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Oct 27

SERL: A Software Suite for Sample-Efficient Robotic Reinforcement Learning

In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at https://serl-robot.github.io/

  • 10 authors
·
Jan 29, 2024 1

DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.

  • 5 authors
·
Feb 13 2

SafeAgentBench: A Benchmark for Safe Task Planning of Embodied LLM Agents

With the integration of large language models (LLMs), embodied agents have strong capabilities to understand and plan complicated natural language instructions. However, a foreseeable issue is that those embodied agents can also flawlessly execute some hazardous tasks, potentially causing damages in the real world. Existing benchmarks predominantly overlook critical safety risks, focusing solely on planning performance, while a few evaluate LLMs' safety awareness only on non-interactive image-text data. To address this gap, we present SafeAgentBench-the first benchmark for safety-aware task planning of embodied LLM agents in interactive simulation environments. SafeAgentBench includes: (1) an executable, diverse, and high-quality dataset of 750 tasks, rigorously curated to cover 10 potential hazards and 3 task types; (2) SafeAgentEnv, a universal embodied environment with a low-level controller, supporting multi-agent execution with 17 high-level actions for 8 state-of-the-art baselines; and (3) reliable evaluation methods from both execution and semantic perspectives. Experimental results show that, although agents based on different design frameworks exhibit substantial differences in task success rates, their overall safety awareness remains weak. The most safety-conscious baseline achieves only a 10\% rejection rate for detailed hazardous tasks. Moreover, simply replacing the LLM driving the agent does not lead to notable improvements in safety awareness. More details and code are available at https://github.com/shengyin1224/SafeAgentBench.

  • 10 authors
·
Dec 17, 2024

Grounding Text-to-Image Diffusion Models for Controlled High-Quality Image Generation

Text-to-image (T2I) generative diffusion models have demonstrated outstanding performance in synthesizing diverse, high-quality visuals from text captions. Several layout-to-image models have been developed to control the generation process by utilizing a wide range of layouts, such as segmentation maps, edges, and human keypoints. In this work, we propose ObjectDiffusion, a model that conditions T2I diffusion models on semantic and spatial grounding information, enabling the precise rendering and placement of desired objects in specific locations defined by bounding boxes. To achieve this, we make substantial modifications to the network architecture introduced in ControlNet to integrate it with the grounding method proposed in GLIGEN. We fine-tune ObjectDiffusion on the COCO2017 training dataset and evaluate it on the COCO2017 validation dataset. Our model improves the precision and quality of controllable image generation, achieving an AP_{50} of 46.6, an AR of 44.5, and an FID of 19.8, outperforming the current SOTA model trained on open-source datasets across all three metrics. ObjectDiffusion demonstrates a distinctive capability in synthesizing diverse, high-quality, high-fidelity images that seamlessly conform to the semantic and spatial control layout. Evaluated in qualitative and quantitative tests, ObjectDiffusion exhibits remarkable grounding capabilities in closed-set and open-set vocabulary settings across a wide variety of contexts. The qualitative assessment verifies the ability of ObjectDiffusion to generate multiple detailed objects in varying sizes, forms, and locations.

  • 2 authors
·
Jan 15 1

Mirostat: A Neural Text Decoding Algorithm that Directly Controls Perplexity

Neural text decoding is important for generating high-quality texts using language models. To generate high-quality text, popular decoding algorithms like top-k, top-p (nucleus), and temperature-based sampling truncate or distort the unreliable low probability tail of the language model. Though these methods generate high-quality text after parameter tuning, they are ad hoc. Not much is known about the control they provide over the statistics of the output, which is important since recent reports show text quality is highest for a specific range of likelihoods. Here, first we provide a theoretical analysis of perplexity in top-k, top-p, and temperature sampling, finding that cross-entropy behaves approximately linearly as a function of p in top-p sampling whereas it is a nonlinear function of k in top-k sampling, under Zipfian statistics. We use this analysis to design a feedback-based adaptive top-k text decoding algorithm called mirostat that generates text (of any length) with a predetermined value of perplexity, and thereby high-quality text without any tuning. Experiments show that for low values of k and p in top-k and top-p sampling, perplexity drops significantly with generated text length, which is also correlated with excessive repetitions in the text (the boredom trap). On the other hand, for large values of k and p, we find that perplexity increases with generated text length, which is correlated with incoherence in the text (confusion trap). Mirostat avoids both traps: experiments show that cross-entropy has a near-linear relation with repetition in generated text. This relation is almost independent of the sampling method but slightly dependent on the model used. Hence, for a given language model, control over perplexity also gives control over repetitions. Experiments with human raters for fluency, coherence, and quality further verify our findings.

  • 4 authors
·
Jul 29, 2020

Taming 3DGS: High-Quality Radiance Fields with Limited Resources

3D Gaussian Splatting (3DGS) has transformed novel-view synthesis with its fast, interpretable, and high-fidelity rendering. However, its resource requirements limit its usability. Especially on constrained devices, training performance degrades quickly and often cannot complete due to excessive memory consumption of the model. The method converges with an indefinite number of Gaussians -- many of them redundant -- making rendering unnecessarily slow and preventing its usage in downstream tasks that expect fixed-size inputs. To address these issues, we tackle the challenges of training and rendering 3DGS models on a budget. We use a guided, purely constructive densification process that steers densification toward Gaussians that raise the reconstruction quality. Model size continuously increases in a controlled manner towards an exact budget, using score-based densification of Gaussians with training-time priors that measure their contribution. We further address training speed obstacles: following a careful analysis of 3DGS' original pipeline, we derive faster, numerically equivalent solutions for gradient computation and attribute updates, including an alternative parallelization for efficient backpropagation. We also propose quality-preserving approximations where suitable to reduce training time even further. Taken together, these enhancements yield a robust, scalable solution with reduced training times, lower compute and memory requirements, and high quality. Our evaluation shows that in a budgeted setting, we obtain competitive quality metrics with 3DGS while achieving a 4--5x reduction in both model size and training time. With more generous budgets, our measured quality surpasses theirs. These advances open the door for novel-view synthesis in constrained environments, e.g., mobile devices.

  • 6 authors
·
Jun 21, 2024

MixtureVitae: Open Web-Scale Pretraining Dataset With High Quality Instruction and Reasoning Data Built from Permissive-First Text Sources

We present MixtureVitae, an open-access pretraining corpus built to minimize legal risk while providing strong model performance. MixtureVitae follows a risk-mitigated sourcing strategy that combines public-domain and permissively licensed text (e.g., CC-BY/Apache) with carefully justified low-risk additions (e.g., government works and EU TDM-eligible sources), alongside targeted instruction, reasoning and synthetic data with documented provenance. We detail a transparent, multi-stage pipeline for license-aware filtering, safety and quality screening, and domain-aware mixing, and we release the dataset and curation recipes to support reproducible research. In controlled experiments using the open-sci-ref training protocol (fixed architectures at 130M/400M/1.3B/1.7B parameters; training budgets of 50B and 300B tokens), models trained on MixtureVitae consistently outperform other permissive datasets across a suite of standard benchmarks, and at the 1.7B/300B setting they surpass FineWeb-Edu and approach DCLM in the later stages of training. Performance is particularly strong on math/code and competitive on QA tasks. These results demonstrate that permissive-first, risk-mitigated data provides a practical and legally mitigated foundation for training capable LLMs, reducing reliance on indiscriminate web scraping without sacrificing competitiveness. Code: https://github.com/ontocord/mixturevitae

ontocord Ontocord.AI
·
Sep 29 3

ECHOPulse: ECG controlled echocardio-grams video generation

Echocardiography (ECHO) is essential for cardiac assessments, but its video quality and interpretation heavily relies on manual expertise, leading to inconsistent results from clinical and portable devices. ECHO video generation offers a solution by improving automated monitoring through synthetic data and generating high-quality videos from routine health data. However, existing models often face high computational costs, slow inference, and rely on complex conditional prompts that require experts' annotations. To address these challenges, we propose ECHOPULSE, an ECG-conditioned ECHO video generation model. ECHOPULSE introduces two key advancements: (1) it accelerates ECHO video generation by leveraging VQ-VAE tokenization and masked visual token modeling for fast decoding, and (2) it conditions on readily accessible ECG signals, which are highly coherent with ECHO videos, bypassing complex conditional prompts. To the best of our knowledge, this is the first work to use time-series prompts like ECG signals for ECHO video generation. ECHOPULSE not only enables controllable synthetic ECHO data generation but also provides updated cardiac function information for disease monitoring and prediction beyond ECG alone. Evaluations on three public and private datasets demonstrate state-of-the-art performance in ECHO video generation across both qualitative and quantitative measures. Additionally, ECHOPULSE can be easily generalized to other modality generation tasks, such as cardiac MRI, fMRI, and 3D CT generation. Demo can seen from https://github.com/levyisthebest/ECHOPulse_Prelease.

  • 12 authors
·
Oct 4, 2024

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

  • 3 authors
·
Oct 9, 2024

Dream3DAvatar: Text-Controlled 3D Avatar Reconstruction from a Single Image

With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to the limited information available from monocular input, making it difficult to control the geometry and texture of occluded regions during generation. To address these challenges, we redesign the reconstruction pipeline and propose Dream3DAvatar, an efficient and text-controllable two-stage framework for 3D avatar generation. In the first stage, we develop a lightweight, adapter-enhanced multi-view generation model. Specifically, we introduce the Pose-Adapter to inject SMPL-X renderings and skeletal information into SDXL, enforcing geometric and pose consistency across views. To preserve facial identity, we incorporate ID-Adapter-G, which injects high-resolution facial features into the generation process. Additionally, we leverage BLIP2 to generate high-quality textual descriptions of the multi-view images, enhancing text-driven controllability in occluded regions. In the second stage, we design a feedforward Transformer model equipped with a multi-view feature fusion module to reconstruct high-fidelity 3D Gaussian Splat representations (3DGS) from the generated images. Furthermore, we introduce ID-Adapter-R, which utilizes a gating mechanism to effectively fuse facial features into the reconstruction process, improving high-frequency detail recovery. Extensive experiments demonstrate that our method can generate realistic, animation-ready 3D avatars without any post-processing and consistently outperforms existing baselines across multiple evaluation metrics.

  • 6 authors
·
Sep 16

SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes

Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/

  • 6 authors
·
Dec 4, 2023

WildVidFit: Video Virtual Try-On in the Wild via Image-Based Controlled Diffusion Models

Video virtual try-on aims to generate realistic sequences that maintain garment identity and adapt to a person's pose and body shape in source videos. Traditional image-based methods, relying on warping and blending, struggle with complex human movements and occlusions, limiting their effectiveness in video try-on applications. Moreover, video-based models require extensive, high-quality data and substantial computational resources. To tackle these issues, we reconceptualize video try-on as a process of generating videos conditioned on garment descriptions and human motion. Our solution, WildVidFit, employs image-based controlled diffusion models for a streamlined, one-stage approach. This model, conditioned on specific garments and individuals, is trained on still images rather than videos. It leverages diffusion guidance from pre-trained models including a video masked autoencoder for segment smoothness improvement and a self-supervised model for feature alignment of adjacent frame in the latent space. This integration markedly boosts the model's ability to maintain temporal coherence, enabling more effective video try-on within an image-based framework. Our experiments on the VITON-HD and DressCode datasets, along with tests on the VVT and TikTok datasets, demonstrate WildVidFit's capability to generate fluid and coherent videos. The project page website is at wildvidfit-project.github.io.

  • 6 authors
·
Jul 15, 2024

Adaptive Chameleon or Stubborn Sloth: Unraveling the Behavior of Large Language Models in Knowledge Clashes

By providing external information to large language models (LLMs), tool augmentation (including retrieval augmentation) has emerged as a promising solution for addressing the limitations of LLMs' static parametric memory. However, how receptive are LLMs to such external evidence, especially when the evidence conflicts with their parametric memory? We present the first comprehensive and controlled investigation into the behavior of LLMs when encountering knowledge conflicts. We propose a systematic framework to elicit high-quality parametric memory from LLMs and construct the corresponding counter-memory, which enables us to conduct a series of controlled experiments. Our investigation reveals seemingly contradicting behaviors of LLMs. On the one hand, different from prior wisdom, we find that LLMs can be highly receptive to external evidence even when that conflicts with their parametric memory, given that the external evidence is coherent and convincing. On the other hand, LLMs also demonstrate a strong confirmation bias when the external evidence contains some information that is consistent with their parametric memory, despite being presented with conflicting evidence at the same time. These results pose important implications that are worth careful consideration for the further development and deployment of tool- and retrieval-augmented LLMs.

  • 5 authors
·
May 22, 2023

GTSinger: A Global Multi-Technique Singing Corpus with Realistic Music Scores for All Singing Tasks

The scarcity of high-quality and multi-task singing datasets significantly hinders the development of diverse controllable and personalized singing tasks, as existing singing datasets suffer from low quality, limited diversity of languages and singers, absence of multi-technique information and realistic music scores, and poor task suitability. To tackle these problems, we present GTSinger, a large Global, multi-Technique, free-to-use, high-quality singing corpus with realistic music scores, designed for all singing tasks, along with its benchmarks. Particularly, (1) we collect 80.59 hours of high-quality singing voices, forming the largest recorded singing dataset; (2) 20 professional singers across nine widely spoken languages offer diverse timbres and styles; (3) we provide controlled comparison and phoneme-level annotations of six commonly used singing techniques, helping technique modeling and control; (4) GTSinger offers realistic music scores, assisting real-world musical composition; (5) singing voices are accompanied by manual phoneme-to-audio alignments, global style labels, and 16.16 hours of paired speech for various singing tasks. Moreover, to facilitate the use of GTSinger, we conduct four benchmark experiments: technique-controllable singing voice synthesis, technique recognition, style transfer, and speech-to-singing conversion. The corpus and demos can be found at http://gtsinger.github.io. We provide the dataset and the code for processing data and conducting benchmarks at https://huggingface.co/datasets/GTSinger/GTSinger and https://github.com/GTSinger/GTSinger.

  • 18 authors
·
Sep 20, 2024

EIDT-V: Exploiting Intersections in Diffusion Trajectories for Model-Agnostic, Zero-Shot, Training-Free Text-to-Video Generation

Zero-shot, training-free, image-based text-to-video generation is an emerging area that aims to generate videos using existing image-based diffusion models. Current methods in this space require specific architectural changes to image generation models, which limit their adaptability and scalability. In contrast to such methods, we provide a model-agnostic approach. We use intersections in diffusion trajectories, working only with the latent values. We could not obtain localized frame-wise coherence and diversity using only the intersection of trajectories. Thus, we instead use a grid-based approach. An in-context trained LLM is used to generate coherent frame-wise prompts; another is used to identify differences between frames. Based on these, we obtain a CLIP-based attention mask that controls the timing of switching the prompts for each grid cell. Earlier switching results in higher variance, while later switching results in more coherence. Therefore, our approach can ensure appropriate control between coherence and variance for the frames. Our approach results in state-of-the-art performance while being more flexible when working with diverse image-generation models. The empirical analysis using quantitative metrics and user studies confirms our model's superior temporal consistency, visual fidelity and user satisfaction, thus providing a novel way to obtain training-free, image-based text-to-video generation.

  • 3 authors
·
Apr 9

OpenGPT-4o-Image: A Comprehensive Dataset for Advanced Image Generation and Editing

The performance of unified multimodal models for image generation and editing is fundamentally constrained by the quality and comprehensiveness of their training data. While existing datasets have covered basic tasks like style transfer and simple object manipulation, they often lack the systematic structure and challenging scenarios required for real-world applications. To address this bottleneck, we introduce OpenGPT-4o-Image, a large-scale dataset constructed using a novel methodology that combines hierarchical task taxonomy with automated data generation. Our taxonomy not only includes fundamental capabilities such as text rendering and style control but also introduces highly practical yet challenging categories like scientific imagery for chemistry illustrations and complex instruction editing requiring simultaneous execution of multiple operations. Through an automated pipeline leveraging structured resource pools and GPT-4o, we generate 80k high-quality instruction-image pairs with controlled diversity, covering 11 major domains and 51 subtasks. Extensive experiments show that fine-tuning leading models on our dataset achieves significant performance gains across multiple benchmarks, with improvements of up to 18\% on editing tasks (UniWorld-V1 on ImgEdit-Bench) and 13% on generation tasks (Harmon on GenEval). Our work demonstrates that systematic data construction is key to advancing multimodal AI capabilities.

  • 12 authors
·
Sep 29 2

SkyReels-A2: Compose Anything in Video Diffusion Transformers

This paper presents SkyReels-A2, a controllable video generation framework capable of assembling arbitrary visual elements (e.g., characters, objects, backgrounds) into synthesized videos based on textual prompts while maintaining strict consistency with reference images for each element. We term this task elements-to-video (E2V), whose primary challenges lie in preserving the fidelity of each reference element, ensuring coherent composition of the scene, and achieving natural outputs. To address these, we first design a comprehensive data pipeline to construct prompt-reference-video triplets for model training. Next, we propose a novel image-text joint embedding model to inject multi-element representations into the generative process, balancing element-specific consistency with global coherence and text alignment. We also optimize the inference pipeline for both speed and output stability. Moreover, we introduce a carefully curated benchmark for systematic evaluation, i.e, A2 Bench. Experiments demonstrate that our framework can generate diverse, high-quality videos with precise element control. SkyReels-A2 is the first open-source commercial grade model for the generation of E2V, performing favorably against advanced closed-source commercial models. We anticipate SkyReels-A2 will advance creative applications such as drama and virtual e-commerce, pushing the boundaries of controllable video generation.

LeFusion: Controllable Pathology Synthesis via Lesion-Focused Diffusion Models

Patient data from real-world clinical practice often suffers from data scarcity and long-tail imbalances, leading to biased outcomes or algorithmic unfairness. This study addresses these challenges by generating lesion-containing image-segmentation pairs from lesion-free images. Previous efforts in medical imaging synthesis have struggled with separating lesion information from background, resulting in low-quality backgrounds and limited control over the synthetic output. Inspired by diffusion-based image inpainting, we propose LeFusion, a lesion-focused diffusion model. By redesigning the diffusion learning objectives to focus on lesion areas, we simplify the learning process and improve control over the output while preserving high-fidelity backgrounds by integrating forward-diffused background contexts into the reverse diffusion process. Additionally, we tackle two major challenges in lesion texture synthesis: 1) multi-peak and 2) multi-class lesions. We introduce two effective strategies: histogram-based texture control and multi-channel decomposition, enabling the controlled generation of high-quality lesions in difficult scenarios. Furthermore, we incorporate lesion mask diffusion, allowing control over lesion size, location, and boundary, thus increasing lesion diversity. Validated on 3D cardiac lesion MRI and lung nodule CT datasets, LeFusion-generated data significantly improves the performance of state-of-the-art segmentation models, including nnUNet and SwinUNETR. Code and model are available at https://github.com/M3DV/LeFusion.

  • 7 authors
·
Mar 20, 2024

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

  • 4 authors
·
Dec 3, 2024

Jurassic is (almost) All You Need: Few-Shot Meaning-to-Text Generation for Open-Domain Dialogue

One challenge with open-domain dialogue systems is the need to produce truthful, high-quality responses on any topic. We aim to improve the quality and coverage of Athena, an Alexa Prize dialogue system. We experiment with few-shot prompt-based learning, comparing GPT-Neo to Jurassic-1, for the movies, music, TV, sports, and video game domains, both within and cross-domain, with different prompt set sizes (2, 3, 10), formats, and meaning representations consisting of either sets of WikiData KG triples, or dialogue acts. Our evaluation uses BLEURT and human metrics, and shows that with 10-shot prompting, Athena-Jurassic's performance is significantly better for coherence and semantic accuracy. Experiments with 2-shot cross-domain prompts results in a huge performance drop for Athena-GPT-Neo, whose semantic accuracy falls to 0.41, and whose untrue hallucination rate increases to 12%. Experiments with dialogue acts for video games show that with 10-shot prompting, both models learn to control dialogue acts, but Athena-Jurassic has significantly higher coherence, and only 4% untrue hallucinations. Our results suggest that Athena-Jurassic produces high enough quality outputs to be useful in live systems with real users. To our knowledge, these are the first results demonstrating that few-shot semantic prompt-based learning can create NLGs that generalize to new domains, and produce high-quality, semantically-controlled, conversational responses directly from meaning representations.

  • 5 authors
·
Oct 15, 2021

Noise-aware Learning from Web-crawled Image-Text Data for Image Captioning

Image captioning is one of the straightforward tasks that can take advantage of large-scale web-crawled data which provides rich knowledge about the visual world for a captioning model. However, since web-crawled data contains image-text pairs that are aligned at different levels, the inherent noises (e.g., misaligned pairs) make it difficult to learn a precise captioning model. While the filtering strategy can effectively remove noisy data, however, it leads to a decrease in learnable knowledge and sometimes brings about a new problem of data deficiency. To take the best of both worlds, we propose a noise-aware learning framework, which learns rich knowledge from the whole web-crawled data while being less affected by the noises. This is achieved by the proposed quality controllable model, which is learned using alignment levels of the image-text pairs as an additional control signal during training. The alignment-conditioned training allows the model to generate high-quality captions of well-aligned by simply setting the control signal to desired alignment level at inference time. Through in-depth analysis, we show that our controllable captioning model is effective in handling noise. In addition, with two tasks of zero-shot captioning and text-to-image retrieval using generated captions (i.e., self-retrieval), we also demonstrate our model can produce high-quality captions in terms of descriptiveness and distinctiveness. Code is available at https://github.com/kakaobrain/noc.

  • 4 authors
·
Dec 27, 2022

Deceptive-Human: Prompt-to-NeRF 3D Human Generation with 3D-Consistent Synthetic Images

This paper presents Deceptive-Human, a novel Prompt-to-NeRF framework capitalizing state-of-the-art control diffusion models (e.g., ControlNet) to generate a high-quality controllable 3D human NeRF. Different from direct 3D generative approaches, e.g., DreamFusion and DreamHuman, Deceptive-Human employs a progressive refinement technique to elevate the reconstruction quality. This is achieved by utilizing high-quality synthetic human images generated through the ControlNet with view-consistent loss. Our method is versatile and readily extensible, accommodating multimodal inputs, including a text prompt and additional data such as 3D mesh, poses, and seed images. The resulting 3D human NeRF model empowers the synthesis of highly photorealistic novel views from 360-degree perspectives. The key to our Deceptive-Human for hallucinating multi-view consistent synthetic human images lies in our progressive finetuning strategy. This strategy involves iteratively enhancing views using the provided multimodal inputs at each intermediate step to improve the human NeRF model. Within this iterative refinement process, view-dependent appearances are systematically eliminated to prevent interference with the underlying density estimation. Extensive qualitative and quantitative experimental comparison shows that our deceptive human models achieve state-of-the-art application quality.

  • 4 authors
·
Nov 27, 2023

PromptDresser: Improving the Quality and Controllability of Virtual Try-On via Generative Textual Prompt and Prompt-aware Mask

Recent virtual try-on approaches have advanced by fine-tuning the pre-trained text-to-image diffusion models to leverage their powerful generative ability. However, the use of text prompts in virtual try-on is still underexplored. This paper tackles a text-editable virtual try-on task that changes the clothing item based on the provided clothing image while editing the wearing style (e.g., tucking style, fit) according to the text descriptions. In the text-editable virtual try-on, three key aspects exist: (i) designing rich text descriptions for paired person-clothing data to train the model, (ii) addressing the conflicts where textual information of the existing person's clothing interferes the generation of the new clothing, and (iii) adaptively adjust the inpainting mask aligned with the text descriptions, ensuring proper editing areas while preserving the original person's appearance irrelevant to the new clothing. To address these aspects, we propose PromptDresser, a text-editable virtual try-on model that leverages large multimodal model (LMM) assistance to enable high-quality and versatile manipulation based on generative text prompts. Our approach utilizes LMMs via in-context learning to generate detailed text descriptions for person and clothing images independently, including pose details and editing attributes using minimal human cost. Moreover, to ensure the editing areas, we adjust the inpainting mask depending on the text prompts adaptively. We found that our approach, utilizing detailed text prompts, not only enhances text editability but also effectively conveys clothing details that are difficult to capture through images alone, thereby enhancing image quality. Our code is available at https://github.com/rlawjdghek/PromptDresser.

  • 4 authors
·
Dec 22, 2024

Impossible Distillation: from Low-Quality Model to High-Quality Dataset & Model for Summarization and Paraphrasing

It is commonly perceived that the strongest language models (LMs) rely on a combination of massive scale, instruction data, and human feedback to perform specialized tasks -- e.g. summarization and paraphrasing, without supervision. In this paper, we propose that language models can learn to summarize and paraphrase sentences, with none of these 3 factors. We present Impossible Distillation, a framework that distills a task-specific dataset directly from an off-the-shelf LM, even when it is impossible for the LM itself to reliably solve the task. By training a student model on the generated dataset and amplifying its capability through self-distillation, our method yields a high-quality model and dataset from a low-quality teacher model, without the need for scale or supervision. Using Impossible Distillation, we are able to distill an order of magnitude smaller model (with only 770M parameters) that outperforms 175B parameter GPT-3, in both quality and controllability, as confirmed by automatic and human evaluations. Furthermore, as a useful byproduct of our approach, we obtain DIMSUM+, a high-quality dataset with 3.4M sentence summaries and paraphrases. Our analyses show that this dataset, as a purely LM-generated corpus, is more diverse and more effective for generalization to unseen domains than all human-authored datasets -- including Gigaword with 4M samples.

  • 8 authors
·
May 26, 2023 1

CoRe: Context-Regularized Text Embedding Learning for Text-to-Image Personalization

Recent advances in text-to-image personalization have enabled high-quality and controllable image synthesis for user-provided concepts. However, existing methods still struggle to balance identity preservation with text alignment. Our approach is based on the fact that generating prompt-aligned images requires a precise semantic understanding of the prompt, which involves accurately processing the interactions between the new concept and its surrounding context tokens within the CLIP text encoder. To address this, we aim to embed the new concept properly into the input embedding space of the text encoder, allowing for seamless integration with existing tokens. We introduce Context Regularization (CoRe), which enhances the learning of the new concept's text embedding by regularizing its context tokens in the prompt. This is based on the insight that appropriate output vectors of the text encoder for the context tokens can only be achieved if the new concept's text embedding is correctly learned. CoRe can be applied to arbitrary prompts without requiring the generation of corresponding images, thus improving the generalization of the learned text embedding. Additionally, CoRe can serve as a test-time optimization technique to further enhance the generations for specific prompts. Comprehensive experiments demonstrate that our method outperforms several baseline methods in both identity preservation and text alignment. Code will be made publicly available.

  • 8 authors
·
Aug 28, 2024 7

A Neural Space-Time Representation for Text-to-Image Personalization

A key aspect of text-to-image personalization methods is the manner in which the target concept is represented within the generative process. This choice greatly affects the visual fidelity, downstream editability, and disk space needed to store the learned concept. In this paper, we explore a new text-conditioning space that is dependent on both the denoising process timestep (time) and the denoising U-Net layers (space) and showcase its compelling properties. A single concept in the space-time representation is composed of hundreds of vectors, one for each combination of time and space, making this space challenging to optimize directly. Instead, we propose to implicitly represent a concept in this space by optimizing a small neural mapper that receives the current time and space parameters and outputs the matching token embedding. In doing so, the entire personalized concept is represented by the parameters of the learned mapper, resulting in a compact, yet expressive, representation. Similarly to other personalization methods, the output of our neural mapper resides in the input space of the text encoder. We observe that one can significantly improve the convergence and visual fidelity of the concept by introducing a textual bypass, where our neural mapper additionally outputs a residual that is added to the output of the text encoder. Finally, we show how one can impose an importance-based ordering over our implicit representation, providing users control over the reconstruction and editability of the learned concept using a single trained model. We demonstrate the effectiveness of our approach over a range of concepts and prompts, showing our method's ability to generate high-quality and controllable compositions without fine-tuning any parameters of the generative model itself.

  • 4 authors
·
May 24, 2023

EmoDubber: Towards High Quality and Emotion Controllable Movie Dubbing

Given a piece of text, a video clip, and a reference audio, the movie dubbing task aims to generate speech that aligns with the video while cloning the desired voice. The existing methods have two primary deficiencies: (1) They struggle to simultaneously hold audio-visual sync and achieve clear pronunciation; (2) They lack the capacity to express user-defined emotions. To address these problems, we propose EmoDubber, an emotion-controllable dubbing architecture that allows users to specify emotion type and emotional intensity while satisfying high-quality lip sync and pronunciation. Specifically, we first design Lip-related Prosody Aligning (LPA), which focuses on learning the inherent consistency between lip motion and prosody variation by duration level contrastive learning to incorporate reasonable alignment. Then, we design Pronunciation Enhancing (PE) strategy to fuse the video-level phoneme sequences by efficient conformer to improve speech intelligibility. Next, the speaker identity adapting module aims to decode acoustics prior and inject the speaker style embedding. After that, the proposed Flow-based User Emotion Controlling (FUEC) is used to synthesize waveform by flow matching prediction network conditioned on acoustics prior. In this process, the FUEC determines the gradient direction and guidance scale based on the user's emotion instructions by the positive and negative guidance mechanism, which focuses on amplifying the desired emotion while suppressing others. Extensive experimental results on three benchmark datasets demonstrate favorable performance compared to several state-of-the-art methods.

  • 8 authors
·
Dec 12, 2024

Encoder-Decoder Framework for Interactive Free Verses with Generation with Controllable High-Quality Rhyming

Composing poetry or lyrics involves several creative factors, but a challenging aspect of generation is the adherence to a more or less strict metric and rhyming pattern. To address this challenge specifically, previous work on the task has mainly focused on reverse language modeling, which brings the critical selection of each rhyming word to the forefront of each verse. On the other hand, reversing the word order requires that models be trained from scratch with this task-specific goal and cannot take advantage of transfer learning from a Pretrained Language Model (PLM). We propose a novel fine-tuning approach that prepends the rhyming word at the start of each lyric, which allows the critical rhyming decision to be made before the model commits to the content of the lyric (as during reverse language modeling), but maintains compatibility with the word order of regular PLMs as the lyric itself is still generated in left-to-right order. We conducted extensive experiments to compare this fine-tuning against the current state-of-the-art strategies for rhyming, finding that our approach generates more readable text and better rhyming capabilities. Furthermore, we furnish a high-quality dataset in English and 12 other languages, analyse the approach's feasibility in a multilingual context, provide extensive experimental results shedding light on good and bad practices for lyrics generation, and propose metrics to compare methods in the future.

  • 8 authors
·
May 8, 2024

Enhancing High-Quality Code Generation in Large Language Models with Comparative Prefix-Tuning

Large Language Models (LLMs) have been widely adopted in commercial code completion engines, significantly enhancing coding efficiency and productivity. However, LLMs may generate code with quality issues that violate coding standards and best practices, such as poor code style and maintainability, even when the code is functionally correct. This necessitates additional effort from developers to improve the code, potentially negating the efficiency gains provided by LLMs. To address this problem, we propose a novel comparative prefix-tuning method for controllable high-quality code generation. Our method introduces a single, property-specific prefix that is prepended to the activations of the LLM, serving as a lightweight alternative to fine-tuning. Unlike existing methods that require training multiple prefixes, our approach trains only one prefix and leverages pairs of high-quality and low-quality code samples, introducing a sequence-level ranking loss to guide the model's training. This comparative approach enables the model to better understand the differences between high-quality and low-quality code, focusing on aspects that impact code quality. Additionally, we design a data construction pipeline to collect and annotate pairs of high-quality and low-quality code, facilitating effective training. Extensive experiments on the Code Llama 7B model demonstrate that our method improves code quality by over 100% in certain task categories, while maintaining functional correctness. We also conduct ablation studies and generalization experiments, confirming the effectiveness of our method's components and its strong generalization capability.

  • 7 authors
·
Mar 11

XMusic: Towards a Generalized and Controllable Symbolic Music Generation Framework

In recent years, remarkable advancements in artificial intelligence-generated content (AIGC) have been achieved in the fields of image synthesis and text generation, generating content comparable to that produced by humans. However, the quality of AI-generated music has not yet reached this standard, primarily due to the challenge of effectively controlling musical emotions and ensuring high-quality outputs. This paper presents a generalized symbolic music generation framework, XMusic, which supports flexible prompts (i.e., images, videos, texts, tags, and humming) to generate emotionally controllable and high-quality symbolic music. XMusic consists of two core components, XProjector and XComposer. XProjector parses the prompts of various modalities into symbolic music elements (i.e., emotions, genres, rhythms and notes) within the projection space to generate matching music. XComposer contains a Generator and a Selector. The Generator generates emotionally controllable and melodious music based on our innovative symbolic music representation, whereas the Selector identifies high-quality symbolic music by constructing a multi-task learning scheme involving quality assessment, emotion recognition, and genre recognition tasks. In addition, we build XMIDI, a large-scale symbolic music dataset that contains 108,023 MIDI files annotated with precise emotion and genre labels. Objective and subjective evaluations show that XMusic significantly outperforms the current state-of-the-art methods with impressive music quality. Our XMusic has been awarded as one of the nine Highlights of Collectibles at WAIC 2023. The project homepage of XMusic is https://xmusic-project.github.io.

  • 5 authors
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Jan 15 2

Noise Consistency Training: A Native Approach for One-Step Generator in Learning Additional Controls

The pursuit of efficient and controllable high-quality content generation remains a central challenge in artificial intelligence-generated content (AIGC). While one-step generators, enabled by diffusion distillation techniques, offer excellent generation quality and computational efficiency, adapting them to new control conditions--such as structural constraints, semantic guidelines, or external inputs--poses a significant challenge. Conventional approaches often necessitate computationally expensive modifications to the base model and subsequent diffusion distillation. This paper introduces Noise Consistency Training (NCT), a novel and lightweight approach to directly integrate new control signals into pre-trained one-step generators without requiring access to original training images or retraining the base diffusion model. NCT operates by introducing an adapter module and employs a noise consistency loss in the noise space of the generator. This loss aligns the adapted model's generation behavior across noises that are conditionally dependent to varying degrees, implicitly guiding it to adhere to the new control. Theoretically, this training objective can be understood as minimizing the distributional distance between the adapted generator and the conditional distribution induced by the new conditions. NCT is modular, data-efficient, and easily deployable, relying only on the pre-trained one-step generator and a control signal model. Extensive experiments demonstrate that NCT achieves state-of-the-art controllable generation in a single forward pass, surpassing existing multi-step and distillation-based methods in both generation quality and computational efficiency. Code is available at https://github.com/Luo-Yihong/NCT

  • 4 authors
·
Jun 24 1

Text-image guided Diffusion Model for generating Deepfake celebrity interactions

Deepfake images are fast becoming a serious concern due to their realism. Diffusion models have recently demonstrated highly realistic visual content generation, which makes them an excellent potential tool for Deepfake generation. To curb their exploitation for Deepfakes, it is imperative to first explore the extent to which diffusion models can be used to generate realistic content that is controllable with convenient prompts. This paper devises and explores a novel method in that regard. Our technique alters the popular stable diffusion model to generate a controllable high-quality Deepfake image with text and image prompts. In addition, the original stable model lacks severely in generating quality images that contain multiple persons. The modified diffusion model is able to address this problem, it add input anchor image's latent at the beginning of inferencing rather than Gaussian random latent as input. Hence, we focus on generating forged content for celebrity interactions, which may be used to spread rumors. We also apply Dreambooth to enhance the realism of our fake images. Dreambooth trains the pairing of center words and specific features to produce more refined and personalized output images. Our results show that with the devised scheme, it is possible to create fake visual content with alarming realism, such that the content can serve as believable evidence of meetings between powerful political figures.

  • 4 authors
·
Sep 26, 2023

Instruction-based Time Series Editing

In time series editing, we aim to modify some properties of a given time series without altering others. For example, when analyzing a hospital patient's blood pressure, we may add a sudden early drop and observe how it impacts their future while preserving other conditions. Existing diffusion-based editors rely on rigid, predefined attribute vectors as conditions and produce all-or-nothing edits through sampling. This attribute- and sampling-based approach limits flexibility in condition format and lacks customizable control over editing strength. To overcome these limitations, we introduce Instruction-based Time Series Editing, where users specify intended edits using natural language. This allows users to express a wider range of edits in a more accessible format. We then introduce InstructTime, the first instruction-based time series editor. InstructTime takes in time series and instructions, embeds them into a shared multi-modal representation space, then decodes their embeddings to generate edited time series. By learning a structured multi-modal representation space, we can easily interpolate between embeddings to achieve varying degrees of edit. To handle local and global edits together, we propose multi-resolution encoders. In our experiments, we use synthetic and real datasets and find that InstructTime is a state-of-the-art time series editor: InstructTime achieves high-quality edits with controllable strength, can generalize to unseen instructions, and can be easily adapted to unseen conditions through few-shot learning.

  • 5 authors
·
Aug 2

CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

  • 9 authors
·
May 30, 2024 2

DiTalker: A Unified DiT-based Framework for High-Quality and Speaking Styles Controllable Portrait Animation

Portrait animation aims to synthesize talking videos from a static reference face, conditioned on audio and style frame cues (e.g., emotion and head poses), while ensuring precise lip synchronization and faithful reproduction of speaking styles. Existing diffusion-based portrait animation methods primarily focus on lip synchronization or static emotion transformation, often overlooking dynamic styles such as head movements. Moreover, most of these methods rely on a dual U-Net architecture, which preserves identity consistency but incurs additional computational overhead. To this end, we propose DiTalker, a unified DiT-based framework for speaking style-controllable portrait animation. We design a Style-Emotion Encoding Module that employs two separate branches: a style branch extracting identity-specific style information (e.g., head poses and movements), and an emotion branch extracting identity-agnostic emotion features. We further introduce an Audio-Style Fusion Module that decouples audio and speaking styles via two parallel cross-attention layers, using these features to guide the animation process. To enhance the quality of results, we adopt and modify two optimization constraints: one to improve lip synchronization and the other to preserve fine-grained identity and background details. Extensive experiments demonstrate the superiority of DiTalker in terms of lip synchronization and speaking style controllability. Project Page: https://thenameishope.github.io/DiTalker/

  • 6 authors
·
Jul 29

VToonify: Controllable High-Resolution Portrait Video Style Transfer

Generating high-quality artistic portrait videos is an important and desirable task in computer graphics and vision. Although a series of successful portrait image toonification models built upon the powerful StyleGAN have been proposed, these image-oriented methods have obvious limitations when applied to videos, such as the fixed frame size, the requirement of face alignment, missing non-facial details and temporal inconsistency. In this work, we investigate the challenging controllable high-resolution portrait video style transfer by introducing a novel VToonify framework. Specifically, VToonify leverages the mid- and high-resolution layers of StyleGAN to render high-quality artistic portraits based on the multi-scale content features extracted by an encoder to better preserve the frame details. The resulting fully convolutional architecture accepts non-aligned faces in videos of variable size as input, contributing to complete face regions with natural motions in the output. Our framework is compatible with existing StyleGAN-based image toonification models to extend them to video toonification, and inherits appealing features of these models for flexible style control on color and intensity. This work presents two instantiations of VToonify built upon Toonify and DualStyleGAN for collection-based and exemplar-based portrait video style transfer, respectively. Extensive experimental results demonstrate the effectiveness of our proposed VToonify framework over existing methods in generating high-quality and temporally-coherent artistic portrait videos with flexible style controls.

  • 4 authors
·
Sep 22, 2022

Seed-TTS: A Family of High-Quality Versatile Speech Generation Models

We introduce Seed-TTS, a family of large-scale autoregressive text-to-speech (TTS) models capable of generating speech that is virtually indistinguishable from human speech. Seed-TTS serves as a foundation model for speech generation and excels in speech in-context learning, achieving performance in speaker similarity and naturalness that matches ground truth human speech in both objective and subjective evaluations. With fine-tuning, we achieve even higher subjective scores across these metrics. Seed-TTS offers superior controllability over various speech attributes such as emotion and is capable of generating highly expressive and diverse speech for speakers in the wild. Furthermore, we propose a self-distillation method for speech factorization, as well as a reinforcement learning approach to enhance model robustness, speaker similarity, and controllability. We additionally present a non-autoregressive (NAR) variant of the Seed-TTS model, named Seed-TTS_DiT, which utilizes a fully diffusion-based architecture. Unlike previous NAR-based TTS systems, Seed-TTS_DiT does not depend on pre-estimated phoneme durations and performs speech generation through end-to-end processing. We demonstrate that this variant achieves comparable performance to the language model-based variant and showcase its effectiveness in speech editing. We encourage readers to listen to demos at https://bytedancespeech.github.io/seedtts_tech_report.

  • 46 authors
·
Jun 4, 2024 2

ReVision: High-Quality, Low-Cost Video Generation with Explicit 3D Physics Modeling for Complex Motion and Interaction

In recent years, video generation has seen significant advancements. However, challenges still persist in generating complex motions and interactions. To address these challenges, we introduce ReVision, a plug-and-play framework that explicitly integrates parameterized 3D physical knowledge into a pretrained conditional video generation model, significantly enhancing its ability to generate high-quality videos with complex motion and interactions. Specifically, ReVision consists of three stages. First, a video diffusion model is used to generate a coarse video. Next, we extract a set of 2D and 3D features from the coarse video to construct a 3D object-centric representation, which is then refined by our proposed parameterized physical prior model to produce an accurate 3D motion sequence. Finally, this refined motion sequence is fed back into the same video diffusion model as additional conditioning, enabling the generation of motion-consistent videos, even in scenarios involving complex actions and interactions. We validate the effectiveness of our approach on Stable Video Diffusion, where ReVision significantly improves motion fidelity and coherence. Remarkably, with only 1.5B parameters, it even outperforms a state-of-the-art video generation model with over 13B parameters on complex video generation by a substantial margin. Our results suggest that, by incorporating 3D physical knowledge, even a relatively small video diffusion model can generate complex motions and interactions with greater realism and controllability, offering a promising solution for physically plausible video generation.

  • 5 authors
·
Apr 30 2

UltraVideo: High-Quality UHD Video Dataset with Comprehensive Captions

The quality of the video dataset (image quality, resolution, and fine-grained caption) greatly influences the performance of the video generation model. The growing demand for video applications sets higher requirements for high-quality video generation models. For example, the generation of movie-level Ultra-High Definition (UHD) videos and the creation of 4K short video content. However, the existing public datasets cannot support related research and applications. In this paper, we first propose a high-quality open-sourced UHD-4K (22.4\% of which are 8K) text-to-video dataset named UltraVideo, which contains a wide range of topics (more than 100 kinds), and each video has 9 structured captions with one summarized caption (average of 824 words). Specifically, we carefully design a highly automated curation process with four stages to obtain the final high-quality dataset: i) collection of diverse and high-quality video clips. ii) statistical data filtering. iii) model-based data purification. iv) generation of comprehensive, structured captions. In addition, we expand Wan to UltraWan-1K/-4K, which can natively generate high-quality 1K/4K videos with more consistent text controllability, demonstrating the effectiveness of our data curation.We believe that this work can make a significant contribution to future research on UHD video generation. UltraVideo dataset and UltraWan models are available at https://xzc-zju.github.io/projects/UltraVideo.

  • 11 authors
·
Jun 16

X-Scene: Large-Scale Driving Scene Generation with High Fidelity and Flexible Controllability

Diffusion models are advancing autonomous driving by enabling realistic data synthesis, predictive end-to-end planning, and closed-loop simulation, with a primary focus on temporally consistent generation. However, the generation of large-scale 3D scenes that require spatial coherence remains underexplored. In this paper, we propose X-Scene, a novel framework for large-scale driving scene generation that achieves both geometric intricacy and appearance fidelity, while offering flexible controllability. Specifically, X-Scene supports multi-granular control, including low-level conditions such as user-provided or text-driven layout for detailed scene composition and high-level semantic guidance such as user-intent and LLM-enriched text prompts for efficient customization. To enhance geometrical and visual fidelity, we introduce a unified pipeline that sequentially generates 3D semantic occupancy and the corresponding multiview images, while ensuring alignment between modalities. Additionally, we extend the generated local region into a large-scale scene through consistency-aware scene outpainting, which extrapolates new occupancy and images conditioned on the previously generated area, enhancing spatial continuity and preserving visual coherence. The resulting scenes are lifted into high-quality 3DGS representations, supporting diverse applications such as scene exploration. Comprehensive experiments demonstrate that X-Scene significantly advances controllability and fidelity for large-scale driving scene generation, empowering data generation and simulation for autonomous driving.

  • 6 authors
·
Jun 16

Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets

While generative artificial intelligence has advanced significantly across text, image, audio, and video domains, 3D generation remains comparatively underdeveloped due to fundamental challenges such as data scarcity, algorithmic limitations, and ecosystem fragmentation. To this end, we present Step1X-3D, an open framework addressing these challenges through: (1) a rigorous data curation pipeline processing >5M assets to create a 2M high-quality dataset with standardized geometric and textural properties; (2) a two-stage 3D-native architecture combining a hybrid VAE-DiT geometry generator with an diffusion-based texture synthesis module; and (3) the full open-source release of models, training code, and adaptation modules. For geometry generation, the hybrid VAE-DiT component produces TSDF representations by employing perceiver-based latent encoding with sharp edge sampling for detail preservation. The diffusion-based texture synthesis module then ensures cross-view consistency through geometric conditioning and latent-space synchronization. Benchmark results demonstrate state-of-the-art performance that exceeds existing open-source methods, while also achieving competitive quality with proprietary solutions. Notably, the framework uniquely bridges the 2D and 3D generation paradigms by supporting direct transfer of 2D control techniques~(e.g., LoRA) to 3D synthesis. By simultaneously advancing data quality, algorithmic fidelity, and reproducibility, Step1X-3D aims to establish new standards for open research in controllable 3D asset generation.

  • 18 authors
·
May 12 3

DiffuseVAE: Efficient, Controllable and High-Fidelity Generation from Low-Dimensional Latents

Diffusion probabilistic models have been shown to generate state-of-the-art results on several competitive image synthesis benchmarks but lack a low-dimensional, interpretable latent space, and are slow at generation. On the other hand, standard Variational Autoencoders (VAEs) typically have access to a low-dimensional latent space but exhibit poor sample quality. We present DiffuseVAE, a novel generative framework that integrates VAE within a diffusion model framework, and leverage this to design novel conditional parameterizations for diffusion models. We show that the resulting model equips diffusion models with a low-dimensional VAE inferred latent code which can be used for downstream tasks like controllable synthesis. The proposed method also improves upon the speed vs quality tradeoff exhibited in standard unconditional DDPM/DDIM models (for instance, FID of 16.47 vs 34.36 using a standard DDIM on the CelebA-HQ-128 benchmark using T=10 reverse process steps) without having explicitly trained for such an objective. Furthermore, the proposed model exhibits synthesis quality comparable to state-of-the-art models on standard image synthesis benchmarks like CIFAR-10 and CelebA-64 while outperforming most existing VAE-based methods. Lastly, we show that the proposed method exhibits inherent generalization to different types of noise in the conditioning signal. For reproducibility, our source code is publicly available at https://github.com/kpandey008/DiffuseVAE.

  • 4 authors
·
Jan 2, 2022

Text2Human: Text-Driven Controllable Human Image Generation

Generating high-quality and diverse human images is an important yet challenging task in vision and graphics. However, existing generative models often fall short under the high diversity of clothing shapes and textures. Furthermore, the generation process is even desired to be intuitively controllable for layman users. In this work, we present a text-driven controllable framework, Text2Human, for a high-quality and diverse human generation. We synthesize full-body human images starting from a given human pose with two dedicated steps. 1) With some texts describing the shapes of clothes, the given human pose is first translated to a human parsing map. 2) The final human image is then generated by providing the system with more attributes about the textures of clothes. Specifically, to model the diversity of clothing textures, we build a hierarchical texture-aware codebook that stores multi-scale neural representations for each type of texture. The codebook at the coarse level includes the structural representations of textures, while the codebook at the fine level focuses on the details of textures. To make use of the learned hierarchical codebook to synthesize desired images, a diffusion-based transformer sampler with mixture of experts is firstly employed to sample indices from the coarsest level of the codebook, which then is used to predict the indices of the codebook at finer levels. The predicted indices at different levels are translated to human images by the decoder learned accompanied with hierarchical codebooks. The use of mixture-of-experts allows for the generated image conditioned on the fine-grained text input. The prediction for finer level indices refines the quality of clothing textures. Extensive quantitative and qualitative evaluations demonstrate that our proposed framework can generate more diverse and realistic human images compared to state-of-the-art methods.

  • 6 authors
·
May 31, 2022

CRS-Diff: Controllable Remote Sensing Image Generation with Diffusion Model

The emergence of generative models has revolutionized the field of remote sensing (RS) image generation. Despite generating high-quality images, existing methods are limited in relying mainly on text control conditions, and thus do not always generate images accurately and stably. In this paper, we propose CRS-Diff, a new RS generative framework specifically tailored for RS image generation, leveraging the inherent advantages of diffusion models while integrating more advanced control mechanisms. Specifically, CRS-Diff can simultaneously support text-condition, metadata-condition, and image-condition control inputs, thus enabling more precise control to refine the generation process. To effectively integrate multiple condition control information, we introduce a new conditional control mechanism to achieve multi-scale feature fusion, thus enhancing the guiding effect of control conditions. To our knowledge, CRS-Diff is the first multiple-condition controllable RS generative model. Experimental results in single-condition and multiple-condition cases have demonstrated the superior ability of our CRS-Diff to generate RS images both quantitatively and qualitatively compared with previous methods. Additionally, our CRS-Diff can serve as a data engine that generates high-quality training data for downstream tasks, e.g., road extraction. The code is available at https://github.com/Sonettoo/CRS-Diff.

  • 6 authors
·
Mar 18, 2024

C3Net: Compound Conditioned ControlNet for Multimodal Content Generation

We present Compound Conditioned ControlNet, C3Net, a novel generative neural architecture taking conditions from multiple modalities and synthesizing multimodal contents simultaneously (e.g., image, text, audio). C3Net adapts the ControlNet architecture to jointly train and make inferences on a production-ready diffusion model and its trainable copies. Specifically, C3Net first aligns the conditions from multi-modalities to the same semantic latent space using modality-specific encoders based on contrastive training. Then, it generates multimodal outputs based on the aligned latent space, whose semantic information is combined using a ControlNet-like architecture called Control C3-UNet. Correspondingly, with this system design, our model offers an improved solution for joint-modality generation through learning and explaining multimodal conditions instead of simply taking linear interpolations on the latent space. Meanwhile, as we align conditions to a unified latent space, C3Net only requires one trainable Control C3-UNet to work on multimodal semantic information. Furthermore, our model employs unimodal pretraining on the condition alignment stage, outperforming the non-pretrained alignment even on relatively scarce training data and thus demonstrating high-quality compound condition generation. We contribute the first high-quality tri-modal validation set to validate quantitatively that C3Net outperforms or is on par with first and contemporary state-of-the-art multimodal generation. Our codes and tri-modal dataset will be released.

  • 4 authors
·
Nov 29, 2023

CreatiPoster: Towards Editable and Controllable Multi-Layer Graphic Design Generation

Graphic design plays a crucial role in both commercial and personal contexts, yet creating high-quality, editable, and aesthetically pleasing graphic compositions remains a time-consuming and skill-intensive task, especially for beginners. Current AI tools automate parts of the workflow, but struggle to accurately incorporate user-supplied assets, maintain editability, and achieve professional visual appeal. Commercial systems, like Canva Magic Design, rely on vast template libraries, which are impractical for replicate. In this paper, we introduce CreatiPoster, a framework that generates editable, multi-layer compositions from optional natural-language instructions or assets. A protocol model, an RGBA large multimodal model, first produces a JSON specification detailing every layer (text or asset) with precise layout, hierarchy, content and style, plus a concise background prompt. A conditional background model then synthesizes a coherent background conditioned on this rendered foreground layers. We construct a benchmark with automated metrics for graphic-design generation and show that CreatiPoster surpasses leading open-source approaches and proprietary commercial systems. To catalyze further research, we release a copyright-free corpus of 100,000 multi-layer designs. CreatiPoster supports diverse applications such as canvas editing, text overlay, responsive resizing, multilingual adaptation, and animated posters, advancing the democratization of AI-assisted graphic design. Project homepage: https://github.com/graphic-design-ai/creatiposter

  • 9 authors
·
Jun 12 2

Gumbel-Softmax Flow Matching with Straight-Through Guidance for Controllable Biological Sequence Generation

Flow matching in the continuous simplex has emerged as a promising strategy for DNA sequence design, but struggles to scale to higher simplex dimensions required for peptide and protein generation. We introduce Gumbel-Softmax Flow and Score Matching, a generative framework on the simplex based on a novel Gumbel-Softmax interpolant with a time-dependent temperature. Using this interpolant, we introduce Gumbel-Softmax Flow Matching by deriving a parameterized velocity field that transports from smooth categorical distributions to distributions concentrated at a single vertex of the simplex. We alternatively present Gumbel-Softmax Score Matching which learns to regress the gradient of the probability density. Our framework enables high-quality, diverse generation and scales efficiently to higher-dimensional simplices. To enable training-free guidance, we propose Straight-Through Guided Flows (STGFlow), a classifier-based guidance method that leverages straight-through estimators to steer the unconditional velocity field toward optimal vertices of the simplex. STGFlow enables efficient inference-time guidance using classifiers pre-trained on clean sequences, and can be used with any discrete flow method. Together, these components form a robust framework for controllable de novo sequence generation. We demonstrate state-of-the-art performance in conditional DNA promoter design, sequence-only protein generation, and target-binding peptide design for rare disease treatment.

  • 4 authors
·
Mar 21 2

Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition

Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.

  • 9 authors
·
Jun 20 5

HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation

Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.

  • 11 authors
·
Jul 24, 2024 3

LoRA-Edit: Controllable First-Frame-Guided Video Editing via Mask-Aware LoRA Fine-Tuning

Video editing using diffusion models has achieved remarkable results in generating high-quality edits for videos. However, current methods often rely on large-scale pretraining, limiting flexibility for specific edits. First-frame-guided editing provides control over the first frame, but lacks flexibility over subsequent frames. To address this, we propose a mask-based LoRA (Low-Rank Adaptation) tuning method that adapts pretrained Image-to-Video (I2V) models for flexible video editing. Our approach preserves background regions while enabling controllable edits propagation. This solution offers efficient and adaptable video editing without altering the model architecture. To better steer this process, we incorporate additional references, such as alternate viewpoints or representative scene states, which serve as visual anchors for how content should unfold. We address the control challenge using a mask-driven LoRA tuning strategy that adapts a pre-trained image-to-video model to the editing context. The model must learn from two distinct sources: the input video provides spatial structure and motion cues, while reference images offer appearance guidance. A spatial mask enables region-specific learning by dynamically modulating what the model attends to, ensuring that each area draws from the appropriate source. Experimental results show our method achieves superior video editing performance compared to state-of-the-art methods.

  • 6 authors
·
Jun 11 3

Music ControlNet: Multiple Time-varying Controls for Music Generation

Text-to-music generation models are now capable of generating high-quality music audio in broad styles. However, text control is primarily suitable for the manipulation of global musical attributes like genre, mood, and tempo, and is less suitable for precise control over time-varying attributes such as the positions of beats in time or the changing dynamics of the music. We propose Music ControlNet, a diffusion-based music generation model that offers multiple precise, time-varying controls over generated audio. To imbue text-to-music models with time-varying control, we propose an approach analogous to pixel-wise control of the image-domain ControlNet method. Specifically, we extract controls from training audio yielding paired data, and fine-tune a diffusion-based conditional generative model over audio spectrograms given melody, dynamics, and rhythm controls. While the image-domain Uni-ControlNet method already allows generation with any subset of controls, we devise a new strategy to allow creators to input controls that are only partially specified in time. We evaluate both on controls extracted from audio and controls we expect creators to provide, demonstrating that we can generate realistic music that corresponds to control inputs in both settings. While few comparable music generation models exist, we benchmark against MusicGen, a recent model that accepts text and melody input, and show that our model generates music that is 49% more faithful to input melodies despite having 35x fewer parameters, training on 11x less data, and enabling two additional forms of time-varying control. Sound examples can be found at https://MusicControlNet.github.io/web/.

  • 4 authors
·
Nov 12, 2023 4

ChildDiffusion: Unlocking the Potential of Generative AI and Controllable Augmentations for Child Facial Data using Stable Diffusion and Large Language Models

In this research work we have proposed high-level ChildDiffusion framework capable of generating photorealistic child facial samples and further embedding several intelligent augmentations on child facial data using short text prompts, detailed textual guidance from LLMs, and further image to image transformation using text guidance control conditioning thus providing an opportunity to curate fully synthetic large scale child datasets. The framework is validated by rendering high-quality child faces representing ethnicity data, micro expressions, face pose variations, eye blinking effects, facial accessories, different hair colours and styles, aging, multiple and different child gender subjects in a single frame. Addressing privacy concerns regarding child data acquisition requires a comprehensive approach that involves legal, ethical, and technological considerations. Keeping this in view this framework can be adapted to synthesise child facial data which can be effectively used for numerous downstream machine learning tasks. The proposed method circumvents common issues encountered in generative AI tools, such as temporal inconsistency and limited control over the rendered outputs. As an exemplary use case we have open-sourced child ethnicity data consisting of 2.5k child facial samples of five different classes which includes African, Asian, White, South Asian/ Indian, and Hispanic races by deploying the model in production inference phase. The rendered data undergoes rigorous qualitative as well as quantitative tests to cross validate its efficacy and further fine-tuning Yolo architecture for detecting and classifying child ethnicity as an exemplary downstream machine learning task.

  • 3 authors
·
Jun 17, 2024

PIXART-δ: Fast and Controllable Image Generation with Latent Consistency Models

This technical report introduces PIXART-{\delta}, a text-to-image synthesis framework that integrates the Latent Consistency Model (LCM) and ControlNet into the advanced PIXART-{\alpha} model. PIXART-{\alpha} is recognized for its ability to generate high-quality images of 1024px resolution through a remarkably efficient training process. The integration of LCM in PIXART-{\delta} significantly accelerates the inference speed, enabling the production of high-quality images in just 2-4 steps. Notably, PIXART-{\delta} achieves a breakthrough 0.5 seconds for generating 1024x1024 pixel images, marking a 7x improvement over the PIXART-{\alpha}. Additionally, PIXART-{\delta} is designed to be efficiently trainable on 32GB V100 GPUs within a single day. With its 8-bit inference capability (von Platen et al., 2023), PIXART-{\delta} can synthesize 1024px images within 8GB GPU memory constraints, greatly enhancing its usability and accessibility. Furthermore, incorporating a ControlNet-like module enables fine-grained control over text-to-image diffusion models. We introduce a novel ControlNet-Transformer architecture, specifically tailored for Transformers, achieving explicit controllability alongside high-quality image generation. As a state-of-the-art, open-source image generation model, PIXART-{\delta} offers a promising alternative to the Stable Diffusion family of models, contributing significantly to text-to-image synthesis.

  • 8 authors
·
Jan 10, 2024 4

MagicTailor: Component-Controllable Personalization in Text-to-Image Diffusion Models

Recent advancements in text-to-image (T2I) diffusion models have enabled the creation of high-quality images from text prompts, but they still struggle to generate images with precise control over specific visual concepts. Existing approaches can replicate a given concept by learning from reference images, yet they lack the flexibility for fine-grained customization of the individual component within the concept. In this paper, we introduce component-controllable personalization, a novel task that pushes the boundaries of T2I models by allowing users to reconfigure specific components when personalizing visual concepts. This task is particularly challenging due to two primary obstacles: semantic pollution, where unwanted visual elements corrupt the personalized concept, and semantic imbalance, which causes disproportionate learning of the concept and component. To overcome these challenges, we design MagicTailor, an innovative framework that leverages Dynamic Masked Degradation (DM-Deg) to dynamically perturb undesired visual semantics and Dual-Stream Balancing (DS-Bal) to establish a balanced learning paradigm for desired visual semantics. Extensive comparisons, ablations, and analyses demonstrate that MagicTailor not only excels in this challenging task but also holds significant promise for practical applications, paving the way for more nuanced and creative image generation.

  • 8 authors
·
Oct 17, 2024 7

Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints

Text-driven 3D indoor scene generation could be useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which is able to generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Moreover, Ctrl-Room enables versatile interactive editing operations such as resizing or moving individual furniture items. Our key insight is to separate the modeling of layouts and appearance. %how to model the room that takes into account both scene texture and geometry at the same time. To this end, Our proposed method consists of two stages, a `Layout Generation Stage' and an `Appearance Generation Stage'. The `Layout Generation Stage' trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the `Appearance Generation Stage' employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout and text prompt. In this way, we achieve a high-quality 3D room with convincing layouts and lively textures. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive editing-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from natural language prompts.

  • 4 authors
·
Oct 5, 2023

Controlling the Latent Diffusion Model for Generative Image Shadow Removal via Residual Generation

Large-scale generative models have achieved remarkable advancements in various visual tasks, yet their application to shadow removal in images remains challenging. These models often generate diverse, realistic details without adequate focus on fidelity, failing to meet the crucial requirements of shadow removal, which necessitates precise preservation of image content. In contrast to prior approaches that aimed to regenerate shadow-free images from scratch, this paper utilizes diffusion models to generate and refine image residuals. This strategy fully uses the inherent detailed information within shadowed images, resulting in a more efficient and faithful reconstruction of shadow-free content. Additionally, to revent the accumulation of errors during the generation process, a crosstimestep self-enhancement training strategy is proposed. This strategy leverages the network itself to augment the training data, not only increasing the volume of data but also enabling the network to dynamically correct its generation trajectory, ensuring a more accurate and robust output. In addition, to address the loss of original details in the process of image encoding and decoding of large generative models, a content-preserved encoder-decoder structure is designed with a control mechanism and multi-scale skip connections to achieve high-fidelity shadow-free image reconstruction. Experimental results demonstrate that the proposed method can reproduce high-quality results based on a large latent diffusion prior and faithfully preserve the original contents in shadow regions.

  • 6 authors
·
Dec 3, 2024

Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance

In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed wild dataset. Project page: https://fudan-generative-vision.github.io/champ.

  • 8 authors
·
Mar 21, 2024 2

Controllable Text Generation for Large Language Models: A Survey

In Natural Language Processing (NLP), Large Language Models (LLMs) have demonstrated high text generation quality. However, in real-world applications, LLMs must meet increasingly complex requirements. Beyond avoiding misleading or inappropriate content, LLMs are also expected to cater to specific user needs, such as imitating particular writing styles or generating text with poetic richness. These varied demands have driven the development of Controllable Text Generation (CTG) techniques, which ensure that outputs adhere to predefined control conditions--such as safety, sentiment, thematic consistency, and linguistic style--while maintaining high standards of helpfulness, fluency, and diversity. This paper systematically reviews the latest advancements in CTG for LLMs, offering a comprehensive definition of its core concepts and clarifying the requirements for control conditions and text quality. We categorize CTG tasks into two primary types: content control and attribute control. The key methods are discussed, including model retraining, fine-tuning, reinforcement learning, prompt engineering, latent space manipulation, and decoding-time intervention. We analyze each method's characteristics, advantages, and limitations, providing nuanced insights for achieving generation control. Additionally, we review CTG evaluation methods, summarize its applications across domains, and address key challenges in current research, including reduced fluency and practicality. We also propose several appeals, such as placing greater emphasis on real-world applications in future research. This paper aims to offer valuable guidance to researchers and developers in the field. Our reference list and Chinese version are open-sourced at https://github.com/IAAR-Shanghai/CTGSurvey.

  • 11 authors
·
Aug 22, 2024 2

MultiRef: Controllable Image Generation with Multiple Visual References

Visual designers naturally draw inspiration from multiple visual references, combining diverse elements and aesthetic principles to create artwork. However, current image generative frameworks predominantly rely on single-source inputs -- either text prompts or individual reference images. In this paper, we focus on the task of controllable image generation using multiple visual references. We introduce MultiRef-bench, a rigorous evaluation framework comprising 990 synthetic and 1,000 real-world samples that require incorporating visual content from multiple reference images. The synthetic samples are synthetically generated through our data engine RefBlend, with 10 reference types and 33 reference combinations. Based on RefBlend, we further construct a dataset MultiRef containing 38k high-quality images to facilitate further research. Our experiments across three interleaved image-text models (i.e., OmniGen, ACE, and Show-o) and six agentic frameworks (e.g., ChatDiT and LLM + SD) reveal that even state-of-the-art systems struggle with multi-reference conditioning, with the best model OmniGen achieving only 66.6% in synthetic samples and 79.0% in real-world cases on average compared to the golden answer. These findings provide valuable directions for developing more flexible and human-like creative tools that can effectively integrate multiple sources of visual inspiration. The dataset is publicly available at: https://multiref.github.io/.

Controllable Text-to-3D Generation via Surface-Aligned Gaussian Splatting

While text-to-3D and image-to-3D generation tasks have received considerable attention, one important but under-explored field between them is controllable text-to-3D generation, which we mainly focus on in this work. To address this task, 1) we introduce Multi-view ControlNet (MVControl), a novel neural network architecture designed to enhance existing pre-trained multi-view diffusion models by integrating additional input conditions, such as edge, depth, normal, and scribble maps. Our innovation lies in the introduction of a conditioning module that controls the base diffusion model using both local and global embeddings, which are computed from the input condition images and camera poses. Once trained, MVControl is able to offer 3D diffusion guidance for optimization-based 3D generation. And, 2) we propose an efficient multi-stage 3D generation pipeline that leverages the benefits of recent large reconstruction models and score distillation algorithm. Building upon our MVControl architecture, we employ a unique hybrid diffusion guidance method to direct the optimization process. In pursuit of efficiency, we adopt 3D Gaussians as our representation instead of the commonly used implicit representations. We also pioneer the use of SuGaR, a hybrid representation that binds Gaussians to mesh triangle faces. This approach alleviates the issue of poor geometry in 3D Gaussians and enables the direct sculpting of fine-grained geometry on the mesh. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content.

  • 4 authors
·
Mar 14, 2024 1

UrbanCAD: Towards Highly Controllable and Photorealistic 3D Vehicles for Urban Scene Simulation

Photorealistic 3D vehicle models with high controllability are essential for autonomous driving simulation and data augmentation. While handcrafted CAD models provide flexible controllability, free CAD libraries often lack the high-quality materials necessary for photorealistic rendering. Conversely, reconstructed 3D models offer high-fidelity rendering but lack controllability. In this work, we introduce UrbanCAD, a framework that pushes the frontier of the photorealism-controllability trade-off by generating highly controllable and photorealistic 3D vehicle digital twins from a single urban image and a collection of free 3D CAD models and handcrafted materials. These digital twins enable realistic 360-degree rendering, vehicle insertion, material transfer, relighting, and component manipulation such as opening doors and rolling down windows, supporting the construction of long-tail scenarios. To achieve this, we propose a novel pipeline that operates in a retrieval-optimization manner, adapting to observational data while preserving flexible controllability and fine-grained handcrafted details. Furthermore, given multi-view background perspective and fisheye images, we approximate environment lighting using fisheye images and reconstruct the background with 3DGS, enabling the photorealistic insertion of optimized CAD models into rendered novel view backgrounds. Experimental results demonstrate that UrbanCAD outperforms baselines based on reconstruction and retrieval in terms of photorealism. Additionally, we show that various perception models maintain their accuracy when evaluated on UrbanCAD with in-distribution configurations but degrade when applied to realistic out-of-distribution data generated by our method. This suggests that UrbanCAD is a significant advancement in creating photorealistic, safety-critical driving scenarios for downstream applications.

  • 8 authors
·
Nov 28, 2024

DimensionX: Create Any 3D and 4D Scenes from a Single Image with Controllable Video Diffusion

In this paper, we introduce DimensionX, a framework designed to generate photorealistic 3D and 4D scenes from just a single image with video diffusion. Our approach begins with the insight that both the spatial structure of a 3D scene and the temporal evolution of a 4D scene can be effectively represented through sequences of video frames. While recent video diffusion models have shown remarkable success in producing vivid visuals, they face limitations in directly recovering 3D/4D scenes due to limited spatial and temporal controllability during generation. To overcome this, we propose ST-Director, which decouples spatial and temporal factors in video diffusion by learning dimension-aware LoRAs from dimension-variant data. This controllable video diffusion approach enables precise manipulation of spatial structure and temporal dynamics, allowing us to reconstruct both 3D and 4D representations from sequential frames with the combination of spatial and temporal dimensions. Additionally, to bridge the gap between generated videos and real-world scenes, we introduce a trajectory-aware mechanism for 3D generation and an identity-preserving denoising strategy for 4D generation. Extensive experiments on various real-world and synthetic datasets demonstrate that DimensionX achieves superior results in controllable video generation, as well as in 3D and 4D scene generation, compared with previous methods.

  • 7 authors
·
Nov 7, 2024 4

SonicMaster: Towards Controllable All-in-One Music Restoration and Mastering

Music recordings often suffer from audio quality issues such as excessive reverberation, distortion, clipping, tonal imbalances, and a narrowed stereo image, especially when created in non-professional settings without specialized equipment or expertise. These problems are typically corrected using separate specialized tools and manual adjustments. In this paper, we introduce SonicMaster, the first unified generative model for music restoration and mastering that addresses a broad spectrum of audio artifacts with text-based control. SonicMaster is conditioned on natural language instructions to apply targeted enhancements, or can operate in an automatic mode for general restoration. To train this model, we construct the SonicMaster dataset, a large dataset of paired degraded and high-quality tracks by simulating common degradation types with nineteen degradation functions belonging to five enhancements groups: equalization, dynamics, reverb, amplitude, and stereo. Our approach leverages a flow-matching generative training paradigm to learn an audio transformation that maps degraded inputs to their cleaned, mastered versions guided by text prompts. Objective audio quality metrics demonstrate that SonicMaster significantly improves sound quality across all artifact categories. Furthermore, subjective listening tests confirm that listeners prefer SonicMaster's enhanced outputs over the original degraded audio, highlighting the effectiveness of our unified approach.

  • 3 authors
·
Aug 5 2

Ditto: Motion-Space Diffusion for Controllable Realtime Talking Head Synthesis

Recent advances in diffusion models have revolutionized audio-driven talking head synthesis. Beyond precise lip synchronization, diffusion-based methods excel in generating subtle expressions and natural head movements that are well-aligned with the audio signal. However, these methods are confronted by slow inference speed, insufficient fine-grained control over facial motions, and occasional visual artifacts largely due to an implicit latent space derived from Variational Auto-Encoders (VAE), which prevent their adoption in realtime interaction applications. To address these issues, we introduce Ditto, a diffusion-based framework that enables controllable realtime talking head synthesis. Our key innovation lies in bridging motion generation and photorealistic neural rendering through an explicit identity-agnostic motion space, replacing conventional VAE representations. This design substantially reduces the complexity of diffusion learning while enabling precise control over the synthesized talking heads. We further propose an inference strategy that jointly optimizes three key components: audio feature extraction, motion generation, and video synthesis. This optimization enables streaming processing, realtime inference, and low first-frame delay, which are the functionalities crucial for interactive applications such as AI assistants. Extensive experimental results demonstrate that Ditto generates compelling talking head videos and substantially outperforms existing methods in both motion control and realtime performance.

  • 5 authors
·
Nov 29, 2024

GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting

Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.

  • 4 authors
·
Oct 7, 2024

StableVC: Style Controllable Zero-Shot Voice Conversion with Conditional Flow Matching

Zero-shot voice conversion (VC) aims to transfer the timbre from the source speaker to an arbitrary unseen speaker while preserving the original linguistic content. Despite recent advancements in zero-shot VC using language model-based or diffusion-based approaches, several challenges remain: 1) current approaches primarily focus on adapting timbre from unseen speakers and are unable to transfer style and timbre to different unseen speakers independently; 2) these approaches often suffer from slower inference speeds due to the autoregressive modeling methods or the need for numerous sampling steps; 3) the quality and similarity of the converted samples are still not fully satisfactory. To address these challenges, we propose a style controllable zero-shot VC approach named StableVC, which aims to transfer timbre and style from source speech to different unseen target speakers. Specifically, we decompose speech into linguistic content, timbre, and style, and then employ a conditional flow matching module to reconstruct the high-quality mel-spectrogram based on these decomposed features. To effectively capture timbre and style in a zero-shot manner, we introduce a novel dual attention mechanism with an adaptive gate, rather than using conventional feature concatenation. With this non-autoregressive design, StableVC can efficiently capture the intricate timbre and style from different unseen speakers and generate high-quality speech significantly faster than real-time. Experiments demonstrate that our proposed StableVC outperforms state-of-the-art baseline systems in zero-shot VC and achieves flexible control over timbre and style from different unseen speakers. Moreover, StableVC offers approximately 25x and 1.65x faster sampling compared to autoregressive and diffusion-based baselines.

  • 7 authors
·
Dec 5, 2024

Controllable Multi-domain Semantic Artwork Synthesis

We present a novel framework for multi-domain synthesis of artwork from semantic layouts. One of the main limitations of this challenging task is the lack of publicly available segmentation datasets for art synthesis. To address this problem, we propose a dataset, which we call ArtSem, that contains 40,000 images of artwork from 4 different domains with their corresponding semantic label maps. We generate the dataset by first extracting semantic maps from landscape photography and then propose a conditional Generative Adversarial Network (GAN)-based approach to generate high-quality artwork from the semantic maps without necessitating paired training data. Furthermore, we propose an artwork synthesis model that uses domain-dependent variational encoders for high-quality multi-domain synthesis. The model is improved and complemented with a simple but effective normalization method, based on normalizing both the semantic and style jointly, which we call Spatially STyle-Adaptive Normalization (SSTAN). In contrast to previous methods that only take semantic layout as input, our model is able to learn a joint representation of both style and semantic information, which leads to better generation quality for synthesizing artistic images. Results indicate that our model learns to separate the domains in the latent space, and thus, by identifying the hyperplanes that separate the different domains, we can also perform fine-grained control of the synthesized artwork. By combining our proposed dataset and approach, we are able to generate user-controllable artwork that is of higher quality than existing

  • 4 authors
·
Aug 19, 2023

VFX Creator: Animated Visual Effect Generation with Controllable Diffusion Transformer

Crafting magic and illusions is one of the most thrilling aspects of filmmaking, with visual effects (VFX) serving as the powerhouse behind unforgettable cinematic experiences. While recent advances in generative artificial intelligence have driven progress in generic image and video synthesis, the domain of controllable VFX generation remains relatively underexplored. In this work, we propose a novel paradigm for animated VFX generation as image animation, where dynamic effects are generated from user-friendly textual descriptions and static reference images. Our work makes two primary contributions: (i) Open-VFX, the first high-quality VFX video dataset spanning 15 diverse effect categories, annotated with textual descriptions, instance segmentation masks for spatial conditioning, and start-end timestamps for temporal control. (ii) VFX Creator, a simple yet effective controllable VFX generation framework based on a Video Diffusion Transformer. The model incorporates a spatial and temporal controllable LoRA adapter, requiring minimal training videos. Specifically, a plug-and-play mask control module enables instance-level spatial manipulation, while tokenized start-end motion timestamps embedded in the diffusion process, alongside the text encoder, allow precise temporal control over effect timing and pace. Extensive experiments on the Open-VFX test set demonstrate the superiority of the proposed system in generating realistic and dynamic effects, achieving state-of-the-art performance and generalization ability in both spatial and temporal controllability. Furthermore, we introduce a specialized metric to evaluate the precision of temporal control. By bridging traditional VFX techniques with generative approaches, VFX Creator unlocks new possibilities for efficient and high-quality video effect generation, making advanced VFX accessible to a broader audience.

MultiCOIN: Multi-Modal COntrollable Video INbetweening

Video inbetweening creates smooth and natural transitions between two image frames, making it an indispensable tool for video editing and long-form video synthesis. Existing works in this domain are unable to generate large, complex, or intricate motions. In particular, they cannot accommodate the versatility of user intents and generally lack fine control over the details of intermediate frames, leading to misalignment with the creative mind. To fill these gaps, we introduce MultiCOIN, a video inbetweening framework that allows multi-modal controls, including depth transition and layering, motion trajectories, text prompts, and target regions for movement localization, while achieving a balance between flexibility, ease of use, and precision for fine-grained video interpolation. To achieve this, we adopt the Diffusion Transformer (DiT) architecture as our video generative model, due to its proven capability to generate high-quality long videos. To ensure compatibility between DiT and our multi-modal controls, we map all motion controls into a common sparse and user-friendly point-based representation as the video/noise input. Further, to respect the variety of controls which operate at varying levels of granularity and influence, we separate content controls and motion controls into two branches to encode the required features before guiding the denoising process, resulting in two generators, one for motion and the other for content. Finally, we propose a stage-wise training strategy to ensure that our model learns the multi-modal controls smoothly. Extensive qualitative and quantitative experiments demonstrate that multi-modal controls enable a more dynamic, customizable, and contextually accurate visual narrative.

  • 7 authors
·
Oct 9 2

MULAN: A Multi Layer Annotated Dataset for Controllable Text-to-Image Generation

Text-to-image generation has achieved astonishing results, yet precise spatial controllability and prompt fidelity remain highly challenging. This limitation is typically addressed through cumbersome prompt engineering, scene layout conditioning, or image editing techniques which often require hand drawn masks. Nonetheless, pre-existing works struggle to take advantage of the natural instance-level compositionality of scenes due to the typically flat nature of rasterized RGB output images. Towards adressing this challenge, we introduce MuLAn: a novel dataset comprising over 44K MUlti-Layer ANnotations of RGB images as multilayer, instance-wise RGBA decompositions, and over 100K instance images. To build MuLAn, we developed a training free pipeline which decomposes a monocular RGB image into a stack of RGBA layers comprising of background and isolated instances. We achieve this through the use of pretrained general-purpose models, and by developing three modules: image decomposition for instance discovery and extraction, instance completion to reconstruct occluded areas, and image re-assembly. We use our pipeline to create MuLAn-COCO and MuLAn-LAION datasets, which contain a variety of image decompositions in terms of style, composition and complexity. With MuLAn, we provide the first photorealistic resource providing instance decomposition and occlusion information for high quality images, opening up new avenues for text-to-image generative AI research. With this, we aim to encourage the development of novel generation and editing technology, in particular layer-wise solutions. MuLAn data resources are available at https://MuLAn-dataset.github.io/.

  • 8 authors
·
Apr 3, 2024

Efficient Controllable Multi-Task Architectures

We aim to train a multi-task model such that users can adjust the desired compute budget and relative importance of task performances after deployment, without retraining. This enables optimizing performance for dynamically varying user needs, without heavy computational overhead to train and save models for various scenarios. To this end, we propose a multi-task model consisting of a shared encoder and task-specific decoders where both encoder and decoder channel widths are slimmable. Our key idea is to control the task importance by varying the capacities of task-specific decoders, while controlling the total computational cost by jointly adjusting the encoder capacity. This improves overall accuracy by allowing a stronger encoder for a given budget, increases control over computational cost, and delivers high-quality slimmed sub-architectures based on user's constraints. Our training strategy involves a novel 'Configuration-Invariant Knowledge Distillation' loss that enforces backbone representations to be invariant under different runtime width configurations to enhance accuracy. Further, we present a simple but effective search algorithm that translates user constraints to runtime width configurations of both the shared encoder and task decoders, for sampling the sub-architectures. The key rule for the search algorithm is to provide a larger computational budget to the higher preferred task decoder, while searching a shared encoder configuration that enhances the overall MTL performance. Various experiments on three multi-task benchmarks (PASCALContext, NYUDv2, and CIFAR100-MTL) with diverse backbone architectures demonstrate the advantage of our approach. For example, our method shows a higher controllability by ~33.5% in the NYUD-v2 dataset over prior methods, while incurring much less compute cost.

  • 5 authors
·
Aug 22, 2023

Unified Generative Adversarial Networks for Controllable Image-to-Image Translation

We propose a unified Generative Adversarial Network (GAN) for controllable image-to-image translation, i.e., transferring an image from a source to a target domain guided by controllable structures. In addition to conditioning on a reference image, we show how the model can generate images conditioned on controllable structures, e.g., class labels, object keypoints, human skeletons, and scene semantic maps. The proposed model consists of a single generator and a discriminator taking a conditional image and the target controllable structure as input. In this way, the conditional image can provide appearance information and the controllable structure can provide the structure information for generating the target result. Moreover, our model learns the image-to-image mapping through three novel losses, i.e., color loss, controllable structure guided cycle-consistency loss, and controllable structure guided self-content preserving loss. Also, we present the Fr\'echet ResNet Distance (FRD) to evaluate the quality of the generated images. Experiments on two challenging image translation tasks, i.e., hand gesture-to-gesture translation and cross-view image translation, show that our model generates convincing results, and significantly outperforms other state-of-the-art methods on both tasks. Meanwhile, the proposed framework is a unified solution, thus it can be applied to solving other controllable structure guided image translation tasks such as landmark guided facial expression translation and keypoint guided person image generation. To the best of our knowledge, we are the first to make one GAN framework work on all such controllable structure guided image translation tasks. Code is available at https://github.com/Ha0Tang/GestureGAN.

  • 3 authors
·
Dec 12, 2019

MeshCraft: Exploring Efficient and Controllable Mesh Generation with Flow-based DiTs

In the domain of 3D content creation, achieving optimal mesh topology through AI models has long been a pursuit for 3D artists. Previous methods, such as MeshGPT, have explored the generation of ready-to-use 3D objects via mesh auto-regressive techniques. While these methods produce visually impressive results, their reliance on token-by-token predictions in the auto-regressive process leads to several significant limitations. These include extremely slow generation speeds and an uncontrollable number of mesh faces. In this paper, we introduce MeshCraft, a novel framework for efficient and controllable mesh generation, which leverages continuous spatial diffusion to generate discrete triangle faces. Specifically, MeshCraft consists of two core components: 1) a transformer-based VAE that encodes raw meshes into continuous face-level tokens and decodes them back to the original meshes, and 2) a flow-based diffusion transformer conditioned on the number of faces, enabling the generation of high-quality 3D meshes with a predefined number of faces. By utilizing the diffusion model for the simultaneous generation of the entire mesh topology, MeshCraft achieves high-fidelity mesh generation at significantly faster speeds compared to auto-regressive methods. Specifically, MeshCraft can generate an 800-face mesh in just 3.2 seconds (35times faster than existing baselines). Extensive experiments demonstrate that MeshCraft outperforms state-of-the-art techniques in both qualitative and quantitative evaluations on ShapeNet dataset and demonstrates superior performance on Objaverse dataset. Moreover, it integrates seamlessly with existing conditional guidance strategies, showcasing its potential to relieve artists from the time-consuming manual work involved in mesh creation.

  • 8 authors
·
Mar 29 2

LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation

Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.

  • 4 authors
·
Feb 3

Any2AnyTryon: Leveraging Adaptive Position Embeddings for Versatile Virtual Clothing Tasks

Image-based virtual try-on (VTON) aims to generate a virtual try-on result by transferring an input garment onto a target person's image. However, the scarcity of paired garment-model data makes it challenging for existing methods to achieve high generalization and quality in VTON. Also, it limits the ability to generate mask-free try-ons. To tackle the data scarcity problem, approaches such as Stable Garment and MMTryon use a synthetic data strategy, effectively increasing the amount of paired data on the model side. However, existing methods are typically limited to performing specific try-on tasks and lack user-friendliness. To enhance the generalization and controllability of VTON generation, we propose Any2AnyTryon, which can generate try-on results based on different textual instructions and model garment images to meet various needs, eliminating the reliance on masks, poses, or other conditions. Specifically, we first construct the virtual try-on dataset LAION-Garment, the largest known open-source garment try-on dataset. Then, we introduce adaptive position embedding, which enables the model to generate satisfactory outfitted model images or garment images based on input images of different sizes and categories, significantly enhancing the generalization and controllability of VTON generation. In our experiments, we demonstrate the effectiveness of our Any2AnyTryon and compare it with existing methods. The results show that Any2AnyTryon enables flexible, controllable, and high-quality image-based virtual try-on generation.https://logn-2024.github.io/Any2anyTryonProjectPage/

  • 6 authors
·
Jan 27 3

SIG: A Synthetic Identity Generation Pipeline for Generating Evaluation Datasets for Face Recognition

As Artificial Intelligence applications expand, the evaluation of models faces heightened scrutiny. Ensuring public readiness requires evaluation datasets, which differ from training data by being disjoint and ethically sourced in compliance with privacy regulations. The performance and fairness of face recognition systems depend significantly on the quality and representativeness of these evaluation datasets. This data is sometimes scraped from the internet without user's consent, causing ethical concerns that can prohibit its use without proper releases. In rare cases, data is collected in a controlled environment with consent, however, this process is time-consuming, expensive, and logistically difficult to execute. This creates a barrier for those unable to conjure the immense resources required to gather ethically sourced evaluation datasets. To address these challenges, we introduce the Synthetic Identity Generation pipeline, or SIG, that allows for the targeted creation of ethical, balanced datasets for face recognition evaluation. Our proposed and demonstrated pipeline generates high-quality images of synthetic identities with controllable pose, facial features, and demographic attributes, such as race, gender, and age. We also release an open-source evaluation dataset named ControlFace10k, consisting of 10,008 face images of 3,336 unique synthetic identities balanced across race, gender, and age, generated using the proposed SIG pipeline. We analyze ControlFace10k along with a non-synthetic BUPT dataset using state-of-the-art face recognition algorithms to demonstrate its effectiveness as an evaluation tool. This analysis highlights the dataset's characteristics and its utility in assessing algorithmic bias across different demographic groups.

  • 4 authors
·
Sep 12, 2024

SoundCTM: Uniting Score-based and Consistency Models for Text-to-Sound Generation

Sound content is an indispensable element for multimedia works such as video games, music, and films. Recent high-quality diffusion-based sound generation models can serve as valuable tools for the creators. However, despite producing high-quality sounds, these models often suffer from slow inference speeds. This drawback burdens creators, who typically refine their sounds through trial and error to align them with their artistic intentions. To address this issue, we introduce Sound Consistency Trajectory Models (SoundCTM). Our model enables flexible transitioning between high-quality 1-step sound generation and superior sound quality through multi-step generation. This allows creators to initially control sounds with 1-step samples before refining them through multi-step generation. While CTM fundamentally achieves flexible 1-step and multi-step generation, its impressive performance heavily depends on an additional pretrained feature extractor and an adversarial loss, which are expensive to train and not always available in other domains. Thus, we reframe CTM's training framework and introduce a novel feature distance by utilizing the teacher's network for a distillation loss. Additionally, while distilling classifier-free guided trajectories, we train conditional and unconditional student models simultaneously and interpolate between these models during inference. We also propose training-free controllable frameworks for SoundCTM, leveraging its flexible sampling capability. SoundCTM achieves both promising 1-step and multi-step real-time sound generation without using any extra off-the-shelf networks. Furthermore, we demonstrate SoundCTM's capability of controllable sound generation in a training-free manner.

Sony Sony
·
May 28, 2024

EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence

Constructing a physically realistic and accurately scaled simulated 3D world is crucial for the training and evaluation of embodied intelligence tasks. The diversity, realism, low cost accessibility and affordability of 3D data assets are critical for achieving generalization and scalability in embodied AI. However, most current embodied intelligence tasks still rely heavily on traditional 3D computer graphics assets manually created and annotated, which suffer from high production costs and limited realism. These limitations significantly hinder the scalability of data driven approaches. We present EmbodiedGen, a foundational platform for interactive 3D world generation. It enables the scalable generation of high-quality, controllable and photorealistic 3D assets with accurate physical properties and real-world scale in the Unified Robotics Description Format (URDF) at low cost. These assets can be directly imported into various physics simulation engines for fine-grained physical control, supporting downstream tasks in training and evaluation. EmbodiedGen is an easy-to-use, full-featured toolkit composed of six key modules: Image-to-3D, Text-to-3D, Texture Generation, Articulated Object Generation, Scene Generation and Layout Generation. EmbodiedGen generates diverse and interactive 3D worlds composed of generative 3D assets, leveraging generative AI to address the challenges of generalization and evaluation to the needs of embodied intelligence related research. Code is available at https://horizonrobotics.github.io/robot_lab/embodied_gen/index.html.

  • 8 authors
·
Jun 12 2

MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation

In this paper, we introduce MeshGen, an advanced image-to-3D pipeline that generates high-quality 3D meshes with detailed geometry and physically based rendering (PBR) textures. Addressing the challenges faced by existing 3D native diffusion models, such as suboptimal auto-encoder performance, limited controllability, poor generalization, and inconsistent image-based PBR texturing, MeshGen employs several key innovations to overcome these limitations. We pioneer a render-enhanced point-to-shape auto-encoder that compresses meshes into a compact latent space by designing perceptual optimization with ray-based regularization. This ensures that the 3D shapes are accurately represented and reconstructed to preserve geometric details within the latent space. To address data scarcity and image-shape misalignment, we further propose geometric augmentation and generative rendering augmentation techniques, which enhance the model's controllability and generalization ability, allowing it to perform well even with limited public datasets. For the texture generation, MeshGen employs a reference attention-based multi-view ControlNet for consistent appearance synthesis. This is further complemented by our multi-view PBR decomposer that estimates PBR components and a UV inpainter that fills invisible areas, ensuring a seamless and consistent texture across the 3D mesh. Our extensive experiments demonstrate that MeshGen largely outperforms previous methods in both shape and texture generation, setting a new standard for the quality of 3D meshes generated with PBR textures. See our code at https://github.com/heheyas/MeshGen, project page https://heheyas.github.io/MeshGen

  • 6 authors
·
May 6

GALIP: Generative Adversarial CLIPs for Text-to-Image Synthesis

Synthesizing high-fidelity complex images from text is challenging. Based on large pretraining, the autoregressive and diffusion models can synthesize photo-realistic images. Although these large models have shown notable progress, there remain three flaws. 1) These models require tremendous training data and parameters to achieve good performance. 2) The multi-step generation design slows the image synthesis process heavily. 3) The synthesized visual features are difficult to control and require delicately designed prompts. To enable high-quality, efficient, fast, and controllable text-to-image synthesis, we propose Generative Adversarial CLIPs, namely GALIP. GALIP leverages the powerful pretrained CLIP model both in the discriminator and generator. Specifically, we propose a CLIP-based discriminator. The complex scene understanding ability of CLIP enables the discriminator to accurately assess the image quality. Furthermore, we propose a CLIP-empowered generator that induces the visual concepts from CLIP through bridge features and prompts. The CLIP-integrated generator and discriminator boost training efficiency, and as a result, our model only requires about 3% training data and 6% learnable parameters, achieving comparable results to large pretrained autoregressive and diffusion models. Moreover, our model achieves 120 times faster synthesis speed and inherits the smooth latent space from GAN. The extensive experimental results demonstrate the excellent performance of our GALIP. Code is available at https://github.com/tobran/GALIP.

  • 4 authors
·
Jan 30, 2023

VLOGGER: Multimodal Diffusion for Embodied Avatar Synthesis

We propose VLOGGER, a method for audio-driven human video generation from a single input image of a person, which builds on the success of recent generative diffusion models. Our method consists of 1) a stochastic human-to-3d-motion diffusion model, and 2) a novel diffusion-based architecture that augments text-to-image models with both spatial and temporal controls. This supports the generation of high quality video of variable length, easily controllable through high-level representations of human faces and bodies. In contrast to previous work, our method does not require training for each person, does not rely on face detection and cropping, generates the complete image (not just the face or the lips), and considers a broad spectrum of scenarios (e.g. visible torso or diverse subject identities) that are critical to correctly synthesize humans who communicate. We also curate MENTOR, a new and diverse dataset with 3d pose and expression annotations, one order of magnitude larger than previous ones (800,000 identities) and with dynamic gestures, on which we train and ablate our main technical contributions. VLOGGER outperforms state-of-the-art methods in three public benchmarks, considering image quality, identity preservation and temporal consistency while also generating upper-body gestures. We analyze the performance of VLOGGER with respect to multiple diversity metrics, showing that our architectural choices and the use of MENTOR benefit training a fair and unbiased model at scale. Finally we show applications in video editing and personalization.

  • 6 authors
·
Mar 13, 2024 6

Shape-for-Motion: Precise and Consistent Video Editing with 3D Proxy

Recent advances in deep generative modeling have unlocked unprecedented opportunities for video synthesis. In real-world applications, however, users often seek tools to faithfully realize their creative editing intentions with precise and consistent control. Despite the progress achieved by existing methods, ensuring fine-grained alignment with user intentions remains an open and challenging problem. In this work, we present Shape-for-Motion, a novel framework that incorporates a 3D proxy for precise and consistent video editing. Shape-for-Motion achieves this by converting the target object in the input video to a time-consistent mesh, i.e., a 3D proxy, allowing edits to be performed directly on the proxy and then inferred back to the video frames. To simplify the editing process, we design a novel Dual-Propagation Strategy that allows users to perform edits on the 3D mesh of a single frame, and the edits are then automatically propagated to the 3D meshes of the other frames. The 3D meshes for different frames are further projected onto the 2D space to produce the edited geometry and texture renderings, which serve as inputs to a decoupled video diffusion model for generating edited results. Our framework supports various precise and physically-consistent manipulations across the video frames, including pose editing, rotation, scaling, translation, texture modification, and object composition. Our approach marks a key step toward high-quality, controllable video editing workflows. Extensive experiments demonstrate the superiority and effectiveness of our approach. Project page: https://shapeformotion.github.io/

  • 5 authors
·
Jun 27 1

IDEA-Bench: How Far are Generative Models from Professional Designing?

Real-world design tasks - such as picture book creation, film storyboard development using character sets, photo retouching, visual effects, and font transfer - are highly diverse and complex, requiring deep interpretation and extraction of various elements from instructions, descriptions, and reference images. The resulting images often implicitly capture key features from references or user inputs, making it challenging to develop models that can effectively address such varied tasks. While existing visual generative models can produce high-quality images based on prompts, they face significant limitations in professional design scenarios that involve varied forms and multiple inputs and outputs, even when enhanced with adapters like ControlNets and LoRAs. To address this, we introduce IDEA-Bench, a comprehensive benchmark encompassing 100 real-world design tasks, including rendering, visual effects, storyboarding, picture books, fonts, style-based, and identity-preserving generation, with 275 test cases to thoroughly evaluate a model's general-purpose generation capabilities. Notably, even the best-performing model only achieves 22.48 on IDEA-Bench, while the best general-purpose model only achieves 6.81. We provide a detailed analysis of these results, highlighting the inherent challenges and providing actionable directions for improvement. Additionally, we provide a subset of 18 representative tasks equipped with multimodal large language model (MLLM)-based auto-evaluation techniques to facilitate rapid model development and comparison. We releases the benchmark data, evaluation toolkits, and an online leaderboard at https://github.com/ali-vilab/IDEA-Bench, aiming to drive the advancement of generative models toward more versatile and applicable intelligent design systems.

  • 10 authors
·
Dec 16, 2024

Temporal In-Context Fine-Tuning for Versatile Control of Video Diffusion Models

Recent advances in text-to-video diffusion models have enabled high-quality video synthesis, but controllable generation remains challenging, particularly under limited data and compute. Existing fine-tuning methods for conditional generation often rely on external encoders or architectural modifications, which demand large datasets and are typically restricted to spatially aligned conditioning, limiting flexibility and scalability. In this work, we introduce Temporal In-Context Fine-Tuning (TIC-FT), an efficient and versatile approach for adapting pretrained video diffusion models to diverse conditional generation tasks. Our key idea is to concatenate condition and target frames along the temporal axis and insert intermediate buffer frames with progressively increasing noise levels. These buffer frames enable smooth transitions, aligning the fine-tuning process with the pretrained model's temporal dynamics. TIC-FT requires no architectural changes and achieves strong performance with as few as 10-30 training samples. We validate our method across a range of tasks, including image-to-video and video-to-video generation, using large-scale base models such as CogVideoX-5B and Wan-14B. Extensive experiments show that TIC-FT outperforms existing baselines in both condition fidelity and visual quality, while remaining highly efficient in both training and inference. For additional results, visit https://kinam0252.github.io/TIC-FT/

  • 3 authors
·
Jun 1 3

EchoVideo: Identity-Preserving Human Video Generation by Multimodal Feature Fusion

Recent advancements in video generation have significantly impacted various downstream applications, particularly in identity-preserving video generation (IPT2V). However, existing methods struggle with "copy-paste" artifacts and low similarity issues, primarily due to their reliance on low-level facial image information. This dependence can result in rigid facial appearances and artifacts reflecting irrelevant details. To address these challenges, we propose EchoVideo, which employs two key strategies: (1) an Identity Image-Text Fusion Module (IITF) that integrates high-level semantic features from text, capturing clean facial identity representations while discarding occlusions, poses, and lighting variations to avoid the introduction of artifacts; (2) a two-stage training strategy, incorporating a stochastic method in the second phase to randomly utilize shallow facial information. The objective is to balance the enhancements in fidelity provided by shallow features while mitigating excessive reliance on them. This strategy encourages the model to utilize high-level features during training, ultimately fostering a more robust representation of facial identities. EchoVideo effectively preserves facial identities and maintains full-body integrity. Extensive experiments demonstrate that it achieves excellent results in generating high-quality, controllability and fidelity videos.

  • 6 authors
·
Jan 23 2

Divide and Conquer: Language Models can Plan and Self-Correct for Compositional Text-to-Image Generation

Despite significant advancements in text-to-image models for generating high-quality images, these methods still struggle to ensure the controllability of text prompts over images in the context of complex text prompts, especially when it comes to retaining object attributes and relationships. In this paper, we propose CompAgent, a training-free approach for compositional text-to-image generation, with a large language model (LLM) agent as its core. The fundamental idea underlying CompAgent is premised on a divide-and-conquer methodology. Given a complex text prompt containing multiple concepts including objects, attributes, and relationships, the LLM agent initially decomposes it, which entails the extraction of individual objects, their associated attributes, and the prediction of a coherent scene layout. These individual objects can then be independently conquered. Subsequently, the agent performs reasoning by analyzing the text, plans and employs the tools to compose these isolated objects. The verification and human feedback mechanism is finally incorporated into our agent to further correct the potential attribute errors and refine the generated images. Guided by the LLM agent, we propose a tuning-free multi-concept customization model and a layout-to-image generation model as the tools for concept composition, and a local image editing method as the tool to interact with the agent for verification. The scene layout controls the image generation process among these tools to prevent confusion among multiple objects. Extensive experiments demonstrate the superiority of our approach for compositional text-to-image generation: CompAgent achieves more than 10\% improvement on T2I-CompBench, a comprehensive benchmark for open-world compositional T2I generation. The extension to various related tasks also illustrates the flexibility of our CompAgent for potential applications.

  • 6 authors
·
Jan 28, 2024

Cocktail: Mixing Multi-Modality Controls for Text-Conditional Image Generation

Text-conditional diffusion models are able to generate high-fidelity images with diverse contents. However, linguistic representations frequently exhibit ambiguous descriptions of the envisioned objective imagery, requiring the incorporation of additional control signals to bolster the efficacy of text-guided diffusion models. In this work, we propose Cocktail, a pipeline to mix various modalities into one embedding, amalgamated with a generalized ControlNet (gControlNet), a controllable normalisation (ControlNorm), and a spatial guidance sampling method, to actualize multi-modal and spatially-refined control for text-conditional diffusion models. Specifically, we introduce a hyper-network gControlNet, dedicated to the alignment and infusion of the control signals from disparate modalities into the pre-trained diffusion model. gControlNet is capable of accepting flexible modality signals, encompassing the simultaneous reception of any combination of modality signals, or the supplementary fusion of multiple modality signals. The control signals are then fused and injected into the backbone model according to our proposed ControlNorm. Furthermore, our advanced spatial guidance sampling methodology proficiently incorporates the control signal into the designated region, thereby circumventing the manifestation of undesired objects within the generated image. We demonstrate the results of our method in controlling various modalities, proving high-quality synthesis and fidelity to multiple external signals.

  • 7 authors
·
Jun 1, 2023

Learning to Generate Research Idea with Dynamic Control

The rapid advancements in large language models (LLMs) have demonstrated their potential to accelerate scientific discovery, particularly in automating the process of research ideation. LLM-based systems have shown promise in generating hypotheses and research ideas. However, current approaches predominantly rely on prompting-based pre-trained models, limiting their ability to optimize generated content effectively. Moreover, they also lack the capability to deal with the complex interdependence and inherent restrictions among novelty, feasibility, and effectiveness, which remains challenging due to the inherent trade-offs among these dimensions, such as the innovation-feasibility conflict. To address these limitations, we for the first time propose fine-tuning LLMs to be better idea proposers and introduce a novel framework that employs a two-stage approach combining Supervised Fine-Tuning (SFT) and controllable Reinforcement Learning (RL). In the SFT stage, the model learns foundational patterns from pairs of research papers and follow-up ideas. In the RL stage, multi-dimensional reward modeling, guided by fine-grained feedback, evaluates and optimizes the generated ideas across key metrics. Dimensional controllers enable dynamic adjustment of generation, while a sentence-level decoder ensures context-aware emphasis during inference. Our framework provides a balanced approach to research ideation, achieving high-quality outcomes by dynamically navigating the trade-offs among novelty, feasibility, and effectiveness.

  • 5 authors
·
Dec 19, 2024

Beyond Words: Advancing Long-Text Image Generation via Multimodal Autoregressive Models

Recent advancements in autoregressive and diffusion models have led to strong performance in image generation with short scene text words. However, generating coherent, long-form text in images, such as paragraphs in slides or documents, remains a major challenge for current generative models. We present the first work specifically focused on long text image generation, addressing a critical gap in existing text-to-image systems that typically handle only brief phrases or single sentences. Through comprehensive analysis of state-of-the-art autoregressive generation models, we identify the image tokenizer as a critical bottleneck in text generating quality. To address this, we introduce a novel text-focused, binary tokenizer optimized for capturing detailed scene text features. Leveraging our tokenizer, we develop \ModelName, a multimodal autoregressive model that excels in generating high-quality long-text images with unprecedented fidelity. Our model offers robust controllability, enabling customization of text properties such as font style, size, color, and alignment. Extensive experiments demonstrate that \ModelName~significantly outperforms SD3.5 Large~sd3 and GPT4o~gpt4o with DALL-E 3~dalle3 in generating long text accurately, consistently, and flexibly. Beyond its technical achievements, \ModelName~opens up exciting opportunities for innovative applications like interleaved document and PowerPoint generation, establishing a new frontier in long-text image generating.

  • 5 authors
·
Mar 25 3

Taming generative video models for zero-shot optical flow extraction

Extracting optical flow from videos remains a core computer vision problem. Motivated by the success of large general-purpose models, we ask whether frozen self-supervised video models trained only for future frame prediction can be prompted, without fine-tuning, to output flow. Prior work reading out depth or illumination from video generators required fine-tuning, which is impractical for flow where labels are scarce and synthetic datasets suffer from a sim-to-real gap. Inspired by the Counterfactual World Model (CWM) paradigm, which can obtain point-wise correspondences by injecting a small tracer perturbation into a next-frame predictor and tracking its propagation, we extend this idea to generative video models. We explore several popular architectures and find that successful zero-shot flow extraction in this manner is aided by three model properties: (1) distributional prediction of future frames (avoiding blurry or noisy outputs); (2) factorized latents that treat each spatio-temporal patch independently; and (3) random-access decoding that can condition on any subset of future pixels. These properties are uniquely present in the recent Local Random Access Sequence (LRAS) architecture. Building on LRAS, we propose KL-tracing: a novel test-time procedure that injects a localized perturbation into the first frame, rolls out the model one step, and computes the Kullback-Leibler divergence between perturbed and unperturbed predictive distributions. Without any flow-specific fine-tuning, our method outperforms state-of-the-art models on real-world TAP-Vid DAVIS dataset (16.6% relative improvement for endpoint error) and synthetic TAP-Vid Kubric (4.7% relative improvement). Our results indicate that counterfactual prompting of controllable generative video models is a scalable and effective alternative to supervised or photometric-loss approaches for high-quality flow.

  • 11 authors
·
Jul 11 1

LivePortrait: Efficient Portrait Animation with Stitching and Retargeting Control

Portrait Animation aims to synthesize a lifelike video from a single source image, using it as an appearance reference, with motion (i.e., facial expressions and head pose) derived from a driving video, audio, text, or generation. Instead of following mainstream diffusion-based methods, we explore and extend the potential of the implicit-keypoint-based framework, which effectively balances computational efficiency and controllability. Building upon this, we develop a video-driven portrait animation framework named LivePortrait with a focus on better generalization, controllability, and efficiency for practical usage. To enhance the generation quality and generalization ability, we scale up the training data to about 69 million high-quality frames, adopt a mixed image-video training strategy, upgrade the network architecture, and design better motion transformation and optimization objectives. Additionally, we discover that compact implicit keypoints can effectively represent a kind of blendshapes and meticulously propose a stitching and two retargeting modules, which utilize a small MLP with negligible computational overhead, to enhance the controllability. Experimental results demonstrate the efficacy of our framework even compared to diffusion-based methods. The generation speed remarkably reaches 12.8ms on an RTX 4090 GPU with PyTorch. The inference code and models are available at https://github.com/KwaiVGI/LivePortrait

  • 7 authors
·
Jul 3, 2024 1

CHORUS: Learning Canonicalized 3D Human-Object Spatial Relations from Unbounded Synthesized Images

We present a method for teaching machines to understand and model the underlying spatial common sense of diverse human-object interactions in 3D in a self-supervised way. This is a challenging task, as there exist specific manifolds of the interactions that can be considered human-like and natural, but the human pose and the geometry of objects can vary even for similar interactions. Such diversity makes the annotating task of 3D interactions difficult and hard to scale, which limits the potential to reason about that in a supervised way. One way of learning the 3D spatial relationship between humans and objects during interaction is by showing multiple 2D images captured from different viewpoints when humans interact with the same type of objects. The core idea of our method is to leverage a generative model that produces high-quality 2D images from an arbitrary text prompt input as an "unbounded" data generator with effective controllability and view diversity. Despite its imperfection of the image quality over real images, we demonstrate that the synthesized images are sufficient to learn the 3D human-object spatial relations. We present multiple strategies to leverage the synthesized images, including (1) the first method to leverage a generative image model for 3D human-object spatial relation learning; (2) a framework to reason about the 3D spatial relations from inconsistent 2D cues in a self-supervised manner via 3D occupancy reasoning with pose canonicalization; (3) semantic clustering to disambiguate different types of interactions with the same object types; and (4) a novel metric to assess the quality of 3D spatial learning of interaction.

  • 2 authors
·
Aug 23, 2023

Matrix-Game: Interactive World Foundation Model

We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding, followed by action-labeled training for interactive video generation. To support this, we curate Matrix-Game-MC, a comprehensive Minecraft dataset comprising over 2,700 hours of unlabeled gameplay video clips and over 1,000 hours of high-quality labeled clips with fine-grained keyboard and mouse action annotations. Our model adopts a controllable image-to-world generation paradigm, conditioned on a reference image, motion context, and user actions. With over 17 billion parameters, Matrix-Game enables precise control over character actions and camera movements, while maintaining high visual quality and temporal coherence. To evaluate performance, we develop GameWorld Score, a unified benchmark measuring visual quality, temporal quality, action controllability, and physical rule understanding for Minecraft world generation. Extensive experiments show that Matrix-Game consistently outperforms prior open-source Minecraft world models (including Oasis and MineWorld) across all metrics, with particularly strong gains in controllability and physical consistency. Double-blind human evaluations further confirm the superiority of Matrix-Game, highlighting its ability to generate perceptually realistic and precisely controllable videos across diverse game scenarios. To facilitate future research on interactive image-to-world generation, we will open-source the Matrix-Game model weights and the GameWorld Score benchmark at https://github.com/SkyworkAI/Matrix-Game.

  • 11 authors
·
Jun 23 2

Magic-Me: Identity-Specific Video Customized Diffusion

Creating content for a specific identity (ID) has shown significant interest in the field of generative models. In the field of text-to-image generation (T2I), subject-driven content generation has achieved great progress with the ID in the images controllable. However, extending it to video generation is not well explored. In this work, we propose a simple yet effective subject identity controllable video generation framework, termed Video Custom Diffusion (VCD). With a specified subject ID defined by a few images, VCD reinforces the identity information extraction and injects frame-wise correlation at the initialization stage for stable video outputs with identity preserved to a large extent. To achieve this, we propose three novel components that are essential for high-quality ID preservation: 1) an ID module trained with the cropped identity by prompt-to-segmentation to disentangle the ID information and the background noise for more accurate ID token learning; 2) a text-to-video (T2V) VCD module with 3D Gaussian Noise Prior for better inter-frame consistency and 3) video-to-video (V2V) Face VCD and Tiled VCD modules to deblur the face and upscale the video for higher resolution. Despite its simplicity, we conducted extensive experiments to verify that VCD is able to generate stable and high-quality videos with better ID over the selected strong baselines. Besides, due to the transferability of the ID module, VCD is also working well with finetuned text-to-image models available publically, further improving its usability. The codes are available at https://github.com/Zhen-Dong/Magic-Me.

  • 9 authors
·
Feb 14, 2024 2

LVCD: Reference-based Lineart Video Colorization with Diffusion Models

We propose the first video diffusion framework for reference-based lineart video colorization. Unlike previous works that rely solely on image generative models to colorize lineart frame by frame, our approach leverages a large-scale pretrained video diffusion model to generate colorized animation videos. This approach leads to more temporally consistent results and is better equipped to handle large motions. Firstly, we introduce Sketch-guided ControlNet which provides additional control to finetune an image-to-video diffusion model for controllable video synthesis, enabling the generation of animation videos conditioned on lineart. We then propose Reference Attention to facilitate the transfer of colors from the reference frame to other frames containing fast and expansive motions. Finally, we present a novel scheme for sequential sampling, incorporating the Overlapped Blending Module and Prev-Reference Attention, to extend the video diffusion model beyond its original fixed-length limitation for long video colorization. Both qualitative and quantitative results demonstrate that our method significantly outperforms state-of-the-art techniques in terms of frame and video quality, as well as temporal consistency. Moreover, our method is capable of generating high-quality, long temporal-consistent animation videos with large motions, which is not achievable in previous works. Our code and model are available at https://luckyhzt.github.io/lvcd.

  • 3 authors
·
Sep 19, 2024 7

AeroGen: Enhancing Remote Sensing Object Detection with Diffusion-Driven Data Generation

Remote sensing image object detection (RSIOD) aims to identify and locate specific objects within satellite or aerial imagery. However, there is a scarcity of labeled data in current RSIOD datasets, which significantly limits the performance of current detection algorithms. Although existing techniques, e.g., data augmentation and semi-supervised learning, can mitigate this scarcity issue to some extent, they are heavily dependent on high-quality labeled data and perform worse in rare object classes. To address this issue, this paper proposes a layout-controllable diffusion generative model (i.e. AeroGen) tailored for RSIOD. To our knowledge, AeroGen is the first model to simultaneously support horizontal and rotated bounding box condition generation, thus enabling the generation of high-quality synthetic images that meet specific layout and object category requirements. Additionally, we propose an end-to-end data augmentation framework that integrates a diversity-conditioned generator and a filtering mechanism to enhance both the diversity and quality of generated data. Experimental results demonstrate that the synthetic data produced by our method are of high quality and diversity. Furthermore, the synthetic RSIOD data can significantly improve the detection performance of existing RSIOD models, i.e., the mAP metrics on DIOR, DIOR-R, and HRSC datasets are improved by 3.7%, 4.3%, and 2.43%, respectively. The code is available at https://github.com/Sonettoo/AeroGen.

  • 7 authors
·
Nov 23, 2024

GenDoP: Auto-regressive Camera Trajectory Generation as a Director of Photography

Camera trajectory design plays a crucial role in video production, serving as a fundamental tool for conveying directorial intent and enhancing visual storytelling. In cinematography, Directors of Photography meticulously craft camera movements to achieve expressive and intentional framing. However, existing methods for camera trajectory generation remain limited: Traditional approaches rely on geometric optimization or handcrafted procedural systems, while recent learning-based methods often inherit structural biases or lack textual alignment, constraining creative synthesis. In this work, we introduce an auto-regressive model inspired by the expertise of Directors of Photography to generate artistic and expressive camera trajectories. We first introduce DataDoP, a large-scale multi-modal dataset containing 29K real-world shots with free-moving camera trajectories, depth maps, and detailed captions in specific movements, interaction with the scene, and directorial intent. Thanks to the comprehensive and diverse database, we further train an auto-regressive, decoder-only Transformer for high-quality, context-aware camera movement generation based on text guidance and RGBD inputs, named GenDoP. Extensive experiments demonstrate that compared to existing methods, GenDoP offers better controllability, finer-grained trajectory adjustments, and higher motion stability. We believe our approach establishes a new standard for learning-based cinematography, paving the way for future advancements in camera control and filmmaking. Our project website: https://kszpxxzmc.github.io/GenDoP/.

  • 6 authors
·
Apr 9 2

SANA-Sprint: One-Step Diffusion with Continuous-Time Consistency Distillation

This paper presents SANA-Sprint, an efficient diffusion model for ultra-fast text-to-image (T2I) generation. SANA-Sprint is built on a pre-trained foundation model and augmented with hybrid distillation, dramatically reducing inference steps from 20 to 1-4. We introduce three key innovations: (1) We propose a training-free approach that transforms a pre-trained flow-matching model for continuous-time consistency distillation (sCM), eliminating costly training from scratch and achieving high training efficiency. Our hybrid distillation strategy combines sCM with latent adversarial distillation (LADD): sCM ensures alignment with the teacher model, while LADD enhances single-step generation fidelity. (2) SANA-Sprint is a unified step-adaptive model that achieves high-quality generation in 1-4 steps, eliminating step-specific training and improving efficiency. (3) We integrate ControlNet with SANA-Sprint for real-time interactive image generation, enabling instant visual feedback for user interaction. SANA-Sprint establishes a new Pareto frontier in speed-quality tradeoffs, achieving state-of-the-art performance with 7.59 FID and 0.74 GenEval in only 1 step - outperforming FLUX-schnell (7.94 FID / 0.71 GenEval) while being 10x faster (0.1s vs 1.1s on H100). It also achieves 0.1s (T2I) and 0.25s (ControlNet) latency for 1024 x 1024 images on H100, and 0.31s (T2I) on an RTX 4090, showcasing its exceptional efficiency and potential for AI-powered consumer applications (AIPC). Code and pre-trained models will be open-sourced.

  • 9 authors
·
Mar 12 4

ParaStyleTTS: Toward Efficient and Robust Paralinguistic Style Control for Expressive Text-to-Speech Generation

Controlling speaking style in text-to-speech (TTS) systems has become a growing focus in both academia and industry. While many existing approaches rely on reference audio to guide style generation, such methods are often impractical due to privacy concerns and limited accessibility. More recently, large language models (LLMs) have been used to control speaking style through natural language prompts; however, their high computational cost, lack of interpretability, and sensitivity to prompt phrasing limit their applicability in real-time and resource-constrained environments. In this work, we propose ParaStyleTTS, a lightweight and interpretable TTS framework that enables expressive style control from text prompts alone. ParaStyleTTS features a novel two-level style adaptation architecture that separates prosodic and paralinguistic speech style modeling. It allows fine-grained and robust control over factors such as emotion, gender, and age. Unlike LLM-based methods, ParaStyleTTS maintains consistent style realization across varied prompt formulations and is well-suited for real-world applications, including on-device and low-resource deployment. Experimental results show that ParaStyleTTS generates high-quality speech with performance comparable to state-of-the-art LLM-based systems while being 30x faster, using 8x fewer parameters, and requiring 2.5x less CUDA memory. Moreover, ParaStyleTTS exhibits superior robustness and controllability over paralinguistic speaking styles, providing a practical and efficient solution for style-controllable text-to-speech generation. Demo can be found at https://parastyletts.github.io/ParaStyleTTS_Demo/. Code can be found at https://github.com/haoweilou/ParaStyleTTS.

  • 4 authors
·
Oct 21

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

  • 5 authors
·
Sep 22, 2024 2

DrivingWorld: Constructing World Model for Autonomous Driving via Video GPT

Recent successes in autoregressive (AR) generation models, such as the GPT series in natural language processing, have motivated efforts to replicate this success in visual tasks. Some works attempt to extend this approach to autonomous driving by building video-based world models capable of generating realistic future video sequences and predicting ego states. However, prior works tend to produce unsatisfactory results, as the classic GPT framework is designed to handle 1D contextual information, such as text, and lacks the inherent ability to model the spatial and temporal dynamics essential for video generation. In this paper, we present DrivingWorld, a GPT-style world model for autonomous driving, featuring several spatial-temporal fusion mechanisms. This design enables effective modeling of both spatial and temporal dynamics, facilitating high-fidelity, long-duration video generation. Specifically, we propose a next-state prediction strategy to model temporal coherence between consecutive frames and apply a next-token prediction strategy to capture spatial information within each frame. To further enhance generalization ability, we propose a novel masking strategy and reweighting strategy for token prediction to mitigate long-term drifting issues and enable precise control. Our work demonstrates the ability to produce high-fidelity and consistent video clips of over 40 seconds in duration, which is over 2 times longer than state-of-the-art driving world models. Experiments show that, in contrast to prior works, our method achieves superior visual quality and significantly more accurate controllable future video generation. Our code is available at https://github.com/YvanYin/DrivingWorld.

  • 8 authors
·
Dec 27, 2024

InfiniHuman: Infinite 3D Human Creation with Precise Control

Generating realistic and controllable 3D human avatars is a long-standing challenge, particularly when covering broad attribute ranges such as ethnicity, age, clothing styles, and detailed body shapes. Capturing and annotating large-scale human datasets for training generative models is prohibitively expensive and limited in scale and diversity. The central question we address in this paper is: Can existing foundation models be distilled to generate theoretically unbounded, richly annotated 3D human data? We introduce InfiniHuman, a framework that synergistically distills these models to produce richly annotated human data at minimal cost and with theoretically unlimited scalability. We propose InfiniHumanData, a fully automatic pipeline that leverages vision-language and image generation models to create a large-scale multi-modal dataset. User study shows our automatically generated identities are undistinguishable from scan renderings. InfiniHumanData contains 111K identities spanning unprecedented diversity. Each identity is annotated with multi-granularity text descriptions, multi-view RGB images, detailed clothing images, and SMPL body-shape parameters. Building on this dataset, we propose InfiniHumanGen, a diffusion-based generative pipeline conditioned on text, body shape, and clothing assets. InfiniHumanGen enables fast, realistic, and precisely controllable avatar generation. Extensive experiments demonstrate significant improvements over state-of-the-art methods in visual quality, generation speed, and controllability. Our approach enables high-quality avatar generation with fine-grained control at effectively unbounded scale through a practical and affordable solution. We will publicly release the automatic data generation pipeline, the comprehensive InfiniHumanData dataset, and the InfiniHumanGen models at https://yuxuan-xue.com/infini-human.

  • 4 authors
·
Oct 13 2

HPR3D: Hierarchical Proxy Representation for High-Fidelity 3D Reconstruction and Controllable Editing

Current 3D representations like meshes, voxels, point clouds, and NeRF-based neural implicit fields exhibit significant limitations: they are often task-specific, lacking universal applicability across reconstruction, generation, editing, and driving. While meshes offer high precision, their dense vertex data complicates editing; NeRFs deliver excellent rendering but suffer from structural ambiguity, hindering animation and manipulation; all representations inherently struggle with the trade-off between data complexity and fidelity. To overcome these issues, we introduce a novel 3D Hierarchical Proxy Node representation. Its core innovation lies in representing an object's shape and texture via a sparse set of hierarchically organized (tree-structured) proxy nodes distributed on its surface and interior. Each node stores local shape and texture information (implicitly encoded by a small MLP) within its neighborhood. Querying any 3D coordinate's properties involves efficient neural interpolation and lightweight decoding from relevant nearby and parent nodes. This framework yields a highly compact representation where nodes align with local semantics, enabling direct drag-and-edit manipulation, and offers scalable quality-complexity control. Extensive experiments across 3D reconstruction and editing demonstrate our method's expressive efficiency, high-fidelity rendering quality, and superior editability.

  • 7 authors
·
Jul 16

Multi-Stage Cable Routing through Hierarchical Imitation Learning

We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.

  • 8 authors
·
Jul 17, 2023

Enhancing Safety and Robustness of Vision-Based Controllers via Reachability Analysis

Autonomous systems, such as self-driving cars and drones, have made significant strides in recent years by leveraging visual inputs and machine learning for decision-making and control. Despite their impressive performance, these vision-based controllers can make erroneous predictions when faced with novel or out-of-distribution inputs. Such errors can cascade into catastrophic system failures and compromise system safety. In this work, we compute Neural Reachable Tubes, which act as parameterized approximations of Backward Reachable Tubes to stress-test the vision-based controllers and mine their failure modes. The identified failures are then used to enhance the system safety through both offline and online methods. The online approach involves training a classifier as a run-time failure monitor to detect closed-loop, system-level failures, subsequently triggering a fallback controller that robustly handles these detected failures to preserve system safety. For the offline approach, we improve the original controller via incremental training using a carefully augmented failure dataset, resulting in a more robust controller that is resistant to the known failure modes. In either approach, the system is safeguarded against shortcomings that transcend the vision-based controller and pertain to the closed-loop safety of the overall system. We validate the proposed approaches on an autonomous aircraft taxiing task that involves using a vision-based controller to guide the aircraft towards the centerline of the runway. Our results show the efficacy of the proposed algorithms in identifying and handling system-level failures, outperforming methods that rely on controller prediction error or uncertainty quantification for identifying system failures.

  • 3 authors
·
Oct 29, 2024

High-Fidelity Relightable Monocular Portrait Animation with Lighting-Controllable Video Diffusion Model

Relightable portrait animation aims to animate a static reference portrait to match the head movements and expressions of a driving video while adapting to user-specified or reference lighting conditions. Existing portrait animation methods fail to achieve relightable portraits because they do not separate and manipulate intrinsic (identity and appearance) and extrinsic (pose and lighting) features. In this paper, we present a Lighting Controllable Video Diffusion model (LCVD) for high-fidelity, relightable portrait animation. We address this limitation by distinguishing these feature types through dedicated subspaces within the feature space of a pre-trained image-to-video diffusion model. Specifically, we employ the 3D mesh, pose, and lighting-rendered shading hints of the portrait to represent the extrinsic attributes, while the reference represents the intrinsic attributes. In the training phase, we employ a reference adapter to map the reference into the intrinsic feature subspace and a shading adapter to map the shading hints into the extrinsic feature subspace. By merging features from these subspaces, the model achieves nuanced control over lighting, pose, and expression in generated animations. Extensive evaluations show that LCVD outperforms state-of-the-art methods in lighting realism, image quality, and video consistency, setting a new benchmark in relightable portrait animation.

  • 3 authors
·
Feb 27

DiTaiListener: Controllable High Fidelity Listener Video Generation with Diffusion

Generating naturalistic and nuanced listener motions for extended interactions remains an open problem. Existing methods often rely on low-dimensional motion codes for facial behavior generation followed by photorealistic rendering, limiting both visual fidelity and expressive richness. To address these challenges, we introduce DiTaiListener, powered by a video diffusion model with multimodal conditions. Our approach first generates short segments of listener responses conditioned on the speaker's speech and facial motions with DiTaiListener-Gen. It then refines the transitional frames via DiTaiListener-Edit for a seamless transition. Specifically, DiTaiListener-Gen adapts a Diffusion Transformer (DiT) for the task of listener head portrait generation by introducing a Causal Temporal Multimodal Adapter (CTM-Adapter) to process speakers' auditory and visual cues. CTM-Adapter integrates speakers' input in a causal manner into the video generation process to ensure temporally coherent listener responses. For long-form video generation, we introduce DiTaiListener-Edit, a transition refinement video-to-video diffusion model. The model fuses video segments into smooth and continuous videos, ensuring temporal consistency in facial expressions and image quality when merging short video segments produced by DiTaiListener-Gen. Quantitatively, DiTaiListener achieves the state-of-the-art performance on benchmark datasets in both photorealism (+73.8% in FID on RealTalk) and motion representation (+6.1% in FD metric on VICO) spaces. User studies confirm the superior performance of DiTaiListener, with the model being the clear preference in terms of feedback, diversity, and smoothness, outperforming competitors by a significant margin.

  • 6 authors
·
Apr 4 3

StyleAvatar: Real-time Photo-realistic Portrait Avatar from a Single Video

Face reenactment methods attempt to restore and re-animate portrait videos as realistically as possible. Existing methods face a dilemma in quality versus controllability: 2D GAN-based methods achieve higher image quality but suffer in fine-grained control of facial attributes compared with 3D counterparts. In this work, we propose StyleAvatar, a real-time photo-realistic portrait avatar reconstruction method using StyleGAN-based networks, which can generate high-fidelity portrait avatars with faithful expression control. We expand the capabilities of StyleGAN by introducing a compositional representation and a sliding window augmentation method, which enable faster convergence and improve translation generalization. Specifically, we divide the portrait scenes into three parts for adaptive adjustments: facial region, non-facial foreground region, and the background. Besides, our network leverages the best of UNet, StyleGAN and time coding for video learning, which enables high-quality video generation. Furthermore, a sliding window augmentation method together with a pre-training strategy are proposed to improve translation generalization and training performance, respectively. The proposed network can converge within two hours while ensuring high image quality and a forward rendering time of only 20 milliseconds. Furthermore, we propose a real-time live system, which further pushes research into applications. Results and experiments demonstrate the superiority of our method in terms of image quality, full portrait video generation, and real-time re-animation compared to existing facial reenactment methods. Training and inference code for this paper are at https://github.com/LizhenWangT/StyleAvatar.

  • 7 authors
·
May 1, 2023

Require Process Control? LSTMc is all you need!

Over the past three decades, numerous controllers have been developed to regulate complex chemical processes, but they have certain limitations. Traditional PI/PID controllers often require customized tuning for various set-point scenarios. On the other hand, MPC frameworks involve resource-intensive steps, and the utilization of black-box machine learning (ML) models can lead to issues such as local minima and infeasibility. Thus, there is a need for an alternative controller paradigm that combines the simplicity of a PI controller with the grade-to-grade (G2G) transferability of an MPC approach. To this end, we developed a novel LSTM controller (LSTMc) as a model-free data-driven controller framework. The LSTMc considers an augmented input tensor that incorporates information on state evolution and error dynamics for the current and previous W time steps, to predict the manipulated input at the next step (u_{t+1}). To demonstrate LSTMc, batch crystallization of dextrose was taken as a representative case study. The desired output for set-point tracking was the mean crystal size (L), with the manipulated input being the jacket temperature (T_j). Extensive training data, encompassing 7000+ different operating conditions, was compiled to ensure comprehensive training of LSTMc across a wide state space region. For comparison, we also designed a PI controller and an LSTM-MPC for different set-point tracking cases. The results consistently showed that LSTMc achieved the lowest set-point deviation (<2\%), three times lower than the MPC. Remarkably, LSTMc maintained this superior performance across all set points, even when sensor measurements contained noise levels of 10\% to 15\%. In summary, by effectively leveraging process data and utilizing sequential ML models, LSTMc offers a superior controller design approach.

  • 2 authors
·
Jun 12, 2023

ASID: Active Exploration for System Identification in Robotic Manipulation

Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer. Project website at https://weirdlabuw.github.io/asid

  • 6 authors
·
Apr 18, 2024

Uni3C: Unifying Precisely 3D-Enhanced Camera and Human Motion Controls for Video Generation

Camera and human motion controls have been extensively studied for video generation, but existing approaches typically address them separately, suffering from limited data with high-quality annotations for both aspects. To overcome this, we present Uni3C, a unified 3D-enhanced framework for precise control of both camera and human motion in video generation. Uni3C includes two key contributions. First, we propose a plug-and-play control module trained with a frozen video generative backbone, PCDController, which utilizes unprojected point clouds from monocular depth to achieve accurate camera control. By leveraging the strong 3D priors of point clouds and the powerful capacities of video foundational models, PCDController shows impressive generalization, performing well regardless of whether the inference backbone is frozen or fine-tuned. This flexibility enables different modules of Uni3C to be trained in specific domains, i.e., either camera control or human motion control, reducing the dependency on jointly annotated data. Second, we propose a jointly aligned 3D world guidance for the inference phase that seamlessly integrates both scenic point clouds and SMPL-X characters to unify the control signals for camera and human motion, respectively. Extensive experiments confirm that PCDController enjoys strong robustness in driving camera motion for fine-tuned backbones of video generation. Uni3C substantially outperforms competitors in both camera controllability and human motion quality. Additionally, we collect tailored validation sets featuring challenging camera movements and human actions to validate the effectiveness of our method.

  • 8 authors
·
Apr 21 2

Hybrid Reasoning for Perception, Explanation, and Autonomous Action in Manufacturing

Industrial processes must be robust and adaptable, as environments and tasks are often unpredictable, while operational errors remain costly and difficult to detect. AI-based control systems offer a path forward, yet typically depend on supervised learning with extensive labelled datasets, which limits their ability to generalize across variable and data-scarce industrial settings. Foundation models could enable broader reasoning and knowledge integration, but rarely deliver the quantitative precision demanded by engineering applications. Here, we introduceControl and Interpretation of Production via Hybrid Expertise and Reasoning (CIPHER): a vision-language-action (VLA) model framework aiming to replicate human-like reasoning for industrial control, instantiated in a commercial-grade 3D printer. It integrates a process expert, a regression model enabling quantitative characterization of system states required for engineering tasks. CIPHER also incorporates retrieval-augmented generation to access external expert knowledge and support physics-informed, chain-of-thought reasoning. This hybrid architecture exhibits strong generalization to out-of-distribution tasks. It interprets visual or textual inputs from process monitoring, explains its decisions, and autonomously generates precise machine instructions, without requiring explicit annotations. CIPHER thus lays the foundations for autonomous systems that act with precision, reason with context, and communicate decisions transparently, supporting safe and trusted deployment in industrial settings.

  • 2 authors
·
Jun 10

Toward smart composites: small-scale, untethered prediction and control for soft sensor/actuator systems

We present formulation and open-source tools to achieve in-material model predictive control of sensor/actuator systems using learned forward kinematics and on-device computation. Microcontroller units (MCUs) that compute the prediction and control task while colocated with the sensors and actuators enable in-material untethered behaviors. In this approach, small parameter size neural network models learn forward kinematics offline. Our open-source compiler, nn4mc, generates code to offload these predictions onto MCUs. A Newton-Raphson solver then computes the control input in real time. We first benchmark this nonlinear control approach against a PID controller on a mass-spring-damper simulation. We then study experimental results on two experimental rigs with different sensing, actuation and computational hardware: a tendon-based platform with embedded LightLace sensors and a HASEL-based platform with magnetic sensors. Experimental results indicate effective high-bandwidth tracking of reference paths (greater than or equal to 120 Hz) with a small memory footprint (less than or equal to 6.4% of flash memory). The measured path following error does not exceed 2mm in the tendon-based platform. The simulated path following error does not exceed 1mm in the HASEL-based platform. The mean power consumption of this approach in an ARM Cortex-M4f device is 45.4 mW. This control approach is also compatible with Tensorflow Lite models and equivalent on-device code. In-material intelligence enables a new class of composites that infuse autonomy into structures and systems with refined artificial proprioception.

  • 7 authors
·
May 22, 2022

Hybrid Systems Neural Control with Region-of-Attraction Planner

Hybrid systems are prevalent in robotics. However, ensuring the stability of hybrid systems is challenging due to sophisticated continuous and discrete dynamics. A system with all its system modes stable can still be unstable. Hence special treatments are required at mode switchings to stabilize the system. In this work, we propose a hierarchical, neural network (NN)-based method to control general hybrid systems. For each system mode, we first learn an NN Lyapunov function and an NN controller to ensure the states within the region of attraction (RoA) can be stabilized. Then an RoA NN estimator is learned across different modes. Upon mode switching, we propose a differentiable planner to ensure the states after switching can land in next mode's RoA, hence stabilizing the hybrid system. We provide novel theoretical stability guarantees and conduct experiments in car tracking control, pogobot navigation, and bipedal walker locomotion. Our method only requires 0.25X of the training time as needed by other learning-based methods. With low running time (10-50X faster than model predictive control (MPC)), our controller achieves a higher stability/success rate over other baselines such as MPC, reinforcement learning (RL), common Lyapunov methods (CLF), linear quadratic regulator (LQR), quadratic programming (QP) and Hamilton-Jacobian-based methods (HJB). The project page is on https://mit-realm.github.io/hybrid-clf.

  • 2 authors
·
Mar 18, 2023

Evolving Spiking Neural Networks to Mimic PID Control for Autonomous Blimps

In recent years, Artificial Neural Networks (ANN) have become a standard in robotic control. However, a significant drawback of large-scale ANNs is their increased power consumption. This becomes a critical concern when designing autonomous aerial vehicles, given the stringent constraints on power and weight. Especially in the case of blimps, known for their extended endurance, power-efficient control methods are essential. Spiking neural networks (SNN) can provide a solution, facilitating energy-efficient and asynchronous event-driven processing. In this paper, we have evolved SNNs for accurate altitude control of a non-neutrally buoyant indoor blimp, relying solely on onboard sensing and processing power. The blimp's altitude tracking performance significantly improved compared to prior research, showing reduced oscillations and a minimal steady-state error. The parameters of the SNNs were optimized via an evolutionary algorithm, using a Proportional-Derivative-Integral (PID) controller as the target signal. We developed two complementary SNN controllers while examining various hidden layer structures. The first controller responds swiftly to control errors, mitigating overshooting and oscillations, while the second minimizes steady-state errors due to non-neutral buoyancy-induced drift. Despite the blimp's drivetrain limitations, our SNN controllers ensured stable altitude control, employing only 160 spiking neurons.

  • 3 authors
·
Sep 22, 2023

Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes

In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.

  • 6 authors
·
Nov 21, 2022