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arXiv:2306.04889공식 코드 · Papers with Code

ShaDDR: Interactive Example-Based Geometry and Texture Generation via 3D Shape Detailization and Differentiable Rendering

We present ShaDDR, an example-based deep generative neural network which produces a high-resolution textured 3D shape through geometry detailization and conditional texture generation applied to an input coarse voxel shape. Trained on a small set of detailed and textured exemplar shapes, our method learns to detailize the geometry via multi-resolution voxel upsampling and generate textures on voxel surfaces via differentiable rendering against exemplar texture images from a few views. The generation is interactive, taking less than 1 second to produce a 3D model with voxel resolutions up to 512^3. The generated shape preserves the overall structure of the input coarse voxel model, while the style of the generated geometric details and textures can be manipulated through learned latent codes. In the experiments, we show that our method can generate higher-resolution shapes with plausible and improved geometric details and clean textures compared to prior works. Furthermore, we showcase the ability of our method to learn geometric details and textures from shapes reconstructed from real-world photos. In addition, we have developed an interactive modeling application to demonstrate the generalizability of our method to various user inputs and the controllability it offers, allowing users to interactively sculpt a coarse voxel shape to define the overall structure of the detailized 3D shape. Code and data are available at https://github.com/qiminchen/ShaDDR.

arXiv:2308.16725

Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance

Sketch-based terrain generation seeks to create realistic landscapes for virtual environments in various applications such as computer games, animation and virtual reality. Recently, deep learning based terrain generation has emerged, notably the ones based on generative adversarial networks (GAN). However, these methods often struggle to fulfill the requirements of flexible user control and maintain generative diversity for realistic terrain. Therefore, we propose a novel diffusion-based method, namely terrain diffusion network (TDN), which actively incorporates user guidance for enhanced controllability, taking into account terrain features like rivers, ridges, basins, and peaks. Instead of adhering to a conventional monolithic denoising process, which often compromises the fidelity of terrain details or the alignment with user control, a multi-level denoising scheme is proposed to generate more realistic terrains by taking into account fine-grained details, particularly those related to climatic patterns influenced by erosion and tectonic activities. Specifically, three terrain synthesisers are designed for structural, intermediate, and fine-grained level denoising purposes, which allow each synthesiser concentrate on a distinct terrain aspect. Moreover, to maximise the efficiency of our TDN, we further introduce terrain and sketch latent spaces for the synthesizers with pre-trained terrain autoencoders. Comprehensive experiments on a new dataset constructed from NASA Topology Images clearly demonstrate the effectiveness of our proposed method, achieving the state-of-the-art performance. Our code and dataset will be publicly available.

arXiv:2310.03291공식 코드 · Papers with Code

Expedited Training of Visual Conditioned Language Generation via Redundancy Reduction

In this paper, we introduce $\text{EVL}_{\text{Gen}}$, a streamlined framework designed for the pre-training of visually conditioned language generation models with high computational demands, utilizing frozen pre-trained large language models (LLMs). The conventional approach in vision-language pre-training (VLP) typically involves a two-stage optimization process: an initial resource-intensive phase dedicated to general-purpose vision-language representation learning, focused on extracting and consolidating relevant visual features. This is followed by a subsequent phase that emphasizes end-to-end alignment between visual and linguistic modalities. Our novel one-stage, single-loss framework bypasses the computationally demanding first training stage by gradually merging similar visual tokens during training, while avoiding model collapse caused by single-stage training of BLIP-2 type models. The gradual merging process effectively condenses visual information while preserving semantic richness, resulting in rapid convergence without compromising performance. Our experimental findings demonstrate that our approach accelerates the training of vision-language models by a factor of 5 without a noticeable impact on overall performance. Furthermore, we illustrate that our models significantly narrow the performance gap to current vision-language models using only 1/10 of the data. Finally, we showcase how our image-text models can seamlessly adapt to video-conditioned language generation tasks through novel soft attentive temporal token contextualizing modules. Code is available at \url{https://github.com/yiren-jian/EVLGen}.

arXiv:2312.03849

LEGO: Learning EGOcentric Action Frame Generation via Visual Instruction Tuning

Generating instructional images of human daily actions from an egocentric viewpoint serves as a key step towards efficient skill transfer. In this paper, we introduce a novel problem -- egocentric action frame generation. The goal is to synthesize an image depicting an action in the user's context (i.e., action frame) by conditioning on a user prompt and an input egocentric image. Notably, existing egocentric action datasets lack the detailed annotations that describe the execution of actions. Additionally, existing diffusion-based image manipulation models are sub-optimal in controlling the state transition of an action in egocentric image pixel space because of the domain gap. To this end, we propose to Learn EGOcentric (LEGO) action frame generation via visual instruction tuning. First, we introduce a prompt enhancement scheme to generate enriched action descriptions from a visual large language model (VLLM) by visual instruction tuning. Then we propose a novel method to leverage image and text embeddings from the VLLM as additional conditioning to improve the performance of a diffusion model. We validate our model on two egocentric datasets -- Ego4D and Epic-Kitchens. Our experiments show substantial improvement over prior image manipulation models in both quantitative and qualitative evaluation. We also conduct detailed ablation studies and analysis to provide insights in our method. More details of the dataset and code are available on the website (https://bolinlai.github.io/Lego_EgoActGen/).

arXiv:2004.10267

Decomposed Adversarial Learned Inference

Effective inference for a generative adversarial model remains an important and challenging problem. We propose a novel approach, Decomposed Adversarial Learned Inference (DALI), which explicitly matches prior and conditional distributions in both data and code spaces, and puts a direct constraint on the dependency structure of the generative model. We derive an equivalent form of the prior and conditional matching objective that can be optimized efficiently without any parametric assumption on the data. We validate the effectiveness of DALI on the MNIST, CIFAR-10, and CelebA datasets by conducting quantitative and qualitative evaluations. Results demonstrate that DALI significantly improves both reconstruction and generation as compared to other adversarial inference models.

arXiv:2410.15536

GRS: Generating Robotic Simulation Tasks from Real-World Images

We introduce GRS (Generating Robotic Simulation tasks), a system addressing real-to-sim for robotic simulations. GRS creates digital twin simulations from single RGB-D observations with solvable tasks for virtual agent training. Using vision-language models (VLMs), our pipeline operates in three stages: 1) scene comprehension with SAM2 for segmentation and object description, 2) matching objects with simulation-ready assets, and 3) generating appropriate tasks. We ensure simulation-task alignment through generated test suites and introduce a router that iteratively refines both simulation and test code. Experiments demonstrate our system's effectiveness in object correspondence and task environment generation through our novel router mechanism.

arXiv:2011.13062공식 코드 · Papers with Code

Can GAN originate new electronic dance music genres? -- Generating novel rhythm patterns using GAN with Genre Ambiguity Loss

Since the introduction of deep learning, researchers have proposed content generation systems using deep learning and proved that they are competent to generate convincing content and artistic output, including music. However, one can argue that these deep learning-based systems imitate and reproduce the patterns inherent within what humans have created, instead of generating something new and creative. This paper focuses on music generation, especially rhythm patterns of electronic dance music, and discusses if we can use deep learning to generate novel rhythms, interesting patterns not found in the training dataset. We extend the framework of Generative Adversarial Networks(GAN) and encourage it to diverge from the dataset's inherent distributions by adding additional classifiers to the framework. The paper shows that our proposed GAN can generate rhythm patterns that sound like music rhythms but do not belong to any genres in the training dataset. The source code, generated rhythm patterns, and a supplementary plugin software for a popular Digital Audio Workstation software are available on our website.

arXiv:2105.11427공식 코드 · Papers with Code

Attention-guided Temporally Coherent Video Object Matting

This paper proposes a novel deep learning-based video object matting method that can achieve temporally coherent matting results. Its key component is an attention-based temporal aggregation module that maximizes image matting networks' strength for video matting networks. This module computes temporal correlations for pixels adjacent to each other along the time axis in feature space, which is robust against motion noises. We also design a novel loss term to train the attention weights, which drastically boosts the video matting performance. Besides, we show how to effectively solve the trimap generation problem by fine-tuning a state-of-the-art video object segmentation network with a sparse set of user-annotated keyframes. To facilitate video matting and trimap generation networks' training, we construct a large-scale video matting dataset with 80 training and 28 validation foreground video clips with ground-truth alpha mattes. Experimental results show that our method can generate high-quality alpha mattes for various videos featuring appearance change, occlusion, and fast motion. Our code and dataset can be found at: https://github.com/yunkezhang/TCVOM

arXiv:2201.09689공식 코드 · Papers with Code

Which Style Makes Me Attractive? Interpretable Control Discovery and Counterfactual Explanation on StyleGAN

The semantically disentangled latent subspace in GAN provides rich interpretable controls in image generation. This paper includes two contributions on semantic latent subspace analysis in the scenario of face generation using StyleGAN2. First, we propose a novel approach to disentangle latent subspace semantics by exploiting existing face analysis models, e.g., face parsers and face landmark detectors. These models provide the flexibility to construct various criterions with very concrete and interpretable semantic meanings (e.g., change face shape or change skin color) to restrict latent subspace disentanglement. Rich latent space controls unknown previously can be discovered using the constructed criterions. Second, we propose a new perspective to explain the behavior of a CNN classifier by generating counterfactuals in the interpretable latent subspaces we discovered. This explanation helps reveal whether the classifier learns semantics as intended. Experiments on various disentanglement criterions demonstrate the effectiveness of our approach. We believe this approach contributes to both areas of image manipulation and counterfactual explainability of CNNs. The code is available at \url{https://github.com/prclibo/ice}.

arXiv:2208.08035

EGCR: Explanation Generation for Conversational Recommendation

Growing attention has been paid in Conversational Recommendation System (CRS), which works as a conversation-based and recommendation task-oriented tool to provide items of interest and explore user preference. However, existing work in CRS fails to explicitly show the reasoning logic to users and the whole CRS still remains a black box. Therefore we propose a novel end-to-end framework named Explanation Generation for Conversational Recommendation (EGCR) based on generating explanations for conversational agents to explain why they make the action. EGCR incorporates user reviews to enhance the item representation and increase the informativeness of the whole conversation. To the best of our knowledge, this is the first framework for explainable conversational recommendation on real-world datasets. Moreover, we evaluate EGCR on one benchmark conversational recommendation datasets and achieve better performance on both recommendation accuracy and conversation quality than other state-of-the art models. Finally, extensive experiments demonstrate that generated explanations are not only having high quality and explainability, but also making CRS more trustworthy. We will make our code available to contribute to the CRS community

arXiv:2211.16152공식 코드 · Papers with Code

Wavelet Diffusion Models are fast and scalable Image Generators

Diffusion models are rising as a powerful solution for high-fidelity image generation, which exceeds GANs in quality in many circumstances. However, their slow training and inference speed is a huge bottleneck, blocking them from being used in real-time applications. A recent DiffusionGAN method significantly decreases the models' running time by reducing the number of sampling steps from thousands to several, but their speeds still largely lag behind the GAN counterparts. This paper aims to reduce the speed gap by proposing a novel wavelet-based diffusion scheme. We extract low-and-high frequency components from both image and feature levels via wavelet decomposition and adaptively handle these components for faster processing while maintaining good generation quality. Furthermore, we propose to use a reconstruction term, which effectively boosts the model training convergence. Experimental results on CelebA-HQ, CIFAR-10, LSUN-Church, and STL-10 datasets prove our solution is a stepping-stone to offering real-time and high-fidelity diffusion models. Our code and pre-trained checkpoints are available at \url{https://github.com/VinAIResearch/WaveDiff.git}.

arXiv:2301.00427공식 코드 · Papers with Code

Conditional Diffusion Based on Discrete Graph Structures for Molecular Graph Generation

Learning the underlying distribution of molecular graphs and generating high-fidelity samples is a fundamental research problem in drug discovery and material science. However, accurately modeling distribution and rapidly generating novel molecular graphs remain crucial and challenging goals. To accomplish these goals, we propose a novel Conditional Diffusion model based on discrete Graph Structures (CDGS) for molecular graph generation. Specifically, we construct a forward graph diffusion process on both graph structures and inherent features through stochastic differential equations (SDE) and derive discrete graph structures as the condition for reverse generative processes. We present a specialized hybrid graph noise prediction model that extracts the global context and the local node-edge dependency from intermediate graph states. We further utilize ordinary differential equation (ODE) solvers for efficient graph sampling, based on the semi-linear structure of the probability flow ODE. Experiments on diverse datasets validate the effectiveness of our framework. Particularly, the proposed method still generates high-quality molecular graphs in a limited number of steps. Our code is provided in https://github.com/GRAPH-0/CDGS.

arXiv:2310.10594공식 코드 · Papers with Code

Motion2Language, unsupervised learning of synchronized semantic motion segmentation

In this paper, we investigate building a sequence to sequence architecture for motion to language translation and synchronization. The aim is to translate motion capture inputs into English natural-language descriptions, such that the descriptions are generated synchronously with the actions performed, enabling semantic segmentation as a byproduct, but without requiring synchronized training data. We propose a new recurrent formulation of local attention that is suited for synchronous/live text generation, as well as an improved motion encoder architecture better suited to smaller data and for synchronous generation. We evaluate both contributions in individual experiments, using the standard BLEU4 metric, as well as a simple semantic equivalence measure, on the KIT motion language dataset. In a follow-up experiment, we assess the quality of the synchronization of generated text in our proposed approaches through multiple evaluation metrics. We find that both contributions to the attention mechanism and the encoder architecture additively improve the quality of generated text (BLEU and semantic equivalence), but also of synchronization. Our code is available at https://github.com/rd20karim/M2T-Segmentation/tree/main

arXiv:2403.15364

Towards Knowledge-Grounded Natural Language Understanding and Generation

This thesis investigates how natural language understanding and generation with transformer models can benefit from grounding the models with knowledge representations and addresses the following key research questions: (i) Can knowledge of entities extend its benefits beyond entity-centric tasks, such as entity linking? (ii) How can we faithfully and effectively extract such structured knowledge from raw text, especially noisy web text? (iii) How do other types of knowledge, beyond structured knowledge, contribute to improving NLP tasks? Studies in this thesis find that incorporating relevant and up-to-date knowledge of entities benefits fake news detection, and entity-focused code-switching significantly enhances zero-shot cross-lingual transfer on entity-centric tasks. In terms of effective and faithful approaches to extracting structured knowledge, it is observed that integrating negative examples and training with entity planning significantly improves performance. Additionally, it is established that other general forms of knowledge, such as parametric and distilled knowledge, enhance multimodal and multilingual knowledge-intensive tasks. This research shows the tangible benefits of diverse knowledge integration and motivates further exploration in this direction.

arXiv:2406.07251공식 코드 · Papers with Code

Is One GPU Enough? Pushing Image Generation at Higher-Resolutions with Foundation Models

In this work, we introduce Pixelsmith, a zero-shot text-to-image generative framework to sample images at higher resolutions with a single GPU. We are the first to show that it is possible to scale the output of a pre-trained diffusion model by a factor of 1000, opening the road for gigapixel image generation at no additional cost. Our cascading method uses the image generated at the lowest resolution as a baseline to sample at higher resolutions. For the guidance, we introduce the Slider, a tunable mechanism that fuses the overall structure contained in the first-generated image with enhanced fine details. At each inference step, we denoise patches rather than the entire latent space, minimizing memory demands such that a single GPU can handle the process, regardless of the image's resolution. Our experimental results show that Pixelsmith not only achieves higher quality and diversity compared to existing techniques, but also reduces sampling time and artifacts. The code for our work is available at https://github.com/Thanos-DB/Pixelsmith.

arXiv:2406.08979공식 코드 · Papers with Code

Multi-Agent Collaboration via Cross-Team Orchestration

Large Language Models (LLMs) have significantly impacted various domains, especially through organized LLM-driven autonomous agents. A representative scenario is in software development, where agents can collaborate in a team like humans, following predefined phases to complete sub-tasks sequentially. However, for an agent team, each phase yields only one possible outcome. This results in the completion of only one development chain, thereby losing the opportunity to explore multiple potential decision paths within the solution space. Consequently leading to suboptimal results or extensive trial and error. To address this, we introduce Cross-Team Orchestration (Croto), a scalable multi-team framework that enables orchestrated teams to jointly propose various task-oriented solutions and interact with their insights in a self-independence while cross-team collaboration environment for superior solutions generation. Experiments reveal a notable increase in software quality compared to state-of-the-art baselines. We further tested our framework on story generation tasks, which demonstrated a promising generalization ability of our framework in other domains. The code and data is available at https://github.com/OpenBMB/ChatDev/tree/macnet

arXiv:2407.09388공식 코드 · Papers with Code

GAVEL: Generating Games Via Evolution and Language Models

Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previously unseen games. Prior work in automated game generation has largely focused on relatively restricted rule representations and relied on domain-specific heuristics. In this work, we explore the generation of novel games in the comparatively expansive Ludii game description language, which encodes the rules of over 1000 board games in a variety of styles and modes of play. We draw inspiration from recent advances in large language models and evolutionary computation in order to train a model that intelligently mutates and recombines games and mechanics expressed as code. We demonstrate both quantitatively and qualitatively that our approach is capable of generating new and interesting games, including in regions of the potential rules space not covered by existing games in the Ludii dataset. A sample of the generated games are available to play online through the Ludii portal.

arXiv:2410.09403공식 코드 · Papers with Code

Many Heads Are Better Than One: Improved Scientific Idea Generation by A LLM-Based Multi-Agent System

The rapid advancement of scientific progress requires innovative tools that can accelerate knowledge discovery. Although recent AI methods, particularly large language models (LLMs), have shown promise in tasks such as hypothesis generation and experimental design, they fall short of replicating the collaborative nature of real-world scientific practices, where diverse experts work together in teams to tackle complex problems. To address the limitations, we propose an LLM-based multi-agent system, i.e., Virtual Scientists (VirSci), designed to mimic the teamwork inherent in scientific research. VirSci organizes a team of agents to collaboratively generate, evaluate, and refine research ideas. Through comprehensive experiments, we demonstrate that this multi-agent approach outperforms the state-of-the-art method in producing novel scientific ideas. We further investigate the collaboration mechanisms that contribute to its tendency to produce ideas with higher novelty, offering valuable insights to guide future research and illuminating pathways toward building a robust system for autonomous scientific discovery. The code is available at https://github.com/open-sciencelab/Virtual-Scientists.

arXiv:2412.09008

MS2Mesh-XR: Multi-modal Sketch-to-Mesh Generation in XR Environments

We present MS2Mesh-XR, a novel multi-modal sketch-to-mesh generation pipeline that enables users to create realistic 3D objects in extended reality (XR) environments using hand-drawn sketches assisted by voice inputs. In specific, users can intuitively sketch objects using natural hand movements in mid-air within a virtual environment. By integrating voice inputs, we devise ControlNet to infer realistic images based on the drawn sketches and interpreted text prompts. Users can then review and select their preferred image, which is subsequently reconstructed into a detailed 3D mesh using the Convolutional Reconstruction Model. In particular, our proposed pipeline can generate a high-quality 3D mesh in less than 20 seconds, allowing for immersive visualization and manipulation in run-time XR scenes. We demonstrate the practicability of our pipeline through two use cases in XR settings. By leveraging natural user inputs and cutting-edge generative AI capabilities, our approach can significantly facilitate XR-based creative production and enhance user experiences. Our code and demo will be available at: https://yueqiu0911.github.io/MS2Mesh-XR/

arXiv:2505.16132공식 코드 · Papers with Code

Beamforming-Codebook-Aware Channel Knowledge Map Construction for Multi-Antenna Systems

Channel knowledge map (CKM) has emerged as a crucial technology for next-generation communication, enabling the construction of high-fidelity mappings between spatial environments and channel parameters via electromagnetic information analysis. Traditional CKM construction methods like ray tracing are computationally intensive. Recent studies utilizing neural networks (NNs) have achieved efficient CKM generation with reduced computational complexity and real-time processing capabilities. Nevertheless, existing research predominantly focuses on single-antenna systems, failing to address the beamforming requirements inherent to MIMO configurations. Given that appropriate precoding vector selection in MIMO systems can substantially enhance user communication rates, this paper presents a TransUNet-based framework for constructing CKM, which effectively incorporates discrete Fourier transform (DFT) precoding vectors. The proposed architecture combines a UNet backbone for multiscale feature extraction with a Transformer module to capture global dependencies among encoded linear vectors. Experimental results demonstrate that the proposed method outperforms state-of-the-art (SOTA) deep learning (DL) approaches, yielding a 17\% improvement in RMSE compared to RadioWNet. The code is publicly accessible at https://github.com/github-whh/TransUNet.