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Jul 29

ConDaFormer: Disassembled Transformer with Local Structure Enhancement for 3D Point Cloud Understanding

Transformers have been recently explored for 3D point cloud understanding with impressive progress achieved. A large number of points, over 0.1 million, make the global self-attention infeasible for point cloud data. Thus, most methods propose to apply the transformer in a local region, e.g., spherical or cubic window. However, it still contains a large number of Query-Key pairs, which requires high computational costs. In addition, previous methods usually learn the query, key, and value using a linear projection without modeling the local 3D geometric structure. In this paper, we attempt to reduce the costs and model the local geometry prior by developing a new transformer block, named ConDaFormer. Technically, ConDaFormer disassembles the cubic window into three orthogonal 2D planes, leading to fewer points when modeling the attention in a similar range. The disassembling operation is beneficial to enlarging the range of attention without increasing the computational complexity, but ignores some contexts. To provide a remedy, we develop a local structure enhancement strategy that introduces a depth-wise convolution before and after the attention. This scheme can also capture the local geometric information. Taking advantage of these designs, ConDaFormer captures both long-range contextual information and local priors. The effectiveness is demonstrated by experimental results on several 3D point cloud understanding benchmarks. Code is available at https://github.com/LHDuan/ConDaFormer .

SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance

Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.

Mix3D: Out-of-Context Data Augmentation for 3D Scenes

We present Mix3D, a data augmentation technique for segmenting large-scale 3D scenes. Since scene context helps reasoning about object semantics, current works focus on models with large capacity and receptive fields that can fully capture the global context of an input 3D scene. However, strong contextual priors can have detrimental implications like mistaking a pedestrian crossing the street for a car. In this work, we focus on the importance of balancing global scene context and local geometry, with the goal of generalizing beyond the contextual priors in the training set. In particular, we propose a "mixing" technique which creates new training samples by combining two augmented scenes. By doing so, object instances are implicitly placed into novel out-of-context environments and therefore making it harder for models to rely on scene context alone, and instead infer semantics from local structure as well. We perform detailed analysis to understand the importance of global context, local structures and the effect of mixing scenes. In experiments, we show that models trained with Mix3D profit from a significant performance boost on indoor (ScanNet, S3DIS) and outdoor datasets (SemanticKITTI). Mix3D can be trivially used with any existing method, e.g., trained with Mix3D, MinkowskiNet outperforms all prior state-of-the-art methods by a significant margin on the ScanNet test benchmark 78.1 mIoU. Code is available at: https://nekrasov.dev/mix3d/

Locally Attentional SDF Diffusion for Controllable 3D Shape Generation

Although the recent rapid evolution of 3D generative neural networks greatly improves 3D shape generation, it is still not convenient for ordinary users to create 3D shapes and control the local geometry of generated shapes. To address these challenges, we propose a diffusion-based 3D generation framework -- locally attentional SDF diffusion, to model plausible 3D shapes, via 2D sketch image input. Our method is built on a two-stage diffusion model. The first stage, named occupancy-diffusion, aims to generate a low-resolution occupancy field to approximate the shape shell. The second stage, named SDF-diffusion, synthesizes a high-resolution signed distance field within the occupied voxels determined by the first stage to extract fine geometry. Our model is empowered by a novel view-aware local attention mechanism for image-conditioned shape generation, which takes advantage of 2D image patch features to guide 3D voxel feature learning, greatly improving local controllability and model generalizability. Through extensive experiments in sketch-conditioned and category-conditioned 3D shape generation tasks, we validate and demonstrate the ability of our method to provide plausible and diverse 3D shapes, as well as its superior controllability and generalizability over existing work. Our code and trained models are available at https://zhengxinyang.github.io/projects/LAS-Diffusion.html

DeepMesh: Differentiable Iso-Surface Extraction

Geometric Deep Learning has recently made striking progress with the advent of continuous deep implicit fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is unlimited in resolution. Unfortunately, these methods are often unsuitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Implicit Fields. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define DeepMesh - an end-to-end differentiable mesh representation that can vary its topology. We validate our theoretical insight through several applications: Single view 3D Reconstruction via Differentiable Rendering, Physically-Driven Shape Optimization, Full Scene 3D Reconstruction from Scans and End-to-End Training. In all cases our end-to-end differentiable parameterization gives us an edge over state-of-the-art algorithms.

LU-NeRF: Scene and Pose Estimation by Synchronizing Local Unposed NeRFs

A critical obstacle preventing NeRF models from being deployed broadly in the wild is their reliance on accurate camera poses. Consequently, there is growing interest in extending NeRF models to jointly optimize camera poses and scene representation, which offers an alternative to off-the-shelf SfM pipelines which have well-understood failure modes. Existing approaches for unposed NeRF operate under limited assumptions, such as a prior pose distribution or coarse pose initialization, making them less effective in a general setting. In this work, we propose a novel approach, LU-NeRF, that jointly estimates camera poses and neural radiance fields with relaxed assumptions on pose configuration. Our approach operates in a local-to-global manner, where we first optimize over local subsets of the data, dubbed mini-scenes. LU-NeRF estimates local pose and geometry for this challenging few-shot task. The mini-scene poses are brought into a global reference frame through a robust pose synchronization step, where a final global optimization of pose and scene can be performed. We show our LU-NeRF pipeline outperforms prior attempts at unposed NeRF without making restrictive assumptions on the pose prior. This allows us to operate in the general SE(3) pose setting, unlike the baselines. Our results also indicate our model can be complementary to feature-based SfM pipelines as it compares favorably to COLMAP on low-texture and low-resolution images.

TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models

Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.

LDL: Line Distance Functions for Panoramic Localization

We introduce LDL, a fast and robust algorithm that localizes a panorama to a 3D map using line segments. LDL focuses on the sparse structural information of lines in the scene, which is robust to illumination changes and can potentially enable efficient computation. While previous line-based localization approaches tend to sacrifice accuracy or computation time, our method effectively observes the holistic distribution of lines within panoramic images and 3D maps. Specifically, LDL matches the distribution of lines with 2D and 3D line distance functions, which are further decomposed along principal directions of lines to increase the expressiveness. The distance functions provide coarse pose estimates by comparing the distributional information, where the poses are further optimized using conventional local feature matching. As our pipeline solely leverages line geometry and local features, it does not require costly additional training of line-specific features or correspondence matching. Nevertheless, our method demonstrates robust performance on challenging scenarios including object layout changes, illumination shifts, and large-scale scenes, while exhibiting fast pose search terminating within a matter of milliseconds. We thus expect our method to serve as a practical solution for line-based localization, and complement the well-established point-based paradigm. The code for LDL is available through the following link: https://github.com/82magnolia/panoramic-localization.

DeepFaceEditing: Deep Face Generation and Editing with Disentangled Geometry and Appearance Control

Recent facial image synthesis methods have been mainly based on conditional generative models. Sketch-based conditions can effectively describe the geometry of faces, including the contours of facial components, hair structures, as well as salient edges (e.g., wrinkles) on face surfaces but lack effective control of appearance, which is influenced by color, material, lighting condition, etc. To have more control of generated results, one possible approach is to apply existing disentangling works to disentangle face images into geometry and appearance representations. However, existing disentangling methods are not optimized for human face editing, and cannot achieve fine control of facial details such as wrinkles. To address this issue, we propose DeepFaceEditing, a structured disentanglement framework specifically designed for face images to support face generation and editing with disentangled control of geometry and appearance. We adopt a local-to-global approach to incorporate the face domain knowledge: local component images are decomposed into geometry and appearance representations, which are fused consistently using a global fusion module to improve generation quality. We exploit sketches to assist in extracting a better geometry representation, which also supports intuitive geometry editing via sketching. The resulting method can either extract the geometry and appearance representations from face images, or directly extract the geometry representation from face sketches. Such representations allow users to easily edit and synthesize face images, with decoupled control of their geometry and appearance. Both qualitative and quantitative evaluations show the superior detail and appearance control abilities of our method compared to state-of-the-art methods.

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.

GeoDistill: Geometry-Guided Self-Distillation for Weakly Supervised Cross-View Localization

Cross-view localization, the task of estimating a camera's 3-degrees-of-freedom (3-DoF) pose by aligning ground-level images with satellite images, is crucial for large-scale outdoor applications like autonomous navigation and augmented reality. Existing methods often rely on fully supervised learning, which requires costly ground-truth pose annotations. In this work, we propose GeoDistill, a Geometry guided weakly supervised self distillation framework that uses teacher-student learning with Field-of-View (FoV)-based masking to enhance local feature learning for robust cross-view localization. In GeoDistill, the teacher model localizes a panoramic image, while the student model predicts locations from a limited FoV counterpart created by FoV-based masking. By aligning the student's predictions with those of the teacher, the student focuses on key features like lane lines and ignores textureless regions, such as roads. This results in more accurate predictions and reduced uncertainty, regardless of whether the query images are panoramas or limited FoV images. Our experiments show that GeoDistill significantly improves localization performance across different frameworks. Additionally, we introduce a novel orientation estimation network that predicts relative orientation without requiring precise planar position ground truth. GeoDistill provides a scalable and efficient solution for real-world cross-view localization challenges. Code and model can be found at https://github.com/tongshw/GeoDistill.

Exploring Geometry of Blind Spots in Vision Models

Despite the remarkable success of deep neural networks in a myriad of settings, several works have demonstrated their overwhelming sensitivity to near-imperceptible perturbations, known as adversarial attacks. On the other hand, prior works have also observed that deep networks can be under-sensitive, wherein large-magnitude perturbations in input space do not induce appreciable changes to network activations. In this work, we study in detail the phenomenon of under-sensitivity in vision models such as CNNs and Transformers, and present techniques to study the geometry and extent of "equi-confidence" level sets of such networks. We propose a Level Set Traversal algorithm that iteratively explores regions of high confidence with respect to the input space using orthogonal components of the local gradients. Given a source image, we use this algorithm to identify inputs that lie in the same equi-confidence level set as the source image despite being perceptually similar to arbitrary images from other classes. We further observe that the source image is linearly connected by a high-confidence path to these inputs, uncovering a star-like structure for level sets of deep networks. Furthermore, we attempt to identify and estimate the extent of these connected higher-dimensional regions over which the model maintains a high degree of confidence. The code for this project is publicly available at https://github.com/SriramB-98/blindspots-neurips-sub

Geometry aware inference of steady state PDEs using Equivariant Neural Fields representations

Recent advances in Neural Fields have enabled powerful, discretization-invariant methods for learning neural operators that approximate solutions of Partial Differential Equations (PDEs) on general geometries. Building on these developments, we introduce enf2enf, an encoder--decoder methodology for predicting steady-state Partial Differential Equations with non-parameterized geometric variability, based on recently proposed Equivariant Neural Field architectures. In enf2enf, input geometries are encoded into latent point cloud embeddings that inherently preserve geometric grounding and capture local phenomena. The resulting representations are then combined with global parameters and directly decoded into continuous output fields, thus efficiently modeling the coupling between geometry and physics. By leveraging the inductive biases of locality and translation invariance, our approach is able to capture fine-scale physical features as well as complex shape variations, thereby enhancing generalization and physical compliance. Extensive experiments on a high-fidelity aerodynamic dataset, a hyper-elastic material benchmark, and multi-element airfoil geometries, demonstrate that the proposed model achieves superior or competitive performance compared to state-of-the-art graph based, operator learning, and neural field methods. Notably, our method supports real time inference and zero-shot super-resolution, enabling efficient training on low-resolution meshes while maintaining high accuracy on full-scale discretizations.

LatentEditor: Text Driven Local Editing of 3D Scenes

While neural fields have made significant strides in view synthesis and scene reconstruction, editing them poses a formidable challenge due to their implicit encoding of geometry and texture information from multi-view inputs. In this paper, we introduce LatentEditor, an innovative framework designed to empower users with the ability to perform precise and locally controlled editing of neural fields using text prompts. Leveraging denoising diffusion models, we successfully embed real-world scenes into the latent space, resulting in a faster and more adaptable NeRF backbone for editing compared to traditional methods. To enhance editing precision, we introduce a delta score to calculate the 2D mask in the latent space that serves as a guide for local modifications while preserving irrelevant regions. Our novel pixel-level scoring approach harnesses the power of InstructPix2Pix (IP2P) to discern the disparity between IP2P conditional and unconditional noise predictions in the latent space. The edited latents conditioned on the 2D masks are then iteratively updated in the training set to achieve 3D local editing. Our approach achieves faster editing speeds and superior output quality compared to existing 3D editing models, bridging the gap between textual instructions and high-quality 3D scene editing in latent space. We show the superiority of our approach on four benchmark 3D datasets, LLFF, IN2N, NeRFStudio and NeRF-Art.

Yes, we CANN: Constrained Approximate Nearest Neighbors for local feature-based visual localization

Large-scale visual localization systems continue to rely on 3D point clouds built from image collections using structure-from-motion. While the 3D points in these models are represented using local image features, directly matching a query image's local features against the point cloud is challenging due to the scale of the nearest-neighbor search problem. Many recent approaches to visual localization have thus proposed a hybrid method, where first a global (per image) embedding is used to retrieve a small subset of database images, and local features of the query are matched only against those. It seems to have become common belief that global embeddings are critical for said image-retrieval in visual localization, despite the significant downside of having to compute two feature types for each query image. In this paper, we take a step back from this assumption and propose Constrained Approximate Nearest Neighbors (CANN), a joint solution of k-nearest-neighbors across both the geometry and appearance space using only local features. We first derive the theoretical foundation for k-nearest-neighbor retrieval across multiple metrics and then showcase how CANN improves visual localization. Our experiments on public localization benchmarks demonstrate that our method significantly outperforms both state-of-the-art global feature-based retrieval and approaches using local feature aggregation schemes. Moreover, it is an order of magnitude faster in both index and query time than feature aggregation schemes for these datasets. Code will be released.

Point-PEFT: Parameter-Efficient Fine-Tuning for 3D Pre-trained Models

The popularity of pre-trained large models has revolutionized downstream tasks across diverse fields, such as language, vision, and multi-modality. To minimize the adaption cost for downstream tasks, many Parameter-Efficient Fine-Tuning (PEFT) techniques are proposed for language and 2D image pre-trained models. However, the specialized PEFT method for 3D pre-trained models is still under-explored. To this end, we introduce Point-PEFT, a novel framework for adapting point cloud pre-trained models with minimal learnable parameters. Specifically, for a pre-trained 3D model, we freeze most of its parameters, and only tune the newly added PEFT modules on downstream tasks, which consist of a Point-prior Prompt and a Geometry-aware Adapter. The Point-prior Prompt adopts a set of learnable prompt tokens, for which we propose to construct a memory bank with domain-specific knowledge, and utilize a parameter-free attention to enhance the prompt tokens. The Geometry-aware Adapter aims to aggregate point cloud features within spatial neighborhoods to capture fine-grained geometric information through local interactions. Extensive experiments indicate that our Point-PEFT can achieve better performance than the full fine-tuning on various downstream tasks, while using only 5% of the trainable parameters, demonstrating the efficiency and effectiveness of our approach. Code is released at https://github.com/Ivan-Tang-3D/Point-PEFT.

Rotation-Invariant Transformer for Point Cloud Matching

The intrinsic rotation invariance lies at the core of matching point clouds with handcrafted descriptors. However, it is widely despised by recent deep matchers that obtain the rotation invariance extrinsically via data augmentation. As the finite number of augmented rotations can never span the continuous SO(3) space, these methods usually show instability when facing rotations that are rarely seen. To this end, we introduce RoITr, a Rotation-Invariant Transformer to cope with the pose variations in the point cloud matching task. We contribute both on the local and global levels. Starting from the local level, we introduce an attention mechanism embedded with Point Pair Feature (PPF)-based coordinates to describe the pose-invariant geometry, upon which a novel attention-based encoder-decoder architecture is constructed. We further propose a global transformer with rotation-invariant cross-frame spatial awareness learned by the self-attention mechanism, which significantly improves the feature distinctiveness and makes the model robust with respect to the low overlap. Experiments are conducted on both the rigid and non-rigid public benchmarks, where RoITr outperforms all the state-of-the-art models by a considerable margin in the low-overlapping scenarios. Especially when the rotations are enlarged on the challenging 3DLoMatch benchmark, RoITr surpasses the existing methods by at least 13 and 5 percentage points in terms of Inlier Ratio and Registration Recall, respectively.

SAGS: Structure-Aware 3D Gaussian Splatting

Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.

DSO: Aligning 3D Generators with Simulation Feedback for Physical Soundness

Most 3D object generators focus on aesthetic quality, often neglecting physical constraints necessary in applications. One such constraint is that the 3D object should be self-supporting, i.e., remains balanced under gravity. Prior approaches to generating stable 3D objects used differentiable physics simulators to optimize geometry at test-time, which is slow, unstable, and prone to local optima. Inspired by the literature on aligning generative models to external feedback, we propose Direct Simulation Optimization (DSO), a framework to use the feedback from a (non-differentiable) simulator to increase the likelihood that the 3D generator outputs stable 3D objects directly. We construct a dataset of 3D objects labeled with a stability score obtained from the physics simulator. We can then fine-tune the 3D generator using the stability score as the alignment metric, via direct preference optimization (DPO) or direct reward optimization (DRO), a novel objective, which we introduce, to align diffusion models without requiring pairwise preferences. Our experiments show that the fine-tuned feed-forward generator, using either DPO or DRO objective, is much faster and more likely to produce stable objects than test-time optimization. Notably, the DSO framework works even without any ground-truth 3D objects for training, allowing the 3D generator to self-improve by automatically collecting simulation feedback on its own outputs.

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.

HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined Regularization

Recovery of an underlying scene geometry from multiview images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf. Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at https://github.com/Gorilla-Lab-SCUT/HelixSurf.

UniVoxel: Fast Inverse Rendering by Unified Voxelization of Scene Representation

Typical inverse rendering methods focus on learning implicit neural scene representations by modeling the geometry, materials and illumination separately, which entails significant computations for optimization. In this work we design a Unified Voxelization framework for explicit learning of scene representations, dubbed UniVoxel, which allows for efficient modeling of the geometry, materials and illumination jointly, thereby accelerating the inverse rendering significantly. To be specific, we propose to encode a scene into a latent volumetric representation, based on which the geometry, materials and illumination can be readily learned via lightweight neural networks in a unified manner. Particularly, an essential design of UniVoxel is that we leverage local Spherical Gaussians to represent the incident light radiance, which enables the seamless integration of modeling illumination into the unified voxelization framework. Such novel design enables our UniVoxel to model the joint effects of direct lighting, indirect lighting and light visibility efficiently without expensive multi-bounce ray tracing. Extensive experiments on multiple benchmarks covering diverse scenes demonstrate that UniVoxel boosts the optimization efficiency significantly compared to other methods, reducing the per-scene training time from hours to 18 minutes, while achieving favorable reconstruction quality. Code is available at https://github.com/freemantom/UniVoxel.

Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints

3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.

Urban Radiance Field Representation with Deformable Neural Mesh Primitives

Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: https://dnmp.github.io/{https://dnmp.github.io/}.

Proposing and solving olympiad geometry with guided tree search

Mathematics olympiads are prestigious competitions, with problem proposing and solving highly honored. Building artificial intelligence that proposes and solves olympiads presents an unresolved challenge in automated theorem discovery and proving, especially in geometry for its combination of numerical and spatial elements. We introduce TongGeometry, a Euclidean geometry system supporting tree-search-based guided problem proposing and solving. The efficient geometry system establishes the most extensive repository of geometry theorems to date: within the same computational budget as the existing state-of-the-art, TongGeometry discovers 6.7 billion geometry theorems requiring auxiliary constructions, including 4.1 billion exhibiting geometric symmetry. Among them, 10 theorems were proposed to regional mathematical olympiads with 3 of TongGeometry's proposals selected in real competitions, earning spots in a national team qualifying exam or a top civil olympiad in China and the US. Guided by fine-tuned large language models, TongGeometry solved all International Mathematical Olympiad geometry in IMO-AG-30, outperforming gold medalists for the first time. It also surpasses the existing state-of-the-art across a broader spectrum of olympiad-level problems. The full capabilities of the system can be utilized on a consumer-grade machine, making the model more accessible and fostering widespread democratization of its use. By analogy, unlike existing systems that merely solve problems like students, TongGeometry acts like a geometry coach, discovering, presenting, and proving theorems.

GPSFormer: A Global Perception and Local Structure Fitting-based Transformer for Point Cloud Understanding

Despite the significant advancements in pre-training methods for point cloud understanding, directly capturing intricate shape information from irregular point clouds without reliance on external data remains a formidable challenge. To address this problem, we propose GPSFormer, an innovative Global Perception and Local Structure Fitting-based Transformer, which learns detailed shape information from point clouds with remarkable precision. The core of GPSFormer is the Global Perception Module (GPM) and the Local Structure Fitting Convolution (LSFConv). Specifically, GPM utilizes Adaptive Deformable Graph Convolution (ADGConv) to identify short-range dependencies among similar features in the feature space and employs Multi-Head Attention (MHA) to learn long-range dependencies across all positions within the feature space, ultimately enabling flexible learning of contextual representations. Inspired by Taylor series, we design LSFConv, which learns both low-order fundamental and high-order refinement information from explicitly encoded local geometric structures. Integrating the GPM and LSFConv as fundamental components, we construct GPSFormer, a cutting-edge Transformer that effectively captures global and local structures of point clouds. Extensive experiments validate GPSFormer's effectiveness in three point cloud tasks: shape classification, part segmentation, and few-shot learning. The code of GPSFormer is available at https://github.com/changshuowang/GPSFormer.

Geometric Knowledge-Guided Localized Global Distribution Alignment for Federated Learning

Data heterogeneity in federated learning, characterized by a significant misalignment between local and global distributions, leads to divergent local optimization directions and hinders global model training. Existing studies mainly focus on optimizing local updates or global aggregation, but these indirect approaches demonstrate instability when handling highly heterogeneous data distributions, especially in scenarios where label skew and domain skew coexist. To address this, we propose a geometry-guided data generation method that centers on simulating the global embedding distribution locally. We first introduce the concept of the geometric shape of an embedding distribution and then address the challenge of obtaining global geometric shapes under privacy constraints. Subsequently, we propose GGEUR, which leverages global geometric shapes to guide the generation of new samples, enabling a closer approximation to the ideal global distribution. In single-domain scenarios, we augment samples based on global geometric shapes to enhance model generalization; in multi-domain scenarios, we further employ class prototypes to simulate the global distribution across domains. Extensive experimental results demonstrate that our method significantly enhances the performance of existing approaches in handling highly heterogeneous data, including scenarios with label skew, domain skew, and their coexistence. Code published at: https://github.com/WeiDai-David/2025CVPR_GGEUR

Deep Implicit Surface Point Prediction Networks

Deep neural representations of 3D shapes as implicit functions have been shown to produce high fidelity models surpassing the resolution-memory trade-off faced by the explicit representations using meshes and point clouds. However, most such approaches focus on representing closed shapes. Unsigned distance function (UDF) based approaches have been proposed recently as a promising alternative to represent both open and closed shapes. However, since the gradients of UDFs vanish on the surface, it is challenging to estimate local (differential) geometric properties like the normals and tangent planes which are needed for many downstream applications in vision and graphics. There are additional challenges in computing these properties efficiently with a low-memory footprint. This paper presents a novel approach that models such surfaces using a new class of implicit representations called the closest surface-point (CSP) representation. We show that CSP allows us to represent complex surfaces of any topology (open or closed) with high fidelity. It also allows for accurate and efficient computation of local geometric properties. We further demonstrate that it leads to efficient implementation of downstream algorithms like sphere-tracing for rendering the 3D surface as well as to create explicit mesh-based representations. Extensive experimental evaluation on the ShapeNet dataset validate the above contributions with results surpassing the state-of-the-art.

Spherical convolutions on molecular graphs for protein model quality assessment

Processing information on 3D objects requires methods stable to rigid-body transformations, in particular rotations, of the input data. In image processing tasks, convolutional neural networks achieve this property using rotation-equivariant operations. However, contrary to images, graphs generally have irregular topology. This makes it challenging to define a rotation-equivariant convolution operation on these structures. In this work, we propose Spherical Graph Convolutional Network (S-GCN) that processes 3D models of proteins represented as molecular graphs. In a protein molecule, individual amino acids have common topological elements. This allows us to unambiguously associate each amino acid with a local coordinate system and construct rotation-equivariant spherical filters that operate on angular information between graph nodes. Within the framework of the protein model quality assessment problem, we demonstrate that the proposed spherical convolution method significantly improves the quality of model assessment compared to the standard message-passing approach. It is also comparable to state-of-the-art methods, as we demonstrate on Critical Assessment of Structure Prediction (CASP) benchmarks. The proposed technique operates only on geometric features of protein 3D models. This makes it universal and applicable to any other geometric-learning task where the graph structure allows constructing local coordinate systems.

FormalGeo: An Extensible Formalized Framework for Olympiad Geometric Problem Solving

This is the first paper in a series of work we have accomplished over the past three years. In this paper, we have constructed a consistent formal plane geometry system. This will serve as a crucial bridge between IMO-level plane geometry challenges and readable AI automated reasoning. Within this formal framework, we have been able to seamlessly integrate modern AI models with our formal system. AI is now capable of providing deductive reasoning solutions to IMO-level plane geometry problems, just like handling other natural languages, and these proofs are readable, traceable, and verifiable. We propose the geometry formalization theory (GFT) to guide the development of the geometry formal system. Based on the GFT, we have established the FormalGeo, which consists of 88 geometric predicates and 196 theorems. It can represent, validate, and solve IMO-level geometry problems. we also have crafted the FGPS (formal geometry problem solver) in Python. It serves as both an interactive assistant for verifying problem-solving processes and an automated problem solver. We've annotated the formalgeo7k and formalgeo-imo datasets. The former contains 6,981 (expand to 133,818 through data augmentation) geometry problems, while the latter includes 18 (expand to 2,627 and continuously increasing) IMO-level challenging geometry problems. All annotated problems include detailed formal language descriptions and solutions. Implementation of the formal system and experiments validate the correctness and utility of the GFT. The backward depth-first search method only yields a 2.42% problem-solving failure rate, and we can incorporate deep learning techniques to achieve lower one. The source code of FGPS and datasets are available at https://github.com/BitSecret/FGPS.

GeoQA: A Geometric Question Answering Benchmark Towards Multimodal Numerical Reasoning

Automatic math problem solving has recently attracted increasing attention as a long-standing AI benchmark. In this paper, we focus on solving geometric problems, which requires a comprehensive understanding of textual descriptions, visual diagrams, and theorem knowledge. However, the existing methods were highly dependent on handcraft rules and were merely evaluated on small-scale datasets. Therefore, we propose a Geometric Question Answering dataset GeoQA, containing 4,998 geometric problems with corresponding annotated programs, which illustrate the solving process of the given problems. Compared with another publicly available dataset GeoS, GeoQA is 25 times larger, in which the program annotations can provide a practical testbed for future research on explicit and explainable numerical reasoning. Moreover, we introduce a Neural Geometric Solver (NGS) to address geometric problems by comprehensively parsing multimodal information and generating interpretable programs. We further add multiple self-supervised auxiliary tasks on NGS to enhance cross-modal semantic representation. Extensive experiments on GeoQA validate the effectiveness of our proposed NGS and auxiliary tasks. However, the results are still significantly lower than human performance, which leaves large room for future research. Our benchmark and code are released at https://github.com/chen-judge/GeoQA .

Jets of foliations and b^k-algebroids

In this article, we introduce and study singular foliations of b^k-type. These singular foliations formalize the properties of vector fields that are tangent to order k along a submanifold W subset M. Our first result is a classification of these foliations, relating them to geometric structures defined in a formal neighborhood of the submanifold, such as jets of distributions that are involutive up to order k-1. When W is a hypersurface, singular foliations of b^k-type are Lie algebroids. In this particular case, they are generalizations of the b^k-tangent bundles introduced by Scott. Indeed, they are always locally isomorphic to b^k-tangent bundles, but globally such an isomorphism is obstructed by a holonomy invariant. Our second main result is a Riemann-Hilbert-style classification of singular foliations of b^k-type in terms of holonomy representations. In this paper, we study singular foliations of b^k-type from several different perspectives. In particular: (1) We study the problem of extending a k-th-order foliation to a (k+1)-th order foliation and prove that this is obstructed by a characteristic class. (2) When W is a hypersurface, we give a detailed study of algebroid differential forms and extend Scott's calculation of the cohomology. (3) We study algebroid symplectic forms in terms of the geometric structures induced on W. In particular, we find that there is a close relationship between the above obstruction class for extensions and the symplectic variation of the symplectic foliation induced on W.

CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

Wu's Method can Boost Symbolic AI to Rival Silver Medalists and AlphaGeometry to Outperform Gold Medalists at IMO Geometry

Proving geometric theorems constitutes a hallmark of visual reasoning combining both intuitive and logical skills. Therefore, automated theorem proving of Olympiad-level geometry problems is considered a notable milestone in human-level automated reasoning. The introduction of AlphaGeometry, a neuro-symbolic model trained with 100 million synthetic samples, marked a major breakthrough. It solved 25 of 30 International Mathematical Olympiad (IMO) problems whereas the reported baseline based on Wu's method solved only ten. In this note, we revisit the IMO-AG-30 Challenge introduced with AlphaGeometry, and find that Wu's method is surprisingly strong. Wu's method alone can solve 15 problems, and some of them are not solved by any of the other methods. This leads to two key findings: (i) Combining Wu's method with the classic synthetic methods of deductive databases and angle, ratio, and distance chasing solves 21 out of 30 methods by just using a CPU-only laptop with a time limit of 5 minutes per problem. Essentially, this classic method solves just 4 problems less than AlphaGeometry and establishes the first fully symbolic baseline strong enough to rival the performance of an IMO silver medalist. (ii) Wu's method even solves 2 of the 5 problems that AlphaGeometry failed to solve. Thus, by combining AlphaGeometry with Wu's method we set a new state-of-the-art for automated theorem proving on IMO-AG-30, solving 27 out of 30 problems, the first AI method which outperforms an IMO gold medalist.

CADDreamer: CAD object Generation from Single-view Images

Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.

PointDistiller: Structured Knowledge Distillation Towards Efficient and Compact 3D Detection

The remarkable breakthroughs in point cloud representation learning have boosted their usage in real-world applications such as self-driving cars and virtual reality. However, these applications usually have an urgent requirement for not only accurate but also efficient 3D object detection. Recently, knowledge distillation has been proposed as an effective model compression technique, which transfers the knowledge from an over-parameterized teacher to a lightweight student and achieves consistent effectiveness in 2D vision. However, due to point clouds' sparsity and irregularity, directly applying previous image-based knowledge distillation methods to point cloud detectors usually leads to unsatisfactory performance. To fill the gap, this paper proposes PointDistiller, a structured knowledge distillation framework for point clouds-based 3D detection. Concretely, PointDistiller includes local distillation which extracts and distills the local geometric structure of point clouds with dynamic graph convolution and reweighted learning strategy, which highlights student learning on the crucial points or voxels to improve knowledge distillation efficiency. Extensive experiments on both voxels-based and raw points-based detectors have demonstrated the effectiveness of our method over seven previous knowledge distillation methods. For instance, our 4X compressed PointPillars student achieves 2.8 and 3.4 mAP improvements on BEV and 3D object detection, outperforming its teacher by 0.9 and 1.8 mAP, respectively. Codes have been released at https://github.com/RunpeiDong/PointDistiller.

Constructing a 3D Town from a Single Image

Acquiring detailed 3D scenes typically demands costly equipment, multi-view data, or labor-intensive modeling. Therefore, a lightweight alternative, generating complex 3D scenes from a single top-down image, plays an essential role in real-world applications. While recent 3D generative models have achieved remarkable results at the object level, their extension to full-scene generation often leads to inconsistent geometry, layout hallucinations, and low-quality meshes. In this work, we introduce 3DTown, a training-free framework designed to synthesize realistic and coherent 3D scenes from a single top-down view. Our method is grounded in two principles: region-based generation to improve image-to-3D alignment and resolution, and spatial-aware 3D inpainting to ensure global scene coherence and high-quality geometry generation. Specifically, we decompose the input image into overlapping regions and generate each using a pretrained 3D object generator, followed by a masked rectified flow inpainting process that fills in missing geometry while maintaining structural continuity. This modular design allows us to overcome resolution bottlenecks and preserve spatial structure without requiring 3D supervision or fine-tuning. Extensive experiments across diverse scenes show that 3DTown outperforms state-of-the-art baselines, including Trellis, Hunyuan3D-2, and TripoSG, in terms of geometry quality, spatial coherence, and texture fidelity. Our results demonstrate that high-quality 3D town generation is achievable from a single image using a principled, training-free approach.

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

Surface Extraction from Neural Unsigned Distance Fields

We propose a method, named DualMesh-UDF, to extract a surface from unsigned distance functions (UDFs), encoded by neural networks, or neural UDFs. Neural UDFs are becoming increasingly popular for surface representation because of their versatility in presenting surfaces with arbitrary topologies, as opposed to the signed distance function that is limited to representing a closed surface. However, the applications of neural UDFs are hindered by the notorious difficulty in extracting the target surfaces they represent. Recent methods for surface extraction from a neural UDF suffer from significant geometric errors or topological artifacts due to two main difficulties: (1) A UDF does not exhibit sign changes; and (2) A neural UDF typically has substantial approximation errors. DualMesh-UDF addresses these two difficulties. Specifically, given a neural UDF encoding a target surface S to be recovered, we first estimate the tangent planes of S at a set of sample points close to S. Next, we organize these sample points into local clusters, and for each local cluster, solve a linear least squares problem to determine a final surface point. These surface points are then connected to create the output mesh surface, which approximates the target surface. The robust estimation of the tangent planes of the target surface and the subsequent minimization problem constitute our core strategy, which contributes to the favorable performance of DualMesh-UDF over other competing methods. To efficiently implement this strategy, we employ an adaptive Octree. Within this framework, we estimate the location of a surface point in each of the octree cells identified as containing part of the target surface. Extensive experiments show that our method outperforms existing methods in terms of surface reconstruction quality while maintaining comparable computational efficiency.

Distillation with Contrast is All You Need for Self-Supervised Point Cloud Representation Learning

In this paper, we propose a simple and general framework for self-supervised point cloud representation learning. Human beings understand the 3D world by extracting two levels of information and establishing the relationship between them. One is the global shape of an object, and the other is the local structures of it. However, few existing studies in point cloud representation learning explored how to learn both global shapes and local-to-global relationships without a specified network architecture. Inspired by how human beings understand the world, we utilize knowledge distillation to learn both global shape information and the relationship between global shape and local structures. At the same time, we combine contrastive learning with knowledge distillation to make the teacher network be better updated. Our method achieves the state-of-the-art performance on linear classification and multiple other downstream tasks. Especially, we develop a variant of ViT for 3D point cloud feature extraction, which also achieves comparable results with existing backbones when combined with our framework, and visualization of the attention maps show that our model does understand the point cloud by combining the global shape information and multiple local structural information, which is consistent with the inspiration of our representation learning method. Our code will be released soon.

Local Augmentation for Graph Neural Networks

Graph Neural Networks (GNNs) have achieved remarkable performance on graph-based tasks. The key idea for GNNs is to obtain informative representation through aggregating information from local neighborhoods. However, it remains an open question whether the neighborhood information is adequately aggregated for learning representations of nodes with few neighbors. To address this, we propose a simple and efficient data augmentation strategy, local augmentation, to learn the distribution of the node features of the neighbors conditioned on the central node's feature and enhance GNN's expressive power with generated features. Local augmentation is a general framework that can be applied to any GNN model in a plug-and-play manner. It samples feature vectors associated with each node from the learned conditional distribution as additional input for the backbone model at each training iteration. Extensive experiments and analyses show that local augmentation consistently yields performance improvement when applied to various GNN architectures across a diverse set of benchmarks. For example, experiments show that plugging in local augmentation to GCN and GAT improves by an average of 3.4\% and 1.6\% in terms of test accuracy on Cora, Citeseer, and Pubmed. Besides, our experimental results on large graphs (OGB) show that our model consistently improves performance over backbones. Code is available at https://github.com/SongtaoLiu0823/LAGNN.

Lie Group Decompositions for Equivariant Neural Networks

Invariance and equivariance to geometrical transformations have proven to be very useful inductive biases when training (convolutional) neural network models, especially in the low-data regime. Much work has focused on the case where the symmetry group employed is compact or abelian, or both. Recent work has explored enlarging the class of transformations used to the case of Lie groups, principally through the use of their Lie algebra, as well as the group exponential and logarithm maps. The applicability of such methods to larger transformation groups is limited by the fact that depending on the group of interest G, the exponential map may not be surjective. Further limitations are encountered when G is neither compact nor abelian. Using the structure and geometry of Lie groups and their homogeneous spaces, we present a framework by which it is possible to work with such groups primarily focusing on the Lie groups G = GL^{+}(n, R) and G = SL(n, R), as well as their representation as affine transformations R^{n} rtimes G. Invariant integration as well as a global parametrization is realized by decomposing the `larger` groups into subgroups and submanifolds which can be handled individually. Under this framework, we show how convolution kernels can be parametrized to build models equivariant with respect to affine transformations. We evaluate the robustness and out-of-distribution generalisation capability of our model on the standard affine-invariant benchmark classification task, where we outperform all previous equivariant models as well as all Capsule Network proposals.