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Bo Dai

Publications and source records attributed to Bo Dai.

At least 199 records · Page 11Linked to original sources

Generative Diffusion Prior for Unified Image Restoration and Enhancement

Existing image restoration methods mostly leverage the posterior distribution of natural images. However, they often assume known degradation and also require supervised training, which restricts their adaptation to complex real applications. In this work, we propose the Generative Diffusion Prior (GDP) to effectively model the posterior distributions in an unsupervised sampling manner. GDP utilizes a pre-train denoising diffusion generative model (DDPM) for solving linear inverse, non-linear, or blind problems. Specifically, GDP systematically explores a protocol of conditional guidance, which is verified more practical than the commonly used guidance way. Furthermore, GDP is strength at optimizing the parameters of degradation model during the denoising process, achieving blind image restoration. Besides, we devise hierarchical guidance and patch-based methods, enabling the GDP to generate images of arbitrary resolutions. Experimentally, we demonstrate GDP's versatility on several image datasets for linear problems, such as super-resolution, deblurring, inpainting, and colorization, as well as non-linear and blind issues, such as low-light enhancement and HDR image recovery. GDP outperforms the current leading unsupervised methods on the diverse benchmarks in reconstruction quality and perceptual quality. Moreover, GDP also generalizes well for natural images or synthesized images with arbitrary sizes from various tasks out of the distribution of the ImageNet training set.

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AssetField: Assets Mining and Reconfiguration in Ground Feature Plane Representation

Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observation, we propose AssetField, a novel neural scene representation that learns a set of object-aware ground feature planes to represent the scene, where an asset library storing template feature patches can be constructed in an unsupervised manner. Unlike existing methods which require object masks to query spatial points for object editing, our ground feature plane representation offers a natural visualization of the scene in the bird-eye view, allowing a variety of operations (e.g. translation, duplication, deformation) on objects to configure a new scene. With the template feature patches, group editing is enabled for scenes with many recurring items to avoid repetitive work on object individuals. We show that AssetField not only achieves competitive performance for novel-view synthesis but also generates realistic renderings for new scene configurations.

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Grid-guided Neural Radiance Fields for Large Urban Scenes

Purely MLP-based neural radiance fields (NeRF-based methods) often suffer from underfitting with blurred renderings on large-scale scenes due to limited model capacity. Recent approaches propose to geographically divide the scene and adopt multiple sub-NeRFs to model each region individually, leading to linear scale-up in training costs and the number of sub-NeRFs as the scene expands. An alternative solution is to use a feature grid representation, which is computationally efficient and can naturally scale to a large scene with increased grid resolutions. However, the feature grid tends to be less constrained and often reaches suboptimal solutions, producing noisy artifacts in renderings, especially in regions with complex geometry and texture. In this work, we present a new framework that realizes high-fidelity rendering on large urban scenes while being computationally efficient. We propose to use a compact multiresolution ground feature plane representation to coarsely capture the scene, and complement it with positional encoding inputs through another NeRF branch for rendering in a joint learning fashion. We show that such an integration can utilize the advantages of two alternative solutions: a light-weighted NeRF is sufficient, under the guidance of the feature grid representation, to render photorealistic novel views with fine details; and the jointly optimized ground feature planes, can meanwhile gain further refinements, forming a more accurate and compact feature space and output much more natural rendering results.

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3D Data Augmentation for Driving Scenes on Camera

Driving scenes are extremely diverse and complicated that it is impossible to collect all cases with human effort alone. While data augmentation is an effective technique to enrich the training data, existing methods for camera data in autonomous driving applications are confined to the 2D image plane, which may not optimally increase data diversity in 3D real-world scenarios. To this end, we propose a 3D data augmentation approach termed Drive-3DAug, aiming at augmenting the driving scenes on camera in the 3D space. We first utilize Neural Radiance Field (NeRF) to reconstruct the 3D models of background and foreground objects. Then, augmented driving scenes can be obtained by placing the 3D objects with adapted location and orientation at the pre-defined valid region of backgrounds. As such, the training database could be effectively scaled up. However, the 3D object modeling is constrained to the image quality and the limited viewpoints. To overcome these problems, we modify the original NeRF by introducing a geometric rectified loss and a symmetric-aware training strategy. We evaluate our method for the camera-only monocular 3D detection task on the Waymo and nuScences datasets. The proposed data augmentation approach contributes to a gain of 1.7% and 1.4% in terms of detection accuracy, on Waymo and nuScences respectively. Furthermore, the constructed 3D models serve as digital driving assets and could be recycled for different detectors or other 3D perception tasks.

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Controllable Mesh Generation Through Sparse Latent Point Diffusion Models

Mesh generation is of great value in various applications involving computer graphics and virtual content, yet designing generative models for meshes is challenging due to their irregular data structure and inconsistent topology of meshes in the same category. In this work, we design a novel sparse latent point diffusion model for mesh generation. Our key insight is to regard point clouds as an intermediate representation of meshes, and model the distribution of point clouds instead. While meshes can be generated from point clouds via techniques like Shape as Points (SAP), the challenges of directly generating meshes can be effectively avoided. To boost the efficiency and controllability of our mesh generation method, we propose to further encode point clouds to a set of sparse latent points with point-wise semantic meaningful features, where two DDPMs are trained in the space of sparse latent points to respectively model the distribution of the latent point positions and features at these latent points. We find that sampling in this latent space is faster than directly sampling dense point clouds. Moreover, the sparse latent points also enable us to explicitly control both the overall structures and local details of the generated meshes. Extensive experiments are conducted on the ShapeNet dataset, where our proposed sparse latent point diffusion model achieves superior performance in terms of generation quality and controllability when compared to existing methods.

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Prototype-based Embedding Network for Scene Graph Generation

Current Scene Graph Generation (SGG) methods explore contextual information to predict relationships among entity pairs. However, due to the diverse visual appearance of numerous possible subject-object combinations, there is a large intra-class variation within each predicate category, e.g., "man-eating-pizza, giraffe-eating-leaf", and the severe inter-class similarity between different classes, e.g., "man-holding-plate, man-eating-pizza", in model's latent space. The above challenges prevent current SGG methods from acquiring robust features for reliable relation prediction. In this paper, we claim that the predicate's category-inherent semantics can serve as class-wise prototypes in the semantic space for relieving the challenges. To the end, we propose the Prototype-based Embedding Network (PE-Net), which models entities/predicates with prototype-aligned compact and distinctive representations and thereby establishes matching between entity pairs and predicates in a common embedding space for relation recognition. Moreover, Prototype-guided Learning (PL) is introduced to help PE-Net efficiently learn such entitypredicate matching, and Prototype Regularization (PR) is devised to relieve the ambiguous entity-predicate matching caused by the predicate's semantic overlap. Extensive experiments demonstrate that our method gains superior relation recognition capability on SGG, achieving new state-of-the-art performances on both Visual Genome and Open Images datasets.

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A Free Lunch from the Noise: Provable and Practical Exploration for Representation Learning

Representation learning lies at the heart of the empirical success of deep learning for dealing with the curse of dimensionality. However, the power of representation learning has not been fully exploited yet in reinforcement learning (RL), due to i), the trade-off between expressiveness and tractability; and ii), the coupling between exploration and representation learning. In this paper, we first reveal the fact that under some noise assumption in the stochastic control model, we can obtain the linear spectral feature of its corresponding Markov transition operator in closed-form for free. Based on this observation, we propose Spectral Dynamics Embedding (SPEDE), which breaks the trade-off and completes optimistic exploration for representation learning by exploiting the structure of the noise. We provide rigorous theoretical analysis of SPEDE, and demonstrate the practical superior performance over the existing state-of-the-art empirical algorithms on several benchmarks.

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Spectral Decomposition Representation for Reinforcement Learning

Representation learning often plays a critical role in reinforcement learning by managing the curse of dimensionality. A representative class of algorithms exploits a spectral decomposition of the stochastic transition dynamics to construct representations that enjoy strong theoretical properties in an idealized setting. However, current spectral methods suffer from limited applicability because they are constructed for state-only aggregation and derived from a policy-dependent transition kernel, without considering the issue of exploration. To address these issues, we propose an alternative spectral method, Spectral Decomposition Representation (SPEDER), that extracts a state-action abstraction from the dynamics without inducing spurious dependence on the data collection policy, while also balancing the exploration-versus-exploitation trade-off during learning. A theoretical analysis establishes the sample efficiency of the proposed algorithm in both the online and offline settings. In addition, an experimental investigation demonstrates superior performance over current state-of-the-art algorithms across several benchmarks.

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Latent Variable Representation for Reinforcement Learning

Deep latent variable models have achieved significant empirical successes in model-based reinforcement learning (RL) due to their expressiveness in modeling complex transition dynamics. On the other hand, it remains unclear theoretically and empirically how latent variable models may facilitate learning, planning, and exploration to improve the sample efficiency of RL. In this paper, we provide a representation view of the latent variable models for state-action value functions, which allows both tractable variational learning algorithm and effective implementation of the optimism/pessimism principle in the face of uncertainty for exploration. In particular, we propose a computationally efficient planning algorithm with UCB exploration by incorporating kernel embeddings of latent variable models. Theoretically, we establish the sample complexity of the proposed approach in the online and offline settings. Empirically, we demonstrate superior performance over current state-of-the-art algorithms across various benchmarks.

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Score-based Continuous-time Discrete Diffusion Models

Score-based modeling through stochastic differential equations (SDEs) has provided a new perspective on diffusion models, and demonstrated superior performance on continuous data. However, the gradient of the log-likelihood function, i.e., the score function, is not properly defined for discrete spaces. This makes it non-trivial to adapt \textcolor{\cdiff}{the score-based modeling} to categorical data. In this paper, we extend diffusion models to discrete variables by introducing a stochastic jump process where the reverse process denoises via a continuous-time Markov chain. This formulation admits an analytical simulation during backward sampling. To learn the reverse process, we extend score matching to general categorical data and show that an unbiased estimator can be obtained via simple matching of the conditional marginal distributions. We demonstrate the effectiveness of the proposed method on a set of synthetic and real-world music and image benchmarks.

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Learning to Optimize with Stochastic Dominance Constraints

In real-world decision-making, uncertainty is important yet difficult to handle. Stochastic dominance provides a theoretically sound approach for comparing uncertain quantities, but optimization with stochastic dominance constraints is often computationally expensive, which limits practical applicability. In this paper, we develop a simple yet efficient approach for the problem, the Light Stochastic Dominance Solver (light-SD), that leverages useful properties of the Lagrangian. We recast the inner optimization in the Lagrangian as a learning problem for surrogate approximation, which bypasses apparent intractability and leads to tractable updates or even closed-form solutions for gradient calculations. We prove convergence of the algorithm and test it empirically. The proposed light-SD demonstrates superior performance on several representative problems ranging from finance to supply chain management.

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Discrete Langevin Sampler via Wasserstein Gradient Flow

It is known that gradient-based MCMC samplers for continuous spaces, such as Langevin Monte Carlo (LMC), can be derived as particle versions of a gradient flow that minimizes KL divergence on a Wasserstein manifold. The superior efficiency of such samplers has motivated several recent attempts to generalize LMC to discrete spaces. However, a fully principled extension of Langevin dynamics to discrete spaces has yet to be achieved, due to the lack of well-defined gradients in the sample space. In this work, we show how the Wasserstein gradient flow can be generalized naturally to discrete spaces. Given the proposed formulation, we demonstrate how a discrete analogue of Langevin dynamics can subsequently be developed. With this new understanding, we reveal how recent gradient-based samplers in discrete spaces can be obtained as special cases by choosing particular discretizations. More importantly, the framework also allows for the derivation of novel algorithms, one of which, \textit{Discrete Langevin Monte Carlo} (DLMC), is obtained by a factorized estimate of the transition matrix. The DLMC method admits a convenient parallel implementation and time-uniform sampling that achieves larger jump distances. We demonstrate the advantages of DLMC on various binary and categorical distributions.

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The Role of Baselines in Policy Gradient Optimization

We study the effect of baselines in on-policy stochastic policy gradient optimization, and close the gap between the theory and practice of policy optimization methods. Our first contribution is to show that the \emph{state value} baseline allows on-policy stochastic \emph{natural} policy gradient (NPG) to converge to a globally optimal policy at an $O(1/t)$ rate, which was not previously known. The analysis relies on two novel findings: the expected progress of the NPG update satisfies a stochastic version of the non-uniform Łojasiewicz (NŁ) inequality, and with probability 1 the state value baseline prevents the optimal action's probability from vanishing, thus ensuring sufficient exploration. Importantly, these results provide a new understanding of the role of baselines in stochastic policy gradient: by showing that the variance of natural policy gradient estimates remains unbounded with or without a baseline, we find that variance reduction \emph{cannot} explain their utility in this setting. Instead, the analysis reveals that the primary effect of the value baseline is to \textbf{reduce the aggressiveness of the updates} rather than their variance. That is, we demonstrate that a finite variance is \emph{not necessary} for almost sure convergence of stochastic NPG, while controlling update aggressiveness is both necessary and sufficient. Additional experimental results verify these theoretical findings.

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Correspondence Distillation from NeRF-based GAN

The neural radiance field (NeRF) has shown promising results in preserving the fine details of objects and scenes. However, unlike mesh-based representations, it remains an open problem to build dense correspondences across different NeRFs of the same category, which is essential in many downstream tasks. The main difficulties of this problem lie in the implicit nature of NeRF and the lack of ground-truth correspondence annotations. In this paper, we show it is possible to bypass these challenges by leveraging the rich semantics and structural priors encapsulated in a pre-trained NeRF-based GAN. Specifically, we exploit such priors from three aspects, namely 1) a dual deformation field that takes latent codes as global structural indicators, 2) a learning objective that regards generator features as geometric-aware local descriptors, and 3) a source of infinite object-specific NeRF samples. Our experiments demonstrate that such priors lead to 3D dense correspondence that is accurate, smooth, and robust. We also show that established dense correspondence across NeRFs can effectively enable many NeRF-based downstream applications such as texture transfer.

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Self-Supervised Geometry-Aware Encoder for Style-Based 3D GAN Inversion

StyleGAN has achieved great progress in 2D face reconstruction and semantic editing via image inversion and latent editing. While studies over extending 2D StyleGAN to 3D faces have emerged, a corresponding generic 3D GAN inversion framework is still missing, limiting the applications of 3D face reconstruction and semantic editing. In this paper, we study the challenging problem of 3D GAN inversion where a latent code is predicted given a single face image to faithfully recover its 3D shapes and detailed textures. The problem is ill-posed: innumerable compositions of shape and texture could be rendered to the current image. Furthermore, with the limited capacity of a global latent code, 2D inversion methods cannot preserve faithful shape and texture at the same time when applied to 3D models. To solve this problem, we devise an effective self-training scheme to constrain the learning of inversion. The learning is done efficiently without any real-world 2D-3D training pairs but proxy samples generated from a 3D GAN. In addition, apart from a global latent code that captures the coarse shape and texture information, we augment the generation network with a local branch, where pixel-aligned features are added to faithfully reconstruct face details. We further consider a new pipeline to perform 3D view-consistent editing. Extensive experiments show that our method outperforms state-of-the-art inversion methods in both shape and texture reconstruction quality. Code and data will be released.

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Making Linear MDPs Practical via Contrastive Representation Learning

It is common to address the curse of dimensionality in Markov decision processes (MDPs) by exploiting low-rank representations. This motivates much of the recent theoretical study on linear MDPs. However, most approaches require a given representation under unrealistic assumptions about the normalization of the decomposition or introduce unresolved computational challenges in practice. Instead, we consider an alternative definition of linear MDPs that automatically ensures normalization while allowing efficient representation learning via contrastive estimation. The framework also admits confidence-adjusted index algorithms, enabling an efficient and principled approach to incorporating optimism or pessimism in the face of uncertainty. To the best of our knowledge, this provides the first practical representation learning method for linear MDPs that achieves both strong theoretical guarantees and empirical performance. Theoretically, we prove that the proposed algorithm is sample efficient in both the online and offline settings. Empirically, we demonstrate superior performance over existing state-of-the-art model-based and model-free algorithms on several benchmarks.

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Oracle Inequalities for Model Selection in Offline Reinforcement Learning

In offline reinforcement learning (RL), a learner leverages prior logged data to learn a good policy without interacting with the environment. A major challenge in applying such methods in practice is the lack of both theoretically principled and practical tools for model selection and evaluation. To address this, we study the problem of model selection in offline RL with value function approximation. The learner is given a nested sequence of model classes to minimize squared Bellman error and must select among these to achieve a balance between approximation and estimation error of the classes. We propose the first model selection algorithm for offline RL that achieves minimax rate-optimal oracle inequalities up to logarithmic factors. The algorithm, ModBE, takes as input a collection of candidate model classes and a generic base offline RL algorithm. By successively eliminating model classes using a novel one-sided generalization test, ModBE returns a policy with regret scaling with the complexity of the minimally complete model class. In addition to its theoretical guarantees, it is conceptually simple and computationally efficient, amounting to solving a series of square loss regression problems and then comparing relative square loss between classes. We conclude with several numerical simulations showing it is capable of reliably selecting a good model class.

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Novel Policy Seeking with Constrained Optimization

In problem-solving, we humans can come up with multiple novel solutions to the same problem. However, reinforcement learning algorithms can only produce a set of monotonous policies that maximize the cumulative reward but lack diversity and novelty. In this work, we address the problem of generating novel policies in reinforcement learning tasks. Instead of following the multi-objective framework used in existing methods, we propose to rethink the problem under a novel perspective of constrained optimization. We first introduce a new metric to evaluate the difference between policies and then design two practical novel policy generation methods following the new perspective. The two proposed methods, namely the Constrained Task Novel Bisector (CTNB) and the Interior Policy Differentiation (IPD), are derived from the feasible direction method and the interior point method commonly known in the constrained optimization literature. Experimental comparisons on the MuJoCo control suite show our methods can achieve substantial improvement over previous novelty-seeking methods in terms of both the novelty of policies and their performances in the primal task.

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