Guohao Li obtained the BEng degree in Communication Engineering from Harbin Institute of Technology in 2015. In 2018, he received his Master degree in Communication and Information Systems from Chinese Academy of Science, supervised by Prof. Baojun Lin. He was a computer vision research intern at SenseTime. He is currently a Computer Science PhD student at King Abdullah University of Science and Technology (KAUST). He is also a member of the Image and Video Understanding Laboratory (IVUL) in the Visual Computing Center (VCC), advised by Prof. Bernard Ghanem. His primary research interests are Computer Vision, Robotics and Deep Learning.
I am actively seeking a research internship, please drop me an email firstname.lastname@example.org If you’re interested.
PhD in CS, 2018-
King Abdullah University of Science and Technology
MSc in EE, 2015-2018
University of Chinese Academy of Science
Joint MSc in CS, 2015-2018
BEng in EE, 2011-2015
Harbin Institute of Technology
NeurIPS Meetup 2019, Jiangmen Live Streaming (In Chinese), NVIDIA GTC China 2019
Architecture design has become a crucial component of successful deep learning. Recent progress in automatic neural architecture search (NAS) shows a lot of promise. However, discovered architectures often fail to generalize in the final evaluation. Architectures with a higher validation accuracy during the search phase may perform worse in the evaluation. Aiming to alleviate this common issue, we introduce sequential greedy architecture search (SGAS), an efficient method for neural architecture search. By dividing the search procedure into sub-problems, SGAS chooses and prunes candidate operations in a greedy fashion. We apply SGAS to search architectures for Convolutional Neural Networks (CNN) and Graph Convolutional Networks (GCN). Extensive experiments show that SGAS is able to find state-of-the-art architectures for tasks such as image classification, point cloud classification and node classification in protein-protein interaction graphs with minimal computational cost.
Upsampling sparse, noisy, and non-uniform point clouds is a challenging task. In this paper, we propose 3 novel point upsampling modules: Multi-branch GCN, Clone GCN, and NodeShuffle. Our modules use Graph Convolutional Networks (GCNs) to better encode local point information. Our upsampling modules are versatile and can be incorporated into any point cloud upsampling pipeline. We show how our 3 modules consistently improve state-of-the-art methods in all point upsampling metrics. We also propose a new multi-scale point feature extractor, called Inception DenseGCN. We modify current Inception GCN algorithms by introducing DenseGCN blocks. By aggregating data at multiple scales, our new feature extractor is more resilient to density changes along point cloud surfaces. We combine Inception DenseGCN with one of our upsampling modules (NodeShuffle) into a new point upsampling pipeline: PU-GCN. We show both qualitatively and quantitatively the advantages of PU-GCN against the state-of-the-art in terms of fine-grained upsampling quality and point cloud uniformity.
Convolutional Neural Networks (CNNs) have been very successful at solving a variety of computer vision tasks such as object classification and detection, semantic segmentation, activity understanding, to name just a few. One key enabling factor for their great performance has been the ability to train very deep CNNs. Despite their huge success in many tasks, CNNs do not work well with non-Euclidean data which is prevalent in many real-world applications. Graph Convolutional Networks (GCNs) offer an alternative that allows for non-Eucledian data as input to a neural network similar to CNNs. While GCNs already achieve encouraging results, they are currently limited to shallow architectures with 2-4 layers due to vanishing gradients during training. This work transfers concepts such as residual/dense connections and dilated convolutions from CNNs to GCNs in order to successfully train very deep GCNs. We show the benefit of deep GCNs with as many as 112 layers experimentally across various datasets and tasks. Specifically, we achieve state-of-the-art performance in part segmentation and semantic segmentation on point clouds and in node classification of protein functions across biological protein-protein interaction (PPI) graphs. We believe that the insights in this work will open a lot of avenues for future research on GCNs and transfer to further tasks not explored in this work.
Convolutional Neural Networks (CNNs) achieve impressive performance in a wide variety of fields. Their success benefited from a massive boost when very deep CNN models were able to be reliably trained. Despite their merits, CNNs fail to properly address problems with non-Euclidean data. To overcome this challenge, Graph Convolutional Networks (GCNs) build graphs to represent non-Euclidean data, borrow concepts from CNNs, and apply them in training. GCNs show promising results, but they are usually limited to very shallow models due to the vanishing gradient problem. As a result, most state-of-the-art GCN models are no deeper than 3 or 4 layers. In this work, we present new ways to successfully train very deep GCNs. We do this by borrowing concepts from CNNs, specifically residual/dense connections and dilated convolutions, and adapting them to GCN architectures. Extensive experiments show the positive effect of these deep GCN frameworks. Finally, we use these new concepts to build a very deep 56-layer GCN, and show how it significantly boosts performance (+3.7% mIoU over state-of-the-art) in the task of point cloud semantic segmentation. We believe that the community can greatly benefit from this work, as it opens up many opportunities for advancing GCN-based research.
Autonomous UAV racing has recently emerged as an interesting research problem. The dream is to beat humans in this new fast-paced sport. A common approach is to learn an end-to-end policy that directly predicts controls from raw images by imitating an expert. However, such a policy is limited by the expert it imitates and scaling to other environments and vehicle dynamics is difficult. One approach to overcome the drawbacks of an end-to-end policy is to train a network only on the perception task and handle control with a PID or MPC controller. However, a single controller must be extensively tuned and cannot usually cover the whole state space. In this paper, we propose learning an optimized controller using a DNN that fuses multiple controllers. The network learns a robust controller with online trajectory filtering, which suppresses noisy trajectories and imperfections of individual controllers. The result is a network that is able to learn a good fusion of filtered trajectories from different controllers leading to significant improvements in overall performance. We compare our trained network to controllers it has learned from, end-to-end baselines and human pilots in a realistic simulation; our network beats all baselines in extensive experiments and approaches the performance of a professional human pilot.
Recent work has explored the problem of autonomous navigation by imitating a teacher and learning an end-to-end policy, which directly predicts controls from raw images. However, these approaches tend to be sensitive to mistakes by the teacher and do not scale well to other environments or vehicles. To this end, we propose Observational Imitation Learning (OIL), a novel imitation learning variant that supports online training and automatic selection of optimal behavior by observing multiple imperfect teachers. We apply our proposed methodology to the challenging problems of autonomous driving and UAV racing. For both tasks, we utilize the Sim4CV simulator that enables the generation of large amounts of synthetic training data and also allows for online learning and evaluation. We train a perception network to predict waypoints from raw image data and use OIL to train another network to predict controls from these waypoints. Extensive experiments demonstrate that our trained network outperforms its teachers, conventional imitation learning (IL) and reinforcement learning (RL) baselines and even humans in simulation.