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arXiv:2507.03147공식 코드 · Papers with Code

DeepGesture: A conversational gesture synthesis system based on emotions and semantics

Along with the explosion of large language models, improvements in speech synthesis, advancements in hardware, and the evolution of computer graphics, the current bottleneck in creating digital humans lies in generating character movements that correspond naturally to text or speech inputs. In this work, we present DeepGesture, a diffusion-based gesture synthesis framework for generating expressive co-speech gestures conditioned on multimodal signals-text, speech, emotion, and seed motion. Built upon the DiffuseStyleGesture model, DeepGesture introduces novel architectural enhancements that improve semantic alignment and emotional expressiveness in generated gestures. Specifically, we integrate fast text transcriptions as semantic conditioning and implement emotion-guided classifier-free diffusion to support controllable gesture generation across affective states. A lightweight Transformer backbone combines full self-attention and cross-local attention for effective feature fusion of heterogeneous modalities. To visualize results, we implement a full rendering pipeline in Unity based on BVH output from the model. Evaluation on the ZeroEGGS dataset shows that DeepGesture produces gestures with improved human-likeness and contextual appropriateness, outperforming baselines on Mean Opinion Score and Frechet Gesture Distance metrics. Our system supports interpolation between emotional states and demonstrates generalization to out-of-distribution speech, including synthetic voices-marking a step forward toward fully multimodal, emotionally aware digital humans.

arXiv:2505.24704공식 코드 · Papers with Code

K$^2$IE: Kernel Method-based Kernel Intensity Estimators for Inhomogeneous Poisson Processes

Kernel method-based intensity estimators, formulated within reproducing kernel Hilbert spaces (RKHSs), and classical kernel intensity estimators (KIEs) have been among the most easy-to-implement and feasible methods for estimating the intensity functions of inhomogeneous Poisson processes. While both approaches share the term "kernel", they are founded on distinct theoretical principles, each with its own strengths and limitations. In this paper, we propose a novel regularized kernel method for Poisson processes based on the least squares loss and show that the resulting intensity estimator involves a specialized variant of the representer theorem: it has the dual coefficient of unity and coincides with classical KIEs. This result provides new theoretical insights into the connection between classical KIEs and kernel method-based intensity estimators, while enabling us to develop an efficient KIE by leveraging advanced techniques from RKHS theory. We refer to the proposed model as the kernel method-based kernel intensity estimator (K$^2$IE). Through experiments on synthetic datasets, we show that K$^2$IE achieves comparable predictive performance while significantly surpassing the state-of-the-art kernel method-based estimator in computational efficiency.

arXiv:2505.00730공식 코드 · Papers with Code

Primality Testing via Circulant Matrix Eigenvalue Structure: A Novel Approach Using Cyclotomic Field Theory

This paper presents a novel primality test based on the eigenvalue structure of circulant matrices constructed from roots of unity. We prove that an integer $n > 2$ is prime if and only if the minimal polynomial of the circulant matrix $C_n = W_n + W_n^2$ has exactly two irreducible factors over $\mathbb{Q}$. This characterization connects cyclotomic field theory with matrix algebra, providing both theoretical insights and practical applications. We demonstrate that the eigenvalue patterns of these matrices reveal fundamental distinctions between prime and composite numbers, leading to a deterministic primality test. Our approach leverages the relationship between primitive roots of unity, Galois theory, and the factorization of cyclotomic polynomials. We provide comprehensive experimental validation across various ranges of integers, discuss practical implementation considerations, and analyze the computational complexity of our method in comparison with established primality tests. The visual interpretation of our mathematical framework provides intuitive understanding of the algebraic structures that distinguish prime numbers. Our experimental validation demonstrates that our approach offers a deterministic alternative to existing methods, with performance characteristics reflecting its algebraic foundations.

arXiv:2504.12999공식 코드 · Papers with Code

GSAC: Leveraging Gaussian Splatting for Photorealistic Avatar Creation with Unity Integration

Photorealistic avatars have become essential for immersive applications in virtual reality (VR) and augmented reality (AR), enabling lifelike interactions in areas such as training simulations, telemedicine, and virtual collaboration. These avatars bridge the gap between the physical and digital worlds, improving the user experience through realistic human representation. However, existing avatar creation techniques face significant challenges, including high costs, long creation times, and limited utility in virtual applications. Manual methods, such as MetaHuman, require extensive time and expertise, while automatic approaches, such as NeRF-based pipelines often lack efficiency, detailed facial expression fidelity, and are unable to be rendered at a speed sufficent for real-time applications. By involving several cutting-edge modern techniques, we introduce an end-to-end 3D Gaussian Splatting (3DGS) avatar creation pipeline that leverages monocular video input to create a scalable and efficient photorealistic avatar directly compatible with the Unity game engine. Our pipeline incorporates a novel Gaussian splatting technique with customized preprocessing that enables the user of "in the wild" monocular video capture, detailed facial expression reconstruction and embedding within a fully rigged avatar model. Additionally, we present a Unity-integrated Gaussian Splatting Avatar Editor, offering a user-friendly environment for VR/AR application development. Experimental results validate the effectiveness of our preprocessing pipeline in standardizing custom data for 3DGS training and demonstrate the versatility of Gaussian avatars in Unity, highlighting the scalability and practicality of our approach.

arXiv:2412.17239공식 코드 · Papers with Code

Unity is Strength: Unifying Convolutional and Transformeral Features for Better Person Re-Identification

Person Re-identification (ReID) aims to retrieve the specific person across non-overlapping cameras, which greatly helps intelligent transportation systems. As we all know, Convolutional Neural Networks (CNNs) and Transformers have the unique strengths to extract local and global features, respectively. Considering this fact, we focus on the mutual fusion between them to learn more comprehensive representations for persons. In particular, we utilize the complementary integration of deep features from different model structures. We propose a novel fusion framework called FusionReID to unify the strengths of CNNs and Transformers for image-based person ReID. More specifically, we first deploy a Dual-branch Feature Extraction (DFE) to extract features through CNNs and Transformers from a single image. Moreover, we design a novel Dual-attention Mutual Fusion (DMF) to achieve sufficient feature fusions. The DMF comprises Local Refinement Units (LRU) and Heterogenous Transmission Modules (HTM). LRU utilizes depth-separable convolutions to align deep features in channel dimensions and spatial sizes. HTM consists of a Shared Encoding Unit (SEU) and two Mutual Fusion Units (MFU). Through the continuous stacking of HTM, deep features after LRU are repeatedly utilized to generate more discriminative features. Extensive experiments on three public ReID benchmarks demonstrate that our method can attain superior performances than most state-of-the-arts. The source code is available at https://github.com/924973292/FusionReID.

arXiv:2412.04945공식 코드 · Papers with Code

HOLa: HoloLens Object Labeling

In the context of medical Augmented Reality (AR) applications, object tracking is a key challenge and requires a significant amount of annotation masks. As segmentation foundation models like the Segment Anything Model (SAM) begin to emerge, zero-shot segmentation requires only minimal human participation obtaining high-quality object masks. We introduce a HoloLens-Object-Labeling (HOLa) Unity and Python application based on the SAM-Track algorithm that offers fully automatic single object annotation for HoloLens 2 while requiring minimal human participation. HOLa does not have to be adjusted to a specific image appearance and could thus alleviate AR research in any application field. We evaluate HOLa for different degrees of image complexity in open liver surgery and in medical phantom experiments. Using HOLa for image annotation can increase the labeling speed by more than 500 times while providing Dice scores between 0.875 and 0.982, which are comparable to human annotators. Our code is publicly available at: https://github.com/mschwimmbeck/HOLa

arXiv:2408.06051공식 코드 · Papers with Code

Perceptual Similarity for Measuring Decision-Making Style and Policy Diversity in Games

Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles poses a challenge. Building on Playstyle Distance, the first unsupervised metric to measure playstyle similarity based on game screens and raw actions, we introduce three enhancements to increase accuracy: multiscale analysis with varied state granularity, a perceptual kernel rooted in psychology, and the utilization of the intersection-over-union method for efficient evaluation. These innovations not only advance measurement precision but also offer insights into human cognition of similarity. Across two racing games and seven Atari games, our techniques significantly improve the precision of zero-shot playstyle classification, achieving an accuracy exceeding 90 percent with fewer than 512 observation-action pairs, which is less than half an episode of these games. Furthermore, our experiments with 2048 and Go demonstrate the potential of discrete playstyle measures in puzzle and board games. We also develop an algorithm for assessing decision-making diversity using these measures. Our findings improve the measurement of end-to-end game analysis and the evolution of artificial intelligence for diverse playstyles.

arXiv:2408.05102공식 코드 · Papers with Code

How Well Do LLMs Identify Cultural Unity in Diversity?

Much work on the cultural awareness of large language models (LLMs) focuses on the models' sensitivity to geo-cultural diversity. However, in addition to cross-cultural differences, there also exists common ground across cultures. For instance, a bridal veil in the United States plays a similar cultural-relevant role as a honggaitou in China. In this study, we introduce a benchmark dataset CUNIT for evaluating decoder-only LLMs in understanding the cultural unity of concepts. Specifically, CUNIT consists of 1,425 evaluation examples building upon 285 traditional cultural-specific concepts across 10 countries. Based on a systematic manual annotation of cultural-relevant features per concept, we calculate the cultural association between any pair of cross-cultural concepts. Built upon this dataset, we design a contrastive matching task to evaluate the LLMs' capability to identify highly associated cross-cultural concept pairs. We evaluate 3 strong LLMs, using 3 popular prompting strategies, under the settings of either giving all extracted concept features or no features at all on CUNIT Interestingly, we find that cultural associations across countries regarding clothing concepts largely differ from food. Our analysis shows that LLMs are still limited to capturing cross-cultural associations between concepts compared to humans. Moreover, geo-cultural proximity shows a weak influence on model performance in capturing cross-cultural associations.

arXiv:2408.01579공식 코드 · Papers with Code

THOR2: Topological Analysis for 3D Shape and Color-Based Human-Inspired Object Recognition in Unseen Environments

Visual object recognition in unseen and cluttered indoor environments is a challenging problem for mobile robots. This study presents a 3D shape and color-based descriptor, TOPS2, for point clouds generated from RGB-D images and an accompanying recognition framework, THOR2. The TOPS2 descriptor embodies object unity, a human cognition mechanism, by retaining the slicing-based topological representation of 3D shape from the TOPS descriptor while capturing object color information through slicing-based color embeddings computed using a network of coarse color regions. These color regions, analogous to the MacAdam ellipses identified in human color perception, are obtained using the Mapper algorithm, a topological soft-clustering technique. THOR2, trained using synthetic data, demonstrates markedly improved recognition accuracy compared to THOR, its 3D shape-based predecessor, on two benchmark real-world datasets: the OCID dataset capturing cluttered scenes from different viewpoints and the UW-IS Occluded dataset reflecting different environmental conditions and degrees of object occlusion recorded using commodity hardware. THOR2 also outperforms baseline deep learning networks, and a widely-used Vision Transformer (ViT) adapted for RGB-D inputs trained using synthetic and limited real-world data on both the datasets. Therefore, THOR2 is a promising step toward achieving robust recognition in low-cost robots.

arXiv:2407.11183공식 코드 · Papers with Code

Differentiable Neural-Integrated Meshfree Method for Forward and Inverse Modeling of Finite Strain Hyperelasticity

The present study aims to extend the novel physics-informed machine learning approach, specifically the neural-integrated meshfree (NIM) method, to model finite-strain problems characterized by nonlinear elasticity and large deformations. To this end, the hyperelastic material models are integrated into the loss function of the NIM method by employing a consistent local variational formulation. Thanks to the inherent differentiable programming capabilities, NIM can circumvent the need for derivation of Newton-Raphson linearization of the variational form and the resulting tangent stiffness matrix, typically required in traditional numerical methods. Additionally, NIM utilizes a hybrid neural-numerical approximation encoded with partition-of-unity basis functions, coined NeuroPU, to effectively represent the displacement and streamline the training process. NeuroPU can also be used for approximating the unknown material fields, enabling NIM a unified framework for both forward and inverse modeling. For the imposition of displacement boundary conditions, this study introduces a new approach based on singular kernel functions into the NeuroPU approximation, leveraging its unique feature that allows for customized basis functions. Numerical experiments demonstrate the NIM method's capability in forward hyperelasticity modeling, achieving desirable accuracy, with errors among $10^{-3} \sim 10^{-5}$ in the relative $L_2$ norm, comparable to the well-established finite element solvers. Furthermore, NIM is applied to address the complex task of identifying heterogeneous mechanical properties of hyperelastic materials from strain data, validating its effectiveness in the inverse modeling of nonlinear materials. To leverage GPU acceleration, NIM is fully implemented on the JAX deep learning framework in this study, utilizing the accelerator-oriented array computation capabilities offered by JAX.

arXiv:2407.10090공식 코드 · Papers with Code

ReactAIvate: A Deep Learning Approach to Predicting Reaction Mechanisms and Unmasking Reactivity Hotspots

A chemical reaction mechanism (CRM) is a sequence of molecular-level events involving bond-breaking/forming processes, generating transient intermediates along the reaction pathway as reactants transform into products. Understanding such mechanisms is crucial for designing and discovering new reactions. One of the currently available methods to probe CRMs is quantum mechanical (QM) computations. The resource-intensive nature of QM methods and the scarcity of mechanism-based datasets motivated us to develop reliable ML models for predicting mechanisms. In this study, we created a comprehensive dataset with seven distinct classes, each representing uniquely characterized elementary steps. Subsequently, we developed an interpretable attention-based GNN that achieved near-unity and 96% accuracy, respectively for reaction step classification and the prediction of reactive atoms in each such step, capturing interactions between the broader reaction context and local active regions. The near-perfect classification enables accurate prediction of both individual events and the entire CRM, mitigating potential drawbacks of Seq2Seq approaches, where a wrongly predicted character leads to incoherent CRM identification. In addition to interpretability, our model adeptly identifies key atom(s) even from out-of-distribution classes. This generalizabilty allows for the inclusion of new reaction types in a modular fashion, thus will be of value to experts for understanding the reactivity of new molecules.

arXiv:2407.09415공식 코드 · Papers with Code

A Benchmark Environment for Offline Reinforcement Learning in Racing Games

Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.

arXiv:2405.11907공식 코드 · Papers with Code

Ensemble and Mixture-of-Experts DeepONets For Operator Learning

We present a novel deep operator network (DeepONet) architecture for operator learning, the ensemble DeepONet, that allows for enriching the trunk network of a single DeepONet with multiple distinct trunk networks. This trunk enrichment allows for greater expressivity and generalization capabilities over a range of operator learning problems. We also present a spatial mixture-of-experts (MoE) DeepONet trunk network architecture that utilizes a partition-of-unity (PoU) approximation to promote spatial locality and model sparsity in the operator learning problem. We first prove that both the ensemble and PoU-MoE DeepONets are universal approximators. We then demonstrate that ensemble DeepONets containing a trunk ensemble of a standard trunk, the PoU-MoE trunk, and/or a proper orthogonal decomposition (POD) trunk can achieve 2-4x lower relative $\ell_2$ errors than standard DeepONets and POD-DeepONets on both standard and challenging new operator learning problems involving partial differential equations (PDEs) in two and three dimensions. Our new PoU-MoE formulation provides a natural way to incorporate spatial locality and model sparsity into any neural network architecture, while our new ensemble DeepONet provides a powerful and general framework for incorporating basis enrichment in scientific machine learning architectures for operator learning.

arXiv:2404.17063공식 코드 · Papers with Code

WheelPose: Data Synthesis Techniques to Improve Pose Estimation Performance on Wheelchair Users

Existing pose estimation models perform poorly on wheelchair users due to a lack of representation in training data. We present a data synthesis pipeline to address this disparity in data collection and subsequently improve pose estimation performance for wheelchair users. Our configurable pipeline generates synthetic data of wheelchair users using motion capture data and motion generation outputs simulated in the Unity game engine. We validated our pipeline by conducting a human evaluation, investigating perceived realism, diversity, and an AI performance evaluation on a set of synthetic datasets from our pipeline that synthesized different backgrounds, models, and postures. We found our generated datasets were perceived as realistic by human evaluators, had more diversity than existing image datasets, and had improved person detection and pose estimation performance when fine-tuned on existing pose estimation models. Through this work, we hope to create a foothold for future efforts in tackling the inclusiveness of AI in a data-centric and human-centric manner with the data synthesis techniques demonstrated in this work. Finally, for future works to extend upon, we open source all code in this research and provide a fully configurable Unity Environment used to generate our datasets. In the case of any models we are unable to share due to redistribution and licensing policies, we provide detailed instructions on how to source and replace said models.

arXiv:2404.08855공식 코드 · Papers with Code

WROOM: An Autonomous Driving Approach for Off-Road Navigation

Off-road navigation is a challenging problem both at the planning level to get a smooth trajectory and at the control level to avoid flipping over, hitting obstacles, or getting stuck at a rough patch. There have been several recent works using classical approaches involving depth map prediction followed by smooth trajectory planning and using a controller to track it. We design an end-to-end reinforcement learning (RL) system for an autonomous vehicle in off-road environments using a custom-designed simulator in the Unity game engine. We warm-start the agent by imitating a rule-based controller and utilize Proximal Policy Optimization (PPO) to improve the policy based on a reward that incorporates Control Barrier Functions (CBF), facilitating the agent's ability to generalize effectively to real-world scenarios. The training involves agents concurrently undergoing domain-randomized trials in various environments. We also propose a novel simulation environment to replicate off-road driving scenarios and deploy our proposed approach on a real buggy RC car. Videos and additional results: https://sites.google.com/view/wroom-utd/home

arXiv:2403.15383공식 코드 · Papers with Code

ThemeStation: Generating Theme-Aware 3D Assets from Few Exemplars

Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and user studies confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.

arXiv:2403.05300공식 코드 · Papers with Code

Unity by Diversity: Improved Representation Learning in Multimodal VAEs

Variational Autoencoders for multimodal data hold promise for many tasks in data analysis, such as representation learning, conditional generation, and imputation. Current architectures either share the encoder output, decoder input, or both across modalities to learn a shared representation. Such architectures impose hard constraints on the model. In this work, we show that a better latent representation can be obtained by replacing these hard constraints with a soft constraint. We propose a new mixture-of-experts prior, softly guiding each modality's latent representation towards a shared aggregate posterior. This approach results in a superior latent representation and allows each encoding to preserve information better from its uncompressed original features. In extensive experiments on multiple benchmark datasets and two challenging real-world datasets, we show improved learned latent representations and imputation of missing data modalities compared to existing methods.

arXiv:2402.13724공식 코드 · Papers with Code

Bring Your Own Character: A Holistic Solution for Automatic Facial Animation Generation of Customized Characters

Animating virtual characters has always been a fundamental research problem in virtual reality (VR). Facial animations play a crucial role as they effectively convey emotions and attitudes of virtual humans. However, creating such facial animations can be challenging, as current methods often involve utilization of expensive motion capture devices or significant investments of time and effort from human animators in tuning animation parameters. In this paper, we propose a holistic solution to automatically animate virtual human faces. In our solution, a deep learning model was first trained to retarget the facial expression from input face images to virtual human faces by estimating the blendshape coefficients. This method offers the flexibility of generating animations with characters of different appearances and blendshape topologies. Second, a practical toolkit was developed using Unity 3D, making it compatible with the most popular VR applications. The toolkit accepts both image and video as input to animate the target virtual human faces and enables users to manipulate the animation results. Furthermore, inspired by the spirit of Human-in-the-loop (HITL), we leveraged user feedback to further improve the performance of the model and toolkit, thereby increasing the customization properties to suit user preferences. The whole solution, for which we will make the code public, has the potential to accelerate the generation of facial animations for use in VR applications.

arXiv:2401.16618공식 코드 · Papers with Code

A comparison of RL-based and PID controllers for 6-DOF swimming robots: hybrid underwater object tracking

In this paper, we present an exploration and assessment of employing a centralized deep Q-network (DQN) controller as a substitute for the prevalent use of PID controllers in the context of 6DOF swimming robots. Our primary focus centers on illustrating this transition with the specific case of underwater object tracking. DQN offers advantages such as data efficiency and off-policy learning, while remaining simpler to implement than other reinforcement learning methods. Given the absence of a dynamic model for our robot, we propose an RL agent to control this multi-input-multi-output (MIMO) system, where a centralized controller may offer more robust control than distinct PIDs. Our approach involves initially using classical controllers for safe exploration, then gradually shifting to DQN to take full control of the robot. We divide the underwater tracking task into vision and control modules. We use established methods for vision-based tracking and introduce a centralized DQN controller. By transmitting bounding box data from the vision module to the control module, we enable adaptation to various objects and effortless vision system replacement. Furthermore, dealing with low-dimensional data facilitates cost-effective online learning for the controller. Our experiments, conducted within a Unity-based simulator, validate the effectiveness of a centralized RL agent over separated PID controllers, showcasing the applicability of our framework for training the underwater RL agent and improved performance compared to traditional control methods. The code for both real and simulation implementations is at https://github.com/FARAZLOTFI/underwater-object-tracking.

arXiv:2312.17587공식 코드 · Papers with Code

A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms

We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.