solutions rely on prior knowledge of object shape or periodically estimate object shape during training by repeated model evaluations, which are costly and wasteful. To address this issue, we propose HollowNeRF, a novel compression solution for hashgrid-based NeRF which automatically sparsifies the feature grid during the training phase. Instead of directly compressing dense features, HollowNeRF trains a coarse 3D saliency mask that guides efficient feature pruning, and employs an alternating direction method of multipliers (ADMM) pruner to sparsify the 3D saliency mask during training. By exploiting the sparsity in the 3D scene to redistribute hash collisions, HollowNeRF improves rendering quality while using a fraction of the parameters of comparable state-of-the-art solutions, leading to a better cost-accuracy trade-off. Our method delivers comparable rendering quality to Instant-NGP, while utilizing just 31% of the parameters. In addition, our solution can achieve a PSNR accuracy gain of up to 1dB using only 56% of the parameters.
Once for Both: Single Stage of Importance and Sparsity Search for Vision Transformer Compression
Recent Vision Transformer Compression (VTC) works mainly follow a two-stage scheme, where the importance score of each model unit is first evaluated or preset in each submodule, followed by the sparsity score evaluation according to the target sparsity constraint. Such a separate evaluation process induces the gap between importance and sparsity score distributions, thus causing high search costs for VTC. In this work, for the first time, we investigate how to integrate the evaluations of importance and sparsity scores into a single stage, searching the optimal subnets in an efficient manner. Specifically, we present OFB, a cost-efficient approach that simultaneously evaluates both importance and sparsity scores, termed Once for Both (OFB), for VTC. First, a bi-mask scheme is developed by entangling the importance score and the differentiable sparsity score to jointly determine the pruning potential (prunability) of each unit. Such a bi-mask search strategy is further used together with a proposed adaptive one-hot loss to realize the progressive-and-efficient search for the most important subnet. Finally, Progressive Masked Image Modeling (PMIM) is proposed to regularize the feature space to be more representative during the search process, which may be degraded by the dimension reduction. Extensive experiments demonstrate that OFB can achieve superior compression performance over state-of-the-art searching-based and pruning-based methods under various Vision Transformer architectures, meanwhile promoting search efficiency significantly, e.g., costing one GPU search day for the compression of DeiT-S on ImageNet-1K.
Dynamic Hyperbolic Attention Network for Fine Hand-object Reconstruction
Reconstructing both objects and hands in 3D from a single RGB image is complex. Existing methods rely on manually defined hand-object constraints in Euclidean space, leading to suboptimal feature learning. Compared with Euclidean space, hyperbolic space better preserves the geometric properties of meshes thanks to its exponentially-growing space distance, which amplifies the differences between the features based on similarity. In this work, we propose the first precise hand-object reconstruction method in hyperbolic space, namely Dynamic Hyperbolic Attention Network (DHANet), which leverages intrinsic properties of hyperbolic space to learn representative features. Our method that projects mesh and image features into a unified hyperbolic space includes two modules, ie. dynamic hyperbolic graph convolution and image-attention hyperbolic graph convolution. With these two modules, our method learns mesh features with rich geometry-image multi-modal information and models better hand-object interaction. Our method provides a promising alternative for fine hand-object reconstruction in hyperbolic space. Extensive experiments on three public datasets demonstrate that our method outperforms most state-of-the-art methods.
Neural Deformable Models for 3D Bi-Ventricular Heart Shape Reconstruction and Modeling from 2D Sparse Cardiac Magnetic Resonance Imaging
We propose a novel neural deformable model (NDM) targeting at the reconstruction and modeling of 3D bi-ventricular shape of the heart from 2D sparse cardiac magnetic resonance (CMR) imaging data. We model the bi-ventricular shape using blended deformable superquadrics, which are parameterized by a set of geometric parameter functions and are capable of deforming globally and locally. While global geometric parameter functions and deformations capture gross shape features from visual data, local deformations, parameterized as neural diffeomorphic point flows, can be learned to recover the detailed heart shape.Different from iterative optimization methods used in conventional deformable model formulations, NDMs can be trained to learn such geometric parameter functions, global and local deformations from a shape distribution manifold. Our NDM can learn to densify a sparse cardiac point cloud with arbitrary scales and generate high-quality triangular meshes automatically. It also enables the implicit learning of dense correspondences among different heart shape instances for accurate cardiac shape registration. Furthermore, the parameters of NDM are intuitive, and can be used by a physician without sophisticated post-processing. Experimental results on a large CMR dataset demonstrate the improved performance of NDM over conventional methods.
Bi-Directional Deep Contextual Video Compression
Deep video compression has made remarkable process in recent years, with the majority of advancements concentrated on P-frame coding. Although efforts to enhance B-frame coding are ongoing, their compression performance is still far behind that of traditional bi-directional video codecs. In this paper, we introduce a bi-directional deep contextual video compression scheme tailored for B-frames, termed DCVC-B, to improve the compression performance of deep B-frame coding. Our scheme mainly has three key innovations. First, we develop a bi-directional motion difference context propagation method for effective motion difference coding, which significantly reduces the bit cost of bi-directional motions. Second, we propose a bi-directional contextual compression model and a corresponding bi-directional temporal entropy model, to make better use of the multi-scale temporal contexts. Third, we propose a hierarchical quality structure-based training strategy, leading to an effective bit allocation across large groups of pictures (GOP). Experimental results show that our DCVC-B achieves an average reduction of 26.6% in BD-Rate compared to the reference software for H.265/HEVC under random access conditions. Remarkably, it surpasses the performance of the H.266/VVC reference software on certain test datasets under the same configuration.
EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of sim!30 FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques.
SIGMA: Scale-Invariant Global Sparse Shape Matching
We propose a novel mixed-integer programming (MIP) formulation for generating precise sparse correspondences for highly non-rigid shapes. To this end, we introduce a projected Laplace-Beltrami operator (PLBO) which combines intrinsic and extrinsic geometric information to measure the deformation quality induced by predicted correspondences. We integrate the PLBO, together with an orientation-aware regulariser, into a novel MIP formulation that can be solved to global optimality for many practical problems. In contrast to previous methods, our approach is provably invariant to rigid transformations and global scaling, initialisation-free, has optimality guarantees, and scales to high resolution meshes with (empirically observed) linear time. We show state-of-the-art results for sparse non-rigid matching on several challenging 3D datasets, including data with inconsistent meshing, as well as applications in mesh-to-point-cloud matching.
Learning Low-Rank Representations for Model Compression
Vector Quantization (VQ) is an appealing model compression method to obtain a tiny model with less accuracy loss. While methods to obtain better codebooks and codes under fixed clustering dimensionality have been extensively studied, optimizations of the vectors in favour of clustering performance are not carefully considered, especially via the reduction of vector dimensionality. This paper reports our recent progress on the combination of dimensionality compression and vector quantization, proposing a Low-Rank Representation Vector Quantization (LR^2VQ) method that outperforms previous VQ algorithms in various tasks and architectures. LR^2VQ joins low-rank representation with subvector clustering to construct a new kind of building block that is directly optimized through end-to-end training over the task loss. Our proposed design pattern introduces three hyper-parameters, the number of clusters k, the size of subvectors m and the clustering dimensionality d. In our method, the compression ratio could be directly controlled by m, and the final accuracy is solely determined by d. We recognize d as a trade-off between low-rank approximation error and clustering error and carry out both theoretical analysis and experimental observations that empower the estimation of the proper d before fine-tunning. With a proper d, we evaluate LR^2VQ with ResNet-18/ResNet-50 on ImageNet classification datasets, achieving 2.8\%/1.0\% top-1 accuracy improvements over the current state-of-the-art VQ-based compression algorithms with 43times/31times compression factor.
HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling
Volumetric scene representations enable photorealistic view synthesis for static scenes and form the basis of several existing 6-DoF video techniques. However, the volume rendering procedures that drive these representations necessitate careful trade-offs in terms of quality, rendering speed, and memory efficiency. In particular, existing methods fail to simultaneously achieve real-time performance, small memory footprint, and high-quality rendering for challenging real-world scenes. To address these issues, we present HyperReel -- a novel 6-DoF video representation. The two core components of HyperReel are: (1) a ray-conditioned sample prediction network that enables high-fidelity, high frame rate rendering at high resolutions and (2) a compact and memory-efficient dynamic volume representation. Our 6-DoF video pipeline achieves the best performance compared to prior and contemporary approaches in terms of visual quality with small memory requirements, while also rendering at up to 18 frames-per-second at megapixel resolution without any custom CUDA code.
Fast hyperboloid decision tree algorithms
Hyperbolic geometry is gaining traction in machine learning for its effectiveness at capturing hierarchical structures in real-world data. Hyperbolic spaces, where neighborhoods grow exponentially, offer substantial advantages and consistently deliver state-of-the-art results across diverse applications. However, hyperbolic classifiers often grapple with computational challenges. Methods reliant on Riemannian optimization frequently exhibit sluggishness, stemming from the increased computational demands of operations on Riemannian manifolds. In response to these challenges, we present hyperDT, a novel extension of decision tree algorithms into hyperbolic space. Crucially, hyperDT eliminates the need for computationally intensive Riemannian optimization, numerically unstable exponential and logarithmic maps, or pairwise comparisons between points by leveraging inner products to adapt Euclidean decision tree algorithms to hyperbolic space. Our approach is conceptually straightforward and maintains constant-time decision complexity while mitigating the scalability issues inherent in high-dimensional Euclidean spaces. Building upon hyperDT we introduce hyperRF, a hyperbolic random forest model. Extensive benchmarking across diverse datasets underscores the superior performance of these models, providing a swift, precise, accurate, and user-friendly toolkit for hyperbolic data analysis.
Adaptive Shells for Efficient Neural Radiance Field Rendering
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.
Distributed bundle adjustment with block-based sparse matrix compression for super large scale datasets
We propose a distributed bundle adjustment (DBA) method using the exact Levenberg-Marquardt (LM) algorithm for super large-scale datasets. Most of the existing methods partition the global map to small ones and conduct bundle adjustment in the submaps. In order to fit the parallel framework, they use approximate solutions instead of the LM algorithm. However, those methods often give sub-optimal results. Different from them, we utilize the exact LM algorithm to conduct global bundle adjustment where the formation of the reduced camera system (RCS) is actually parallelized and executed in a distributed way. To store the large RCS, we compress it with a block-based sparse matrix compression format (BSMC), which fully exploits its block feature. The BSMC format also enables the distributed storage and updating of the global RCS. The proposed method is extensively evaluated and compared with the state-of-the-art pipelines using both synthetic and real datasets. Preliminary results demonstrate the efficient memory usage and vast scalability of the proposed method compared with the baselines. For the first time, we conducted parallel bundle adjustment using LM algorithm on a real datasets with 1.18 million images and a synthetic dataset with 10 million images (about 500 times that of the state-of-the-art LM-based BA) on a distributed computing system.
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
Segmentation of 3D pore space from CT images using curvilinear skeleton: application to numerical simulation of microbial decomposition
Recent advances in 3D X-ray Computed Tomographic (CT) sensors have stimulated research efforts to unveil the extremely complex micro-scale processes that control the activity of soil microorganisms. Voxel-based description (up to hundreds millions voxels) of the pore space can be extracted, from grey level 3D CT scanner images, by means of simple image processing tools. Classical methods for numerical simulation of biological dynamics using mesh of voxels, such as Lattice Boltzmann Model (LBM), are too much time consuming. Thus, the use of more compact and reliable geometrical representations of pore space can drastically decrease the computational cost of the simulations. Several recent works propose basic analytic volume primitives (e.g. spheres, generalized cylinders, ellipsoids) to define a piece-wise approximation of pore space for numerical simulation of draining, diffusion and microbial decomposition. Such approaches work well but the drawback is that it generates approximation errors. In the present work, we study another alternative where pore space is described by means of geometrically relevant connected subsets of voxels (regions) computed from the curvilinear skeleton. Indeed, many works use the curvilinear skeleton (3D medial axis) for analyzing and partitioning 3D shapes within various domains (medicine, material sciences, petroleum engineering, etc.) but only a few ones in soil sciences. Within the context of soil sciences, most studies dealing with 3D medial axis focus on the determination of pore throats. Here, we segment pore space using curvilinear skeleton in order to achieve numerical simulation of microbial decomposition (including diffusion processes). We validate simulation outputs by comparison with other methods using different pore space geometrical representations (balls, voxels).
Optimal piecewise linear data compression for solutions of parametrized partial differential equations
Model order reduction has been extensively studied over the last two decades. Projection-based methods such as the Proper Orthogonal Decomposition and the Reduced Basis Method enjoy the important advantages of Galerkin methods in the derivation of the reduced problem, but are limited to linear data compression for which the reduced solution is sought as a linear combination of spatial modes. Nonlinear data compression must be used when the solution manifold is not embedded in a low-dimensional subspace. Early methods involve piecewise linear data compression, by constructing a dictionary of reduced-order models tailored to a partition of the solution manifold. In this work, we introduce the concept of optimal partition of the solution manifold in terms of normalized Kolmogorov widths, and prove that the optimal partitions can be found by means of a representative-based clustering algorithm using the sine dissimilarity measure on the solution manifold.
ZipNN: Lossless Compression for AI Models
With the growth of model sizes and the scale of their deployment, their sheer size burdens the infrastructure requiring more network and more storage to accommodate these. While there is a vast model compression literature deleting parts of the model weights for faster inference, we investigate a more traditional type of compression - one that represents the model in a compact form and is coupled with a decompression algorithm that returns it to its original form and size - namely lossless compression. We present ZipNN a lossless compression tailored to neural networks. Somewhat surprisingly, we show that specific lossless compression can gain significant network and storage reduction on popular models, often saving 33% and at times reducing over 50% of the model size. We investigate the source of model compressibility and introduce specialized compression variants tailored for models that further increase the effectiveness of compression. On popular models (e.g. Llama 3) ZipNN shows space savings that are over 17% better than vanilla compression while also improving compression and decompression speeds by 62%. We estimate that these methods could save over an ExaByte per month of network traffic downloaded from a large model hub like Hugging Face.
HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting
We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.
Fully Compressible Magnetohydrodynamic Simulations of Solar Convection Zones with CHORUS++
The objective of this study is to develop a fully compressible magnetohydrodynamic solver for fast simulations of the global dynamo of the Sun using unstructured grids and GPUs. Accurate modeling of the Sun's convective layers is vital to predicting the Sun's behavior, including the solar dynamo and sunspot cycles. Currently, there are many efficient codes capable of conducting these large simulations; however, many assume an anealastic density distribution. The anelastic assumption is capable of producing accurate results for low mach numbers; however, it fails in regions with a higher mach number and a fully compressible flow must be considered. To avoid these issues, Wang et al. [1] created a Compressible High-ORder Unstructured Spectral difference (CHORUS) code for simulating fluid dynamics inside stars and planets. CHORUS++ augmented the CHORUS code to adopt a higher degree of polynomials by using cubed-sphere meshing and transfinite mapping to perform simulations on unstructured grids [2]. Recently, CHORUS++ was further developed for parallel magnetohydrodynamic (MHD) solutions on GPUs at Clarkson University. In this study the solar benchmark problems presented by Chen et al. [2] are extended to unsteady solar dynamo problems, with two different density scale heights. The CHORUS-MHD code is further accelerated by multiple GPUs and used to successfully solve these solar dynamo benchmark problems. [1] Wang, J., Liang, C., and Miesch, M. S., "A Compressible High-Order Unstructured Spectral Difference Code for Stratified Convection in Rotating Spherical Shells," Journal of Computational Physics, Vol. 290, 2015, pp. 90-111. [2] Chen, K., Liang, C., and Wan, M., "Arbitrarily high-order accurate simulations of compressible rotationally constrained convection using a transfinite mapping on cubed-sphere grids," Physics of Fluids, Vol. 35, 2023, p. 086120.
Semantically Structured Image Compression via Irregular Group-Based Decoupling
Image compression techniques typically focus on compressing rectangular images for human consumption, however, resulting in transmitting redundant content for downstream applications. To overcome this limitation, some previous works propose to semantically structure the bitstream, which can meet specific application requirements by selective transmission and reconstruction. Nevertheless, they divide the input image into multiple rectangular regions according to semantics and ignore avoiding information interaction among them, causing waste of bitrate and distorted reconstruction of region boundaries. In this paper, we propose to decouple an image into multiple groups with irregular shapes based on a customized group mask and compress them independently. Our group mask describes the image at a finer granularity, enabling significant bitrate saving by reducing the transmission of redundant content. Moreover, to ensure the fidelity of selective reconstruction, this paper proposes the concept of group-independent transform that maintain the independence among distinct groups. And we instantiate it by the proposed Group-Independent Swin-Block (GI Swin-Block). Experimental results demonstrate that our framework structures the bitstream with negligible cost, and exhibits superior performance on both visual quality and intelligent task supporting.
360Recon: An Accurate Reconstruction Method Based on Depth Fusion from 360 Images
360-degree images offer a significantly wider field of view compared to traditional pinhole cameras, enabling sparse sampling and dense 3D reconstruction in low-texture environments. This makes them crucial for applications in VR, AR, and related fields. However, the inherent distortion caused by the wide field of view affects feature extraction and matching, leading to geometric consistency issues in subsequent multi-view reconstruction. In this work, we propose 360Recon, an innovative MVS algorithm for ERP images. The proposed spherical feature extraction module effectively mitigates distortion effects, and by combining the constructed 3D cost volume with multi-scale enhanced features from ERP images, our approach achieves high-precision scene reconstruction while preserving local geometric consistency. Experimental results demonstrate that 360Recon achieves state-of-the-art performance and high efficiency in depth estimation and 3D reconstruction on existing public panoramic reconstruction datasets.
Representation Tradeoffs for Hyperbolic Embeddings
Hyperbolic embeddings offer excellent quality with few dimensions when embedding hierarchical data structures like synonym or type hierarchies. Given a tree, we give a combinatorial construction that embeds the tree in hyperbolic space with arbitrarily low distortion without using optimization. On WordNet, our combinatorial embedding obtains a mean-average-precision of 0.989 with only two dimensions, while Nickel et al.'s recent construction obtains 0.87 using 200 dimensions. We provide upper and lower bounds that allow us to characterize the precision-dimensionality tradeoff inherent in any hyperbolic embedding. To embed general metric spaces, we propose a hyperbolic generalization of multidimensional scaling (h-MDS). We show how to perform exact recovery of hyperbolic points from distances, provide a perturbation analysis, and give a recovery result that allows us to reduce dimensionality. The h-MDS approach offers consistently low distortion even with few dimensions across several datasets. Finally, we extract lessons from the algorithms and theory above to design a PyTorch-based implementation that can handle incomplete information and is scalable.
PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics
We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthesis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, "cage meshes," or any other geometry embedding, highlighting the principle of "what you see is what you simulate (WS^2)." Our method demonstrates exceptional versatility across a wide variety of materials--including elastic entities, metals, non-Newtonian fluids, and granular materials--showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/
Robust 360-8PA: Redesigning The Normalized 8-point Algorithm for 360-FoV Images
This paper presents a novel preconditioning strategy for the classic 8-point algorithm (8-PA) for estimating an essential matrix from 360-FoV images (i.e., equirectangular images) in spherical projection. To alleviate the effect of uneven key-feature distributions and outlier correspondences, which can potentially decrease the accuracy of an essential matrix, our method optimizes a non-rigid transformation to deform a spherical camera into a new spatial domain, defining a new constraint and a more robust and accurate solution for an essential matrix. Through several experiments using random synthetic points, 360-FoV, and fish-eye images, we demonstrate that our normalization can increase the camera pose accuracy by about 20% without significantly overhead the computation time. In addition, we present further benefits of our method through both a constant weighted least-square optimization that improves further the well known Gold Standard Method (GSM) (i.e., the non-linear optimization by using epipolar errors); and a relaxation of the number of RANSAC iterations, both showing that our normalization outcomes a more reliable, robust, and accurate solution.
SQUASH: Serverless and Distributed Quantization-based Attributed Vector Similarity Search
Vector similarity search presents significant challenges in terms of scalability for large and high-dimensional datasets, as well as in providing native support for hybrid queries. Serverless computing and cloud functions offer attractive benefits such as elasticity and cost-effectiveness, but are difficult to apply to data-intensive workloads. Jointly addressing these two main challenges, we present SQUASH, the first fully serverless vector search solution with rich support for hybrid queries. It features OSQ, an optimized and highly parallelizable quantization-based approach for vectors and attributes. Its segment-based storage mechanism enables significant compression in resource-constrained settings and offers efficient dimensional extraction operations. SQUASH performs a single distributed pass to guarantee the return of sufficiently many vectors satisfying the filter predicate, achieving high accuracy and avoiding redundant computation for vectors which fail the predicate. A multi-level search workflow is introduced to prune most vectors early to minimize the load on Function-as-a-Service (FaaS) instances. SQUASH is designed to identify and utilize retention of relevant data in re-used runtime containers, which eliminates redundant I/O and reduces costs. Finally, we demonstrate a new tree-based method for rapid FaaS invocation, enabling the bi-directional flow of data via request/response payloads. Experiments comparing SQUASH with state-of-the-art serverless vector search solutions and server-based baselines on vector search benchmarks confirm significant performance improvements at a lower cost.
Ghost on the Shell: An Expressive Representation of General 3D Shapes
The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.
Scaling Image Tokenizers with Grouped Spherical Quantization
Vision tokenizers have gained a lot of attraction due to their scalability and compactness; previous works depend on old-school GAN-based hyperparameters, biased comparisons, and a lack of comprehensive analysis of the scaling behaviours. To tackle those issues, we introduce Grouped Spherical Quantization (GSQ), featuring spherical codebook initialization and lookup regularization to constrain codebook latent to a spherical surface. Our empirical analysis of image tokenizer training strategies demonstrates that GSQ-GAN achieves superior reconstruction quality over state-of-the-art methods with fewer training iterations, providing a solid foundation for scaling studies. Building on this, we systematically examine the scaling behaviours of GSQ, specifically in latent dimensionality, codebook size, and compression ratios, and their impact on model performance. Our findings reveal distinct behaviours at high and low spatial compression levels, underscoring challenges in representing high-dimensional latent spaces. We show that GSQ can restructure high-dimensional latent into compact, low-dimensional spaces, thus enabling efficient scaling with improved quality. As a result, GSQ-GAN achieves a 16x down-sampling with a reconstruction FID (rFID) of 0.50.
A noncommutative Bianchi I model with radiation
In the present work, we study the dynamical evolution of an homogeneous and anisotropic, noncommutative (NC) Bianchi I (BI) model coupled to a radiation perfect fluid. Our first motivation is determining if the present model tends to an homogeneous and isotropic NC Friedmann-Robertson-Walker (FRW) model, during its evolution. In order to simplify our task, we use the Misner parametrization of the BI metric. In terms of that parametrization the BI metric has three metric functions: the scale factor a(t) and the two parameters beta_pm (t), which measure the spatial anisotropy of the model. Our second motivation is trying to describe the present accelerated expansion of the universe using noncommutativity (NCTY). The NCTY is introduced by two nontrivial Poisson brackets between some geometrical as well as matter variables of the model. We recover the description in terms of commutative variables by introducing some variables transformations that depend on the NC parameter. Using those variables transformations, we rewrite the total NC Hamiltonian of the model in terms of commutative variables. From the resulting Hamiltonian, we obtain the dynamical equations for a generic perfect fluid. In order to solve these equations, we restrict our attention to a model where the perfect fluid is radiation. We solve, numerically, these equations and compare the NC solutions to the corresponding commutative ones. The comparison shows that the NC model may be considered as a possible candidate for describing the accelerated expansion of the universe. Finally, we obtain estimates for the NC parameter and compare the main results of the NC BI model coupled to radiation with the same NC BI model coupled to other perfect fluids. As our main result, we show that the solutions, after some time, produce an isotropic universe.
Decodable and Sample Invariant Continuous Object Encoder
We propose Hyper-Dimensional Function Encoding (HDFE). Given samples of a continuous object (e.g. a function), HDFE produces an explicit vector representation of the given object, invariant to the sample distribution and density. Sample distribution and density invariance enables HDFE to consistently encode continuous objects regardless of their sampling, and therefore allows neural networks to receive continuous objects as inputs for machine learning tasks, such as classification and regression. Besides, HDFE does not require any training and is proved to map the object into an organized embedding space, which facilitates the training of the downstream tasks. In addition, the encoding is decodable, which enables neural networks to regress continuous objects by regressing their encodings. Therefore, HDFE serves as an interface for processing continuous objects. We apply HDFE to function-to-function mapping, where vanilla HDFE achieves competitive performance as the state-of-the-art algorithm. We apply HDFE to point cloud surface normal estimation, where a simple replacement from PointNet to HDFE leads to immediate 12% and 15% error reductions in two benchmarks. In addition, by integrating HDFE into the PointNet-based SOTA network, we improve the SOTA baseline by 2.5% and 1.7% in the same benchmarks.
Optimal Brain Compression: A Framework for Accurate Post-Training Quantization and Pruning
We consider the problem of model compression for deep neural networks (DNNs) in the challenging one-shot/post-training setting, in which we are given an accurate trained model, and must compress it without any retraining, based only on a small amount of calibration input data. This problem has become popular in view of the emerging software and hardware support for executing models compressed via pruning and/or quantization with speedup, and well-performing solutions have been proposed independently for both compression approaches. In this paper, we introduce a new compression framework which covers both weight pruning and quantization in a unified setting, is time- and space-efficient, and considerably improves upon the practical performance of existing post-training methods. At the technical level, our approach is based on an exact and efficient realization of the classical Optimal Brain Surgeon (OBS) framework of [LeCun, Denker, and Solla, 1990] extended to also cover weight quantization at the scale of modern DNNs. From the practical perspective, our experimental results show that it can improve significantly upon the compression-accuracy trade-offs of existing post-training methods, and that it can enable the accurate compound application of both pruning and quantization in a post-training setting.
TutteNet: Injective 3D Deformations by Composition of 2D Mesh Deformations
This work proposes a novel representation of injective deformations of 3D space, which overcomes existing limitations of injective methods: inaccuracy, lack of robustness, and incompatibility with general learning and optimization frameworks. The core idea is to reduce the problem to a deep composition of multiple 2D mesh-based piecewise-linear maps. Namely, we build differentiable layers that produce mesh deformations through Tutte's embedding (guaranteed to be injective in 2D), and compose these layers over different planes to create complex 3D injective deformations of the 3D volume. We show our method provides the ability to efficiently and accurately optimize and learn complex deformations, outperforming other injective approaches. As a main application, we produce complex and artifact-free NeRF and SDF deformations.
Fully Hyperbolic Neural Networks
Hyperbolic neural networks have shown great potential for modeling complex data. However, existing hyperbolic networks are not completely hyperbolic, as they encode features in a hyperbolic space yet formalize most of their operations in the tangent space (a Euclidean subspace) at the origin of the hyperbolic space. This hybrid method greatly limits the modeling ability of networks. In this paper, we propose a fully hyperbolic framework to build hyperbolic networks based on the Lorentz model by adapting the Lorentz transformations (including boost and rotation) to formalize essential operations of neural networks. Moreover, we also prove that linear transformation in tangent spaces used by existing hyperbolic networks is a relaxation of the Lorentz rotation and does not include the boost, implicitly limiting the capabilities of existing hyperbolic networks. The experimental results on four NLP tasks show that our method has better performance for building both shallow and deep networks. Our code will be released to facilitate follow-up research.
Bi-LRFusion: Bi-Directional LiDAR-Radar Fusion for 3D Dynamic Object Detection
LiDAR and Radar are two complementary sensing approaches in that LiDAR specializes in capturing an object's 3D shape while Radar provides longer detection ranges as well as velocity hints. Though seemingly natural, how to efficiently combine them for improved feature representation is still unclear. The main challenge arises from that Radar data are extremely sparse and lack height information. Therefore, directly integrating Radar features into LiDAR-centric detection networks is not optimal. In this work, we introduce a bi-directional LiDAR-Radar fusion framework, termed Bi-LRFusion, to tackle the challenges and improve 3D detection for dynamic objects. Technically, Bi-LRFusion involves two steps: first, it enriches Radar's local features by learning important details from the LiDAR branch to alleviate the problems caused by the absence of height information and extreme sparsity; second, it combines LiDAR features with the enhanced Radar features in a unified bird's-eye-view representation. We conduct extensive experiments on nuScenes and ORR datasets, and show that our Bi-LRFusion achieves state-of-the-art performance for detecting dynamic objects. Notably, Radar data in these two datasets have different formats, which demonstrates the generalizability of our method. Codes are available at https://github.com/JessieW0806/BiLRFusion.
Polyhedral Complex Derivation from Piecewise Trilinear Networks
Recent advancements in visualizing deep neural networks provide insights into their structures and mesh extraction from Continuous Piecewise Affine (CPWA) functions. Meanwhile, developments in neural surface representation learning incorporate non-linear positional encoding, addressing issues like spectral bias; however, this poses challenges in applying mesh extraction techniques based on CPWA functions. Focusing on trilinear interpolating methods as positional encoding, we present theoretical insights and an analytical mesh extraction, showing the transformation of hypersurfaces to flat planes within the trilinear region under the eikonal constraint. Moreover, we introduce a method for approximating intersecting points among three hypersurfaces contributing to broader applications. We empirically validate correctness and parsimony through chamfer distance and efficiency, and angular distance, while examining the correlation between the eikonal loss and the planarity of the hypersurfaces.
Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields
3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.