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arXiv:2412.11378

FinLoRA: Finetuning Quantized Financial Large Language Models Using Low-Rank Adaptation

Finetuned large language models (LLMs) have shown remarkable performance in financial tasks, such as sentiment analysis and information retrieval. Due to privacy concerns, finetuning and deploying Financial LLMs (FinLLMs) locally are crucial for institutions. However, finetuning FinLLMs poses challenges including GPU memory constraints and long input sequences. In this paper, we employ quantized low-rank adaptation (QLoRA) to finetune FinLLMs, which leverage low-rank matrix decomposition and quantization techniques to significantly reduce computational requirements while maintaining high model performance. We also employ data and pipeline parallelism to enable local finetuning using cost-effective, widely accessible GPUs. Experiments on financial datasets demonstrate that our method achieves substantial improvements in accuracy, GPU memory usage, and time efficiency, underscoring the potential of lowrank methods for scalable and resource-efficient LLM finetuning.

arXiv:2412.11193공식 코드 · Papers with Code

Light-T2M: A Lightweight and Fast Model for Text-to-motion Generation

Despite the significant role text-to-motion (T2M) generation plays across various applications, current methods involve a large number of parameters and suffer from slow inference speeds, leading to high usage costs. To address this, we aim to design a lightweight model to reduce usage costs. First, unlike existing works that focus solely on global information modeling, we recognize the importance of local information modeling in the T2M task by reconsidering the intrinsic properties of human motion, leading us to propose a lightweight Local Information Modeling Module. Second, we introduce Mamba to the T2M task, reducing the number of parameters and GPU memory demands, and we have designed a novel Pseudo-bidirectional Scan to replicate the effects of a bidirectional scan without increasing parameter count. Moreover, we propose a novel Adaptive Textual Information Injector that more effectively integrates textual information into the motion during generation. By integrating the aforementioned designs, we propose a lightweight and fast model named Light-T2M. Compared to the state-of-the-art method, MoMask, our Light-T2M model features just 10\% of the parameters (4.48M vs 44.85M) and achieves a 16\% faster inference time (0.152s vs 0.180s), while surpassing MoMask with an FID of \textbf{0.040} (vs. 0.045) on HumanML3D dataset and 0.161 (vs. 0.228) on KIT-ML dataset. The code is available at https://github.com/qinghuannn/light-t2m.

arXiv:2412.12096공식 코드 · Papers with Code

PanSplat: 4K Panorama Synthesis with Feed-Forward Gaussian Splatting

With the advent of portable 360{\deg} cameras, panorama has gained significant attention in applications like virtual reality (VR), virtual tours, robotics, and autonomous driving. As a result, wide-baseline panorama view synthesis has emerged as a vital task, where high resolution, fast inference, and memory efficiency are essential. Nevertheless, existing methods are typically constrained to lower resolutions (512 $\times$ 1024) due to demanding memory and computational requirements. In this paper, we present PanSplat, a generalizable, feed-forward approach that efficiently supports resolution up to 4K (2048 $\times$ 4096). Our approach features a tailored spherical 3D Gaussian pyramid with a Fibonacci lattice arrangement, enhancing image quality while reducing information redundancy. To accommodate the demands of high resolution, we propose a pipeline that integrates a hierarchical spherical cost volume and Gaussian heads with local operations, enabling two-step deferred backpropagation for memory-efficient training on a single A100 GPU. Experiments demonstrate that PanSplat achieves state-of-the-art results with superior efficiency and image quality across both synthetic and real-world datasets. Code will be available at \url{https://github.com/chengzhag/PanSplat}.

arXiv:2412.11762

GS-ProCams: Gaussian Splatting-based Projector-Camera Systems

We present GS-ProCams, the first Gaussian Splatting-based framework for projector-camera systems (ProCams). GS-ProCams significantly enhances the efficiency of projection mapping (PM) that requires establishing geometric and radiometric mappings between the projector and the camera. Previous CNN-based ProCams are constrained to a specific viewpoint, limiting their applicability to novel perspectives. In contrast, NeRF-based ProCams support view-agnostic projection mapping, however, they require an additional colocated light source and demand significant computational and memory resources. To address this issue, we propose GS-ProCams that employs 2D Gaussian for scene representations, and enables efficient view-agnostic ProCams applications. In particular, we explicitly model the complex geometric and photometric mappings of ProCams using projector responses, the target surface's geometry and materials represented by Gaussians, and global illumination component. Then, we employ differentiable physically-based rendering to jointly estimate them from captured multi-view projections. Compared to state-of-the-art NeRF-based methods, our GS-ProCams eliminates the need for additional devices, achieving superior ProCams simulation quality. It is also 600 times faster and uses only 1/10 of the GPU memory.

arXiv:2412.11685

Ultra-High-Definition Dynamic Multi-Exposure Image Fusion via Infinite Pixel Learning

With the continuous improvement of device imaging resolution, the popularity of Ultra-High-Definition (UHD) images is increasing. Unfortunately, existing methods for fusing multi-exposure images in dynamic scenes are designed for low-resolution images, which makes them inefficient for generating high-quality UHD images on a resource-constrained device. To alleviate the limitations of extremely long-sequence inputs, inspired by the Large Language Model (LLM) for processing infinitely long texts, we propose a novel learning paradigm to achieve UHD multi-exposure dynamic scene image fusion on a single consumer-grade GPU, named Infinite Pixel Learning (IPL). The design of our approach comes from three key components: The first step is to slice the input sequences to relieve the pressure generated by the model processing the data stream; Second, we develop an attention cache technique, which is similar to KV cache for infinite data stream processing; Finally, we design a method for attention cache compression to alleviate the storage burden of the cache on the device. In addition, we provide a new UHD benchmark to evaluate the effectiveness of our method. Extensive experimental results show that our method maintains high-quality visual performance while fusing UHD dynamic multi-exposure images in real-time (>40fps) on a single consumer-grade GPU.

arXiv:2412.12089

Stabilizing Reinforcement Learning in Differentiable Multiphysics Simulation

Recent advances in GPU-based parallel simulation have enabled practitioners to collect large amounts of data and train complex control policies using deep reinforcement learning (RL), on commodity GPUs. However, such successes for RL in robotics have been limited to tasks sufficiently simulated by fast rigid-body dynamics. Simulation techniques for soft bodies are comparatively several orders of magnitude slower, thereby limiting the use of RL due to sample complexity requirements. To address this challenge, this paper presents both a novel RL algorithm and a simulation platform to enable scaling RL on tasks involving rigid bodies and deformables. We introduce Soft Analytic Policy Optimization (SAPO), a maximum entropy first-order model-based actor-critic RL algorithm, which uses first-order analytic gradients from differentiable simulation to train a stochastic actor to maximize expected return and entropy. Alongside our approach, we develop Rewarped, a parallel differentiable multiphysics simulation platform that supports simulating various materials beyond rigid bodies. We re-implement challenging manipulation and locomotion tasks in Rewarped, and show that SAPO outperforms baselines over a range of tasks that involve interaction between rigid bodies, articulations, and deformables. Additional details at https://rewarped.github.io/.

arXiv:2412.10231

SuperGSeg: Open-Vocabulary 3D Segmentation with Structured Super-Gaussians

3D Gaussian Splatting has recently gained traction for its efficient training and real-time rendering. While the vanilla Gaussian Splatting representation is mainly designed for view synthesis, more recent works investigated how to extend it with scene understanding and language features. However, existing methods lack a detailed comprehension of scenes, limiting their ability to segment and interpret complex structures. To this end, We introduce SuperGSeg, a novel approach that fosters cohesive, context-aware scene representation by disentangling segmentation and language field distillation. SuperGSeg first employs neural Gaussians to learn instance and hierarchical segmentation features from multi-view images with the aid of off-the-shelf 2D masks. These features are then leveraged to create a sparse set of what we call Super-Gaussians. Super-Gaussians facilitate the distillation of 2D language features into 3D space. Through Super-Gaussians, our method enables high-dimensional language feature rendering without extreme increases in GPU memory. Extensive experiments demonstrate that SuperGSeg outperforms prior works on both open-vocabulary object localization and semantic segmentation tasks.

arXiv:2412.10078

Toy-GS: Assembling Local Gaussians for Precisely Rendering Large-Scale Free Camera Trajectories

Currently, 3D rendering for large-scale free camera trajectories, namely, arbitrary input camera trajectories, poses significant challenges: 1) The distribution and observation angles of the cameras are irregular, and various types of scenes are included in the free trajectories; 2) Processing the entire point cloud and all images at once for large-scale scenes requires a substantial amount of GPU memory. This paper presents a Toy-GS method for accurately rendering large-scale free camera trajectories. Specifically, we propose an adaptive spatial division approach for free trajectories to divide cameras and the sparse point cloud of the entire scene into various regions according to camera poses. Training each local Gaussian in parallel for each area enables us to concentrate on texture details and minimize GPU memory usage. Next, we use the multi-view constraint and position-aware point adaptive control (PPAC) to improve the rendering quality of texture details. In addition, our regional fusion approach combines local and global Gaussians to enhance rendering quality with an increasing number of divided areas. Extensive experiments have been carried out to confirm the effectiveness and efficiency of Toy-GS, leading to state-of-the-art results on two public large-scale datasets as well as our SCUTic dataset. Our proposal demonstrates an enhancement of 1.19 dB in PSNR and conserves 7 G of GPU memory when compared to various benchmarks.

arXiv:2412.09844공식 코드 · Papers with Code

Real-time Identity Defenses against Malicious Personalization of Diffusion Models

Personalized generative diffusion models, capable of synthesizing highly realistic images based on a few reference portraits, may pose substantial social, ethical, and legal risks via identity replication. Existing defense mechanisms rely on computationally intensive adversarial perturbations tailored to individual images, rendering them impractical for real-world deployment. This study introduces the Real-time Identity Defender (RID), a neural network designed to generate adversarial perturbations through a single forward pass, bypassing the need for image-specific optimization. RID achieves unprecedented efficiency, with defense times as low as 0.12 seconds on a single NVIDIA A100 80G GPU (4,400 times faster than leading methods) and 1.1 seconds per image on a standard Intel i9 CPU, making it suitable for edge devices such as smartphones. Despite its efficiency, RID achieves promising protection performance across visual and quantitative benchmarks, effectively mitigating identity replication risks. Our analysis reveals that RID's perturbations mimic the efficacy of traditional defenses while exhibiting properties distinct from natural noise, such as Gaussian perturbations. To enhance robustness, we extend RID into an ensemble framework that integrates multiple pre-trained text-to-image diffusion models, ensuring resilience against black-box attacks and post-processing techniques, including image compression and purification. Our model is envisioned to play a crucial role in safeguarding portrait rights, thereby preventing illegal and unethical uses.

arXiv:2412.09856

LinGen: Towards High-Resolution Minute-Length Text-to-Video Generation with Linear Computational Complexity

Text-to-video generation enhances content creation but is highly computationally intensive: The computational cost of Diffusion Transformers (DiTs) scales quadratically in the number of pixels. This makes minute-length video generation extremely expensive, limiting most existing models to generating videos of only 10-20 seconds length. We propose a Linear-complexity text-to-video Generation (LinGen) framework whose cost scales linearly in the number of pixels. For the first time, LinGen enables high-resolution minute-length video generation on a single GPU without compromising quality. It replaces the computationally-dominant and quadratic-complexity block, self-attention, with a linear-complexity block called MATE, which consists of an MA-branch and a TE-branch. The MA-branch targets short-to-long-range correlations, combining a bidirectional Mamba2 block with our token rearrangement method, Rotary Major Scan, and our review tokens developed for long video generation. The TE-branch is a novel TEmporal Swin Attention block that focuses on temporal correlations between adjacent tokens and medium-range tokens. The MATE block addresses the adjacency preservation issue of Mamba and improves the consistency of generated videos significantly. Experimental results show that LinGen outperforms DiT (with a 75.6% win rate) in video quality with up to 15$\times$ (11.5$\times$) FLOPs (latency) reduction. Furthermore, both automatic metrics and human evaluation demonstrate our LinGen-4B yields comparable video quality to state-of-the-art models (with a 50.5%, 52.1%, 49.1% win rate with respect to Gen-3, LumaLabs, and Kling, respectively). This paves the way to hour-length movie generation and real-time interactive video generation. We provide 68s video generation results and more examples in our project website: https://lineargen.github.io/.

arXiv:2412.07290

CEEMS: A Resource Manager Agnostic Energy and Emissions Monitoring Stack

With the rapid acceleration of ML/AI research in the last couple of years, the energy consumption of the Information and Communication Technology (ICT) domain has rapidly increased. As a major part of this energy consumption is due to users' workloads, it is evident that users need to be aware of the energy footprint of their applications. Compute Energy and Emissions Monitoring Stack (CEEMS) has been designed to address this issue. CEEMS can report energy consumption and equivalent emissions of user workloads in real time for HPC and cloud platforms alike. Besides CPU energy usage, it supports reporting energy usage of workloads on NVIDIA and AMD GPU accelerators. CEEMS has been built around the prominent open-source tools in the observability eco-system like Prometheus and Grafana. CEEMS has been designed to be extensible and it allows the Data Center (DC) operators to easily define the energy estimation rules of user workloads based on the underlying hardware. This paper explains the architectural overview of CEEMS, data sources that are used to measure energy usage and estimate equivalent emissions and potential use cases of CEEMS from operator and user perspectives. Finally, the paper will conclude by describing how CEEMS deployment on the Jean-Zay supercomputing platform is capable of monitoring more than 1400 nodes that have a daily job churn rate of around 20k jobs.

arXiv:2412.09002

Stellar parameter prediction and spectral simulation using machine learning

We applied machine learning to the entire data history of ESO's High Accuracy Radial Velocity Planet Searcher (HARPS) instrument. Our primary goal was to recover the physical properties of the observed objects, with a secondary emphasis on simulating spectra. We systematically investigated the impact of various factors on the accuracy and fidelity of the results, including the use of simulated data, the effect of varying amounts of real training data, network architectures, and learning paradigms. Our approach integrates supervised and unsupervised learning techniques within autoencoder frameworks. Our methodology leverages an existing simulation model that utilizes a library of existing stellar spectra in which the emerging flux is computed from first principles rooted in physics and a HARPS instrument model to generate simulated spectra comparable to observational data. We trained standard and variational autoencoders on HARPS data to predict spectral parameters and generate spectra. Our models excel at predicting spectral parameters and compressing real spectra, and they achieved a mean prediction error of approximately 50 K for effective temperatures, making them relevant for most astrophysical applications. Furthermore, the models predict metallicity ([M/H]) and surface gravity (log g) with an accuracy of approximately 0.03 dex and 0.04 dex, respectively, underscoring their broad applicability in astrophysical research. The models' computational efficiency, with processing times of 779.6 ms on CPU and 3.97 ms on GPU, makes them valuable for high-throughput applications like massive spectroscopic surveys and large archival studies. By achieving accuracy comparable to classical methods with significantly reduced computation time, our methodology enhances the scope and efficiency of spectroscopic analysis.

arXiv:2412.08992

Benchmarking of GPU-optimized Quantum-Inspired Evolutionary Optimization Algorithm using Functional Analysis

This article presents a comparative analysis of GPU-parallelized implementations of the quantum-inspired evolutionary optimization (QIEO) approach and one of the well-known classical metaheuristic techniques, the genetic algorithm (GA). The study assesses the performance of both algorithms on highly non-linear, non-convex, and non-separable function optimization problems, viz., Ackley, Rosenbrock, and Rastrigin, that are representative of the complex real-world optimization problems. The performance of these algorithms is checked by varying the population sizes by keeping all other parameters constant and comparing the fitness value it reached along with the number of function evaluations they required for convergence. The results demonstrate that QIEO performs better for these functions than GA, by achieving the target fitness with fewer function evaluations and significantly reducing the total optimization time approximately three times for the Ackley function and four times for the Rosenbrock and Rastrigin functions. Furthermore, QIEO exhibits greater consistency across trials, with a steady convergence rate that leads to a more uniform number of function evaluations, highlighting its reliability in solving challenging optimization problems. The findings indicate that QIEO is a promising alternative to GA for these kind of functions.

arXiv:2412.09183

Dimensionality Reduction Techniques for Global Bayesian Optimisation

Bayesian Optimisation (BO) is a state-of-the-art global optimisation technique for black-box problems where derivative information is unavailable, and sample efficiency is crucial. However, improving the general scalability of BO has proved challenging. Here, we explore Latent Space Bayesian Optimisation (LSBO), that applies dimensionality reduction to perform BO in a reduced-dimensional subspace. While early LSBO methods used (linear) random projections (Wang et al., 2013), we employ Variational Autoencoders (VAEs) to manage more complex data structures and general DR tasks. Building on Grosnit et. al. (2021), we analyse the VAE-based LSBO framework, focusing on VAE retraining and deep metric loss. We suggest a few key corrections in their implementation, originally designed for tasks such as molecule generation, and reformulate the algorithm for broader optimisation purposes. Our numerical results show that structured latent manifolds improve BO performance. Additionally, we examine the use of the Mat\'{e}rn-$\frac{5}{2}$ kernel for Gaussian Processes in this LSBO context. We also integrate Sequential Domain Reduction (SDR), a standard global optimization efficiency strategy, into BO. SDR is included in a GPU-based environment using \textit{BoTorch}, both in the original and VAE-generated latent spaces, marking the first application of SDR within LSBO.

arXiv:2412.09608공식 코드 · Papers with Code

Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

arXiv:2412.09388

All You Need in Knowledge Distillation Is a Tailored Coordinate System

Knowledge Distillation (KD) is essential in transferring dark knowledge from a large teacher to a small student network, such that the student can be much more efficient than the teacher but with comparable accuracy. Existing KD methods, however, rely on a large teacher trained specifically for the target task, which is both very inflexible and inefficient. In this paper, we argue that a SSL-pretrained model can effectively act as the teacher and its dark knowledge can be captured by the coordinate system or linear subspace where the features lie in. We then need only one forward pass of the teacher, and then tailor the coordinate system (TCS) for the student network. Our TCS method is teacher-free and applies to diverse architectures, works well for KD and practical few-shot learning, and allows cross-architecture distillation with large capacity gap. Experiments show that TCS achieves significantly higher accuracy than state-of-the-art KD methods, while only requiring roughly half of their training time and GPU memory costs.

arXiv:2412.08832공식 코드 · Papers with Code

HadaCore: Tensor Core Accelerated Hadamard Transform Kernel

We present HadaCore, a modified Fast Walsh-Hadamard Transform (FWHT) algorithm optimized for the Tensor Cores present in modern GPU hardware. HadaCore follows the recursive structure of the original FWHT algorithm, achieving the same asymptotic runtime complexity but leveraging a hardware-aware work decomposition that benefits from Tensor Core acceleration. This reduces bottlenecks from compute and data exchange. On Nvidia A100 and H100 GPUs, HadaCore achieves speedups of 1.1-1.4x and 1.0-1.3x, with a peak gain of 3.5x and 3.6x respectively, when compared to the existing state-of-the-art implementation of the original algorithm. We also show that when using FP16 or BF16, our implementation is numerically accurate, enabling comparable accuracy on MMLU benchmarks when used in an end-to-end Llama3 inference run with quantized (FP8) attention.

arXiv:2412.08534

Protecting Confidentiality, Privacy and Integrity in Collaborative Learning

A collaboration between dataset owners and model owners is needed to facilitate effective machine learning (ML) training. During this collaboration, however, dataset owners and model owners want to protect the confidentiality of their respective assets (i.e., datasets, models and training code), with the dataset owners also caring about the privacy of individual users whose data is in their datasets. Existing solutions either provide limited confidentiality for models and training code, or suffer from privacy issues due to collusion. We present Citadel++, a collaborative ML training system designed to simultaneously protect the confidentiality of datasets, models and training code as well as the privacy of individual users. Citadel++ enhances differential privacy mechanisms to safeguard the privacy of individual user data while maintaining model utility. By employing Virtual Machine-level Trusted Execution Environments (TEEs) as well as the improved sandboxing and integrity mechanisms through OS-level techniques, Citadel++ effectively preserves the confidentiality of datasets, models and training code, and enforces our privacy mechanisms even when the models and training code have been maliciously designed. Our experiments show that Citadel++ provides model utility and performance while adhering to the confidentiality and privacy requirements of dataset owners and model owners, outperforming the state-of-the-art privacy-preserving training systems by up to 543x on CPU and 113x on GPU TEEs.

arXiv:2412.07889

Low-Latency Scalable Streaming for Event-Based Vision

Recently, we have witnessed the rise of novel ``event-based'' camera sensors for high-speed, low-power video capture. Rather than recording discrete image frames, these sensors output asynchronous ``event'' tuples with microsecond precision, only when the brightness change of a given pixel exceeds a certain threshold. Although these sensors have enabled compelling new computer vision applications, these applications often require expensive, power-hungry GPU systems, rendering them incompatible for deployment on the low-power devices for which event cameras are optimized. Whereas receiver-driven rate adaptation is a crucial feature of modern video streaming solutions, this topic is underexplored in the realm of event-based vision systems. On a real-world event camera dataset, we first demonstrate that a state-of-the-art object detection application is resilient to dramatic data loss, and that this loss may be weighted towards the end of each temporal window. We then propose a scalable streaming method for event-based data based on Media Over QUIC, prioritizing object detection performance and low latency. The application server can receive complementary event data across several streams simultaneously, and drop streams as needed to maintain a certain latency. With a latency target of 5 ms for end-to-end transmission across a small network, we observe an average reduction in detection mAP as low as 0.36. With a more relaxed latency target of 50 ms, we observe an average mAP reduction as low as 0.19.

arXiv:2412.08628공식 코드 · Papers with Code

EOV-Seg: Efficient Open-Vocabulary Panoptic Segmentation

Open-vocabulary panoptic segmentation aims to segment and classify everything in diverse scenes across an unbounded vocabulary. Existing methods typically employ two-stage or single-stage framework. The two-stage framework involves cropping the image multiple times using masks generated by a mask generator, followed by feature extraction, while the single-stage framework relies on a heavyweight mask decoder to make up for the lack of spatial position information through self-attention and cross-attention in multiple stacked Transformer blocks. Both methods incur substantial computational overhead, thereby hindering the efficiency of model inference. To fill the gap in efficiency, we propose EOV-Seg, a novel single-stage, shared, efficient, and spatialaware framework designed for open-vocabulary panoptic segmentation. Specifically, EOV-Seg innovates in two aspects. First, a Vocabulary-Aware Selection (VAS) module is proposed to improve the semantic comprehension of visual aggregated features and alleviate the feature interaction burden on the mask decoder. Second, we introduce a Two-way Dynamic Embedding Experts (TDEE), which efficiently utilizes the spatial awareness capabilities of ViT-based CLIP backbone. To the best of our knowledge, EOV-Seg is the first open-vocabulary panoptic segmentation framework towards efficiency, which runs faster and achieves competitive performance compared with state-of-the-art methods. Specifically, with COCO training only, EOV-Seg achieves 24.5 PQ, 32.1 mIoU, and 11.6 FPS on the ADE20K dataset and the inference time of EOV-Seg is 4-19 times faster than state-of-theart methods. Especially, equipped with ResNet50 backbone, EOV-Seg runs 23.8 FPS with only 71M parameters on a single RTX 3090 GPU. Code is available at https://github.com/nhw649/EOV-Seg.