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SubscribeSCONE: Surface Coverage Optimization in Unknown Environments by Volumetric Integration
Next Best View computation (NBV) is a long-standing problem in robotics, and consists in identifying the next most informative sensor position(s) for reconstructing a 3D object or scene efficiently and accurately. Like most current methods, we consider NBV prediction from a depth sensor like Lidar systems. Learning-based methods relying on a volumetric representation of the scene are suitable for path planning, but have lower accuracy than methods using a surface-based representation. However, the latter do not scale well with the size of the scene and constrain the camera to a small number of poses. To obtain the advantages of both representations, we show that we can maximize surface metrics by Monte Carlo integration over a volumetric representation. In particular, we propose an approach, SCONE, that relies on two neural modules: The first module predicts occupancy probability in the entire volume of the scene. Given any new camera pose, the second module samples points in the scene based on their occupancy probability and leverages a self-attention mechanism to predict the visibility of the samples. Finally, we integrate the visibility to evaluate the gain in surface coverage for the new camera pose. NBV is selected as the pose that maximizes the gain in total surface coverage. Our method scales to large scenes and handles free camera motion: It takes as input an arbitrarily large point cloud gathered by a depth sensor as well as camera poses to predict NBV. We demonstrate our approach on a novel dataset made of large and complex 3D scenes.
Feed Two Birds with One Scone: Exploiting Wild Data for Both Out-of-Distribution Generalization and Detection
Modern machine learning models deployed in the wild can encounter both covariate and semantic shifts, giving rise to the problems of out-of-distribution (OOD) generalization and OOD detection respectively. While both problems have received significant research attention lately, they have been pursued independently. This may not be surprising, since the two tasks have seemingly conflicting goals. This paper provides a new unified approach that is capable of simultaneously generalizing to covariate shifts while robustly detecting semantic shifts. We propose a margin-based learning framework that exploits freely available unlabeled data in the wild that captures the environmental test-time OOD distributions under both covariate and semantic shifts. We show both empirically and theoretically that the proposed margin constraint is the key to achieving both OOD generalization and detection. Extensive experiments show the superiority of our framework, outperforming competitive baselines that specialize in either OOD generalization or OOD detection. Code is publicly available at https://github.com/deeplearning-wisc/scone.
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
Distilling Diffusion Models to Efficient 3D LiDAR Scene Completion
Diffusion models have been applied to 3D LiDAR scene completion due to their strong training stability and high completion quality. However, the slow sampling speed limits the practical application of diffusion-based scene completion models since autonomous vehicles require an efficient perception of surrounding environments. This paper proposes a novel distillation method tailored for 3D LiDAR scene completion models, dubbed ScoreLiDAR, which achieves efficient yet high-quality scene completion. ScoreLiDAR enables the distilled model to sample in significantly fewer steps after distillation. To improve completion quality, we also introduce a novel Structural Loss, which encourages the distilled model to capture the geometric structure of the 3D LiDAR scene. The loss contains a scene-wise term constraining the holistic structure and a point-wise term constraining the key landmark points and their relative configuration. Extensive experiments demonstrate that ScoreLiDAR significantly accelerates the completion time from 30.55 to 5.37 seconds per frame (>5times) on SemanticKITTI and achieves superior performance compared to state-of-the-art 3D LiDAR scene completion models. Our code is publicly available at https://github.com/happyw1nd/ScoreLiDAR.
SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding
3D vision-language grounding, which focuses on aligning language with the 3D physical environment, stands as a cornerstone in the development of embodied agents. In comparison to recent advancements in the 2D domain, grounding language in 3D scenes faces several significant challenges: (i) the inherent complexity of 3D scenes due to the diverse object configurations, their rich attributes, and intricate relationships; (ii) the scarcity of paired 3D vision-language data to support grounded learning; and (iii) the absence of a unified learning framework to distill knowledge from grounded 3D data. In this work, we aim to address these three major challenges in 3D vision-language by examining the potential of systematically upscaling 3D vision-language learning in indoor environments. We introduce the first million-scale 3D vision-language dataset, SceneVerse, encompassing about 68K 3D indoor scenes and comprising 2.5M vision-language pairs derived from both human annotations and our scalable scene-graph-based generation approach. We demonstrate that this scaling allows for a unified pre-training framework, Grounded Pre-training for Scenes (GPS), for 3D vision-language learning. Through extensive experiments, we showcase the effectiveness of GPS by achieving state-of-the-art performance on all existing 3D visual grounding benchmarks. The vast potential of SceneVerse and GPS is unveiled through zero-shot transfer experiments in the challenging 3D vision-language tasks. Project website: https://scene-verse.github.io .
SCOPE: Optimizing Key-Value Cache Compression in Long-context Generation
Key-Value (KV) cache has become a bottleneck of LLMs for long-context generation. Despite the numerous efforts in this area, the optimization for the decoding phase is generally ignored. However, we believe such optimization is crucial, especially for long-output generation tasks based on the following two observations: (i) Excessive compression during the prefill phase, which requires specific full context impairs the comprehension of the reasoning task; (ii) Deviation of heavy hitters occurs in the reasoning tasks with long outputs. Therefore, SCOPE, a simple yet efficient framework that separately performs KV cache optimization during the prefill and decoding phases, is introduced. Specifically, the KV cache during the prefill phase is preserved to maintain the essential information, while a novel strategy based on sliding is proposed to select essential heavy hitters for the decoding phase. Memory usage and memory transfer are further optimized using adaptive and discontinuous strategies. Extensive experiments on LongGenBench show the effectiveness and generalization of SCOPE and its compatibility as a plug-in to other prefill-only KV compression methods.
ScoreFlow: Mastering LLM Agent Workflows via Score-based Preference Optimization
Recent research has leveraged large language model multi-agent systems for complex problem-solving while trying to reduce the manual effort required to build them, driving the development of automated agent workflow optimization methods. However, existing methods remain inflexible due to representational limitations, a lack of adaptability, and poor scalability when relying on discrete optimization techniques. We address these challenges with ScoreFlow, a simple yet high-performance framework that leverages efficient gradient-based optimization in a continuous space. ScoreFlow incorporates Score-DPO, a novel variant of the direct preference optimization method that accounts for quantitative feedback. Across six benchmarks spanning question answering, coding, and mathematical reasoning, ScoreFlow achieves an 8.2% improvement over existing baselines. Moreover, it empowers smaller models to outperform larger ones with lower inference costs. Project: https://github.com/Gen-Verse/ScoreFlow
RewardSDS: Aligning Score Distillation via Reward-Weighted Sampling
Score Distillation Sampling (SDS) has emerged as an effective technique for leveraging 2D diffusion priors for tasks such as text-to-3D generation. While powerful, SDS struggles with achieving fine-grained alignment to user intent. To overcome this, we introduce RewardSDS, a novel approach that weights noise samples based on alignment scores from a reward model, producing a weighted SDS loss. This loss prioritizes gradients from noise samples that yield aligned high-reward output. Our approach is broadly applicable and can extend SDS-based methods. In particular, we demonstrate its applicability to Variational Score Distillation (VSD) by introducing RewardVSD. We evaluate RewardSDS and RewardVSD on text-to-image, 2D editing, and text-to-3D generation tasks, showing significant improvements over SDS and VSD on a diverse set of metrics measuring generation quality and alignment to desired reward models, enabling state-of-the-art performance. Project page is available at https://itaychachy. github.io/reward-sds/.
HiScene: Creating Hierarchical 3D Scenes with Isometric View Generation
Scene-level 3D generation represents a critical frontier in multimedia and computer graphics, yet existing approaches either suffer from limited object categories or lack editing flexibility for interactive applications. In this paper, we present HiScene, a novel hierarchical framework that bridges the gap between 2D image generation and 3D object generation and delivers high-fidelity scenes with compositional identities and aesthetic scene content. Our key insight is treating scenes as hierarchical "objects" under isometric views, where a room functions as a complex object that can be further decomposed into manipulatable items. This hierarchical approach enables us to generate 3D content that aligns with 2D representations while maintaining compositional structure. To ensure completeness and spatial alignment of each decomposed instance, we develop a video-diffusion-based amodal completion technique that effectively handles occlusions and shadows between objects, and introduce shape prior injection to ensure spatial coherence within the scene. Experimental results demonstrate that our method produces more natural object arrangements and complete object instances suitable for interactive applications, while maintaining physical plausibility and alignment with user inputs.
Score Distillation Sampling with Learned Manifold Corrective
Score Distillation Sampling (SDS) is a recent but already widely popular method that relies on an image diffusion model to control optimization problems using text prompts. In this paper, we conduct an in-depth analysis of the SDS loss function, identify an inherent problem with its formulation, and propose a surprisingly easy but effective fix. Specifically, we decompose the loss into different factors and isolate the component responsible for noisy gradients. In the original formulation, high text guidance is used to account for the noise, leading to unwanted side effects. Instead, we train a shallow network mimicking the timestep-dependent denoising deficiency of the image diffusion model in order to effectively factor it out. We demonstrate the versatility and the effectiveness of our novel loss formulation through several qualitative and quantitative experiments, including optimization-based image synthesis and editing, zero-shot image translation network training, and text-to-3D synthesis.
Stable Score Distillation for High-Quality 3D Generation
Score Distillation Sampling (SDS) has exhibited remarkable performance in conditional 3D content generation. However, a comprehensive understanding of the SDS formulation is still lacking, hindering the development of 3D generation. In this work, we present an interpretation of SDS as a combination of three functional components: mode-disengaging, mode-seeking and variance-reducing terms, and analyze the properties of each. We show that problems such as over-smoothness and color-saturation result from the intrinsic deficiency of the supervision terms and reveal that the variance-reducing term introduced by SDS is sub-optimal. Additionally, we shed light on the adoption of large Classifier-Free Guidance (CFG) scale for 3D generation. Based on the analysis, we propose a simple yet effective approach named Stable Score Distillation (SSD) which strategically orchestrates each term for high-quality 3D generation. Extensive experiments validate the efficacy of our approach, demonstrating its ability to generate high-fidelity 3D content without succumbing to issues such as over-smoothness and over-saturation, even under low CFG conditions with the most challenging NeRF representation.
3DitScene: Editing Any Scene via Language-guided Disentangled Gaussian Splatting
Scene image editing is crucial for entertainment, photography, and advertising design. Existing methods solely focus on either 2D individual object or 3D global scene editing. This results in a lack of a unified approach to effectively control and manipulate scenes at the 3D level with different levels of granularity. In this work, we propose 3DitScene, a novel and unified scene editing framework leveraging language-guided disentangled Gaussian Splatting that enables seamless editing from 2D to 3D, allowing precise control over scene composition and individual objects. We first incorporate 3D Gaussians that are refined through generative priors and optimization techniques. Language features from CLIP then introduce semantics into 3D geometry for object disentanglement. With the disentangled Gaussians, 3DitScene allows for manipulation at both the global and individual levels, revolutionizing creative expression and empowering control over scenes and objects. Experimental results demonstrate the effectiveness and versatility of 3DitScene in scene image editing. Code and online demo can be found at our project homepage: https://zqh0253.github.io/3DitScene/.
ProlificDreamer: High-Fidelity and Diverse Text-to-3D Generation with Variational Score Distillation
Score distillation sampling (SDS) has shown great promise in text-to-3D generation by distilling pretrained large-scale text-to-image diffusion models, but suffers from over-saturation, over-smoothing, and low-diversity problems. In this work, we propose to model the 3D parameter as a random variable instead of a constant as in SDS and present variational score distillation (VSD), a principled particle-based variational framework to explain and address the aforementioned issues in text-to-3D generation. We show that SDS is a special case of VSD and leads to poor samples with both small and large CFG weights. In comparison, VSD works well with various CFG weights as ancestral sampling from diffusion models and simultaneously improves the diversity and sample quality with a common CFG weight (i.e., 7.5). We further present various improvements in the design space for text-to-3D such as distillation time schedule and density initialization, which are orthogonal to the distillation algorithm yet not well explored. Our overall approach, dubbed ProlificDreamer, can generate high rendering resolution (i.e., 512times512) and high-fidelity NeRF with rich structure and complex effects (e.g., smoke and drops). Further, initialized from NeRF, meshes fine-tuned by VSD are meticulously detailed and photo-realistic. Project page: https://ml.cs.tsinghua.edu.cn/prolificdreamer/
Scene Coordinate Reconstruction: Posing of Image Collections via Incremental Learning of a Relocalizer
We address the task of estimating camera parameters from a set of images depicting a scene. Popular feature-based structure-from-motion (SfM) tools solve this task by incremental reconstruction: they repeat triangulation of sparse 3D points and registration of more camera views to the sparse point cloud. We re-interpret incremental structure-from-motion as an iterated application and refinement of a visual relocalizer, that is, of a method that registers new views to the current state of the reconstruction. This perspective allows us to investigate alternative visual relocalizers that are not rooted in local feature matching. We show that scene coordinate regression, a learning-based relocalization approach, allows us to build implicit, neural scene representations from unposed images. Different from other learning-based reconstruction methods, we do not require pose priors nor sequential inputs, and we optimize efficiently over thousands of images. Our method, ACE0 (ACE Zero), estimates camera poses to an accuracy comparable to feature-based SfM, as demonstrated by novel view synthesis. Project page: https://nianticlabs.github.io/acezero/
SteinDreamer: Variance Reduction for Text-to-3D Score Distillation via Stein Identity
Score distillation has emerged as one of the most prevalent approaches for text-to-3D asset synthesis. Essentially, score distillation updates 3D parameters by lifting and back-propagating scores averaged over different views. In this paper, we reveal that the gradient estimation in score distillation is inherent to high variance. Through the lens of variance reduction, the effectiveness of SDS and VSD can be interpreted as applications of various control variates to the Monte Carlo estimator of the distilled score. Motivated by this rethinking and based on Stein's identity, we propose a more general solution to reduce variance for score distillation, termed Stein Score Distillation (SSD). SSD incorporates control variates constructed by Stein identity, allowing for arbitrary baseline functions. This enables us to include flexible guidance priors and network architectures to explicitly optimize for variance reduction. In our experiments, the overall pipeline, dubbed SteinDreamer, is implemented by instantiating the control variate with a monocular depth estimator. The results suggest that SSD can effectively reduce the distillation variance and consistently improve visual quality for both object- and scene-level generation. Moreover, we demonstrate that SteinDreamer achieves faster convergence than existing methods due to more stable gradient updates.
Diffusion Distillation With Direct Preference Optimization For Efficient 3D LiDAR Scene Completion
The application of diffusion models in 3D LiDAR scene completion is limited due to diffusion's slow sampling speed. Score distillation accelerates diffusion sampling but with performance degradation, while post-training with direct policy optimization (DPO) boosts performance using preference data. This paper proposes Distillation-DPO, a novel diffusion distillation framework for LiDAR scene completion with preference aligment. First, the student model generates paired completion scenes with different initial noises. Second, using LiDAR scene evaluation metrics as preference, we construct winning and losing sample pairs. Such construction is reasonable, since most LiDAR scene metrics are informative but non-differentiable to be optimized directly. Third, Distillation-DPO optimizes the student model by exploiting the difference in score functions between the teacher and student models on the paired completion scenes. Such procedure is repeated until convergence. Extensive experiments demonstrate that, compared to state-of-the-art LiDAR scene completion diffusion models, Distillation-DPO achieves higher-quality scene completion while accelerating the completion speed by more than 5-fold. Our method is the first to explore adopting preference learning in distillation to the best of our knowledge and provide insights into preference-aligned distillation. Our code is public available on https://github.com/happyw1nd/DistillationDPO.
Scene-Centric Unsupervised Panoptic Segmentation
Unsupervised panoptic segmentation aims to partition an image into semantically meaningful regions and distinct object instances without training on manually annotated data. In contrast to prior work on unsupervised panoptic scene understanding, we eliminate the need for object-centric training data, enabling the unsupervised understanding of complex scenes. To that end, we present the first unsupervised panoptic method that directly trains on scene-centric imagery. In particular, we propose an approach to obtain high-resolution panoptic pseudo labels on complex scene-centric data, combining visual representations, depth, and motion cues. Utilizing both pseudo-label training and a panoptic self-training strategy yields a novel approach that accurately predicts panoptic segmentation of complex scenes without requiring any human annotations. Our approach significantly improves panoptic quality, e.g., surpassing the recent state of the art in unsupervised panoptic segmentation on Cityscapes by 9.4% points in PQ.
SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes
Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.
Repulsive Score Distillation for Diverse Sampling of Diffusion Models
Score distillation sampling has been pivotal for integrating diffusion models into generation of complex visuals. Despite impressive results it suffers from mode collapse and lack of diversity. To cope with this challenge, we leverage the gradient flow interpretation of score distillation to propose Repulsive Score Distillation (RSD). In particular, we propose a variational framework based on repulsion of an ensemble of particles that promotes diversity. Using a variational approximation that incorporates a coupling among particles, the repulsion appears as a simple regularization that allows interaction of particles based on their relative pairwise similarity, measured e.g., via radial basis kernels. We design RSD for both unconstrained and constrained sampling scenarios. For constrained sampling we focus on inverse problems in the latent space that leads to an augmented variational formulation, that strikes a good balance between compute, quality and diversity. Our extensive experiments for text-to-image generation, and inverse problems demonstrate that RSD achieves a superior trade-off between diversity and quality compared with state-of-the-art alternatives.
Score Distillation via Reparametrized DDIM
While 2D diffusion models generate realistic, high-detail images, 3D shape generation methods like Score Distillation Sampling (SDS) built on these 2D diffusion models produce cartoon-like, over-smoothed shapes. To help explain this discrepancy, we show that the image guidance used in Score Distillation can be understood as the velocity field of a 2D denoising generative process, up to the choice of a noise term. In particular, after a change of variables, SDS resembles a high-variance version of Denoising Diffusion Implicit Models (DDIM) with a differently-sampled noise term: SDS introduces noise i.i.d. randomly at each step, while DDIM infers it from the previous noise predictions. This excessive variance can lead to over-smoothing and unrealistic outputs. We show that a better noise approximation can be recovered by inverting DDIM in each SDS update step. This modification makes SDS's generative process for 2D images almost identical to DDIM. In 3D, it removes over-smoothing, preserves higher-frequency detail, and brings the generation quality closer to that of 2D samplers. Experimentally, our method achieves better or similar 3D generation quality compared to other state-of-the-art Score Distillation methods, all without training additional neural networks or multi-view supervision, and providing useful insights into relationship between 2D and 3D asset generation with diffusion models.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
SceneCraft: An LLM Agent for Synthesizing 3D Scene as Blender Code
This paper introduces SceneCraft, a Large Language Model (LLM) Agent converting text descriptions into Blender-executable Python scripts which render complex scenes with up to a hundred 3D assets. This process requires complex spatial planning and arrangement. We tackle these challenges through a combination of advanced abstraction, strategic planning, and library learning. SceneCraft first models a scene graph as a blueprint, detailing the spatial relationships among assets in the scene. SceneCraft then writes Python scripts based on this graph, translating relationships into numerical constraints for asset layout. Next, SceneCraft leverages the perceptual strengths of vision-language foundation models like GPT-V to analyze rendered images and iteratively refine the scene. On top of this process, SceneCraft features a library learning mechanism that compiles common script functions into a reusable library, facilitating continuous self-improvement without expensive LLM parameter tuning. Our evaluation demonstrates that SceneCraft surpasses existing LLM-based agents in rendering complex scenes, as shown by its adherence to constraints and favorable human assessments. We also showcase the broader application potential of SceneCraft by reconstructing detailed 3D scenes from the Sintel movie and guiding a video generative model with generated scenes as intermediary control signal.
Multi-Granularity Prediction for Scene Text Recognition
Scene text recognition (STR) has been an active research topic in computer vision for years. To tackle this challenging problem, numerous innovative methods have been successively proposed and incorporating linguistic knowledge into STR models has recently become a prominent trend. In this work, we first draw inspiration from the recent progress in Vision Transformer (ViT) to construct a conceptually simple yet powerful vision STR model, which is built upon ViT and outperforms previous state-of-the-art models for scene text recognition, including both pure vision models and language-augmented methods. To integrate linguistic knowledge, we further propose a Multi-Granularity Prediction strategy to inject information from the language modality into the model in an implicit way, i.e. , subword representations (BPE and WordPiece) widely-used in NLP are introduced into the output space, in addition to the conventional character level representation, while no independent language model (LM) is adopted. The resultant algorithm (termed MGP-STR) is able to push the performance envelop of STR to an even higher level. Specifically, it achieves an average recognition accuracy of 93.35% on standard benchmarks. Code is available at https://github.com/AlibabaResearch/AdvancedLiterateMachinery/tree/main/OCR/MGP-STR.
Score-Based Generative Modeling through Stochastic Differential Equations
Creating noise from data is easy; creating data from noise is generative modeling. We present a stochastic differential equation (SDE) that smoothly transforms a complex data distribution to a known prior distribution by slowly injecting noise, and a corresponding reverse-time SDE that transforms the prior distribution back into the data distribution by slowly removing the noise. Crucially, the reverse-time SDE depends only on the time-dependent gradient field (\aka, score) of the perturbed data distribution. By leveraging advances in score-based generative modeling, we can accurately estimate these scores with neural networks, and use numerical SDE solvers to generate samples. We show that this framework encapsulates previous approaches in score-based generative modeling and diffusion probabilistic modeling, allowing for new sampling procedures and new modeling capabilities. In particular, we introduce a predictor-corrector framework to correct errors in the evolution of the discretized reverse-time SDE. We also derive an equivalent neural ODE that samples from the same distribution as the SDE, but additionally enables exact likelihood computation, and improved sampling efficiency. In addition, we provide a new way to solve inverse problems with score-based models, as demonstrated with experiments on class-conditional generation, image inpainting, and colorization. Combined with multiple architectural improvements, we achieve record-breaking performance for unconditional image generation on CIFAR-10 with an Inception score of 9.89 and FID of 2.20, a competitive likelihood of 2.99 bits/dim, and demonstrate high fidelity generation of 1024 x 1024 images for the first time from a score-based generative model.
Floxels: Fast Unsupervised Voxel Based Scene Flow Estimation
Scene flow estimation is a foundational task for many robotic applications, including robust dynamic object detection, automatic labeling, and sensor synchronization. Two types of approaches to the problem have evolved: 1) Supervised and 2) optimization-based methods. Supervised methods are fast during inference and achieve high-quality results, however, they are limited by the need for large amounts of labeled training data and are susceptible to domain gaps. In contrast, unsupervised test-time optimization methods do not face the problem of domain gaps but usually suffer from substantial runtime, exhibit artifacts, or fail to converge to the right solution. In this work, we mitigate several limitations of existing optimization-based methods. To this end, we 1) introduce a simple voxel grid-based model that improves over the standard MLP-based formulation in multiple dimensions and 2) introduce a new multiframe loss formulation. 3) We combine both contributions in our new method, termed Floxels. On the Argoverse 2 benchmark, Floxels is surpassed only by EulerFlow among unsupervised methods while achieving comparable performance at a fraction of the computational cost. Floxels achieves a massive speedup of more than ~60 - 140x over EulerFlow, reducing the runtime from a day to 10 minutes per sequence. Over the faster but low-quality baseline, NSFP, Floxels achieves a speedup of ~14x.
MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene Generation
Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.
Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE
As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.
DreamText: High Fidelity Scene Text Synthesis
Scene text synthesis involves rendering specified texts onto arbitrary images. Current methods typically formulate this task in an end-to-end manner but lack effective character-level guidance during training. Besides, their text encoders, pre-trained on a single font type, struggle to adapt to the diverse font styles encountered in practical applications. Consequently, these methods suffer from character distortion, repetition, and absence, particularly in polystylistic scenarios. To this end, this paper proposes DreamText for high-fidelity scene text synthesis. Our key idea is to reconstruct the diffusion training process, introducing more refined guidance tailored to this task, to expose and rectify the model's attention at the character level and strengthen its learning of text regions. This transformation poses a hybrid optimization challenge, involving both discrete and continuous variables. To effectively tackle this challenge, we employ a heuristic alternate optimization strategy. Meanwhile, we jointly train the text encoder and generator to comprehensively learn and utilize the diverse font present in the training dataset. This joint training is seamlessly integrated into the alternate optimization process, fostering a synergistic relationship between learning character embedding and re-estimating character attention. Specifically, in each step, we first encode potential character-generated position information from cross-attention maps into latent character masks. These masks are then utilized to update the representation of specific characters in the current step, which, in turn, enables the generator to correct the character's attention in the subsequent steps. Both qualitative and quantitative results demonstrate the superiority of our method to the state of the art.
SciNews: From Scholarly Complexities to Public Narratives -- A Dataset for Scientific News Report Generation
Scientific news reports serve as a bridge, adeptly translating complex research articles into reports that resonate with the broader public. The automated generation of such narratives enhances the accessibility of scholarly insights. In this paper, we present a new corpus to facilitate this paradigm development. Our corpus comprises a parallel compilation of academic publications and their corresponding scientific news reports across nine disciplines. To demonstrate the utility and reliability of our dataset, we conduct an extensive analysis, highlighting the divergences in readability and brevity between scientific news narratives and academic manuscripts. We benchmark our dataset employing state-of-the-art text generation models. The evaluation process involves both automatic and human evaluation, which lays the groundwork for future explorations into the automated generation of scientific news reports. The dataset and code related to this work are available at https://dongqi.me/projects/SciNews.
Accelerating Convergence of Score-Based Diffusion Models, Provably
Score-based diffusion models, while achieving remarkable empirical performance, often suffer from low sampling speed, due to extensive function evaluations needed during the sampling phase. Despite a flurry of recent activities towards speeding up diffusion generative modeling in practice, theoretical underpinnings for acceleration techniques remain severely limited. In this paper, we design novel training-free algorithms to accelerate popular deterministic (i.e., DDIM) and stochastic (i.e., DDPM) samplers. Our accelerated deterministic sampler converges at a rate O(1/{T}^2) with T the number of steps, improving upon the O(1/T) rate for the DDIM sampler; and our accelerated stochastic sampler converges at a rate O(1/T), outperforming the rate O(1/T) for the DDPM sampler. The design of our algorithms leverages insights from higher-order approximation, and shares similar intuitions as popular high-order ODE solvers like the DPM-Solver-2. Our theory accommodates ell_2-accurate score estimates, and does not require log-concavity or smoothness on the target distribution.
Adaptive Self-training Framework for Fine-grained Scene Graph Generation
Scene graph generation (SGG) models have suffered from inherent problems regarding the benchmark datasets such as the long-tailed predicate distribution and missing annotation problems. In this work, we aim to alleviate the long-tailed problem of SGG by utilizing unannotated triplets. To this end, we introduce a Self-Training framework for SGG (ST-SGG) that assigns pseudo-labels for unannotated triplets based on which the SGG models are trained. While there has been significant progress in self-training for image recognition, designing a self-training framework for the SGG task is more challenging due to its inherent nature such as the semantic ambiguity and the long-tailed distribution of predicate classes. Hence, we propose a novel pseudo-labeling technique for SGG, called Class-specific Adaptive Thresholding with Momentum (CATM), which is a model-agnostic framework that can be applied to any existing SGG models. Furthermore, we devise a graph structure learner (GSL) that is beneficial when adopting our proposed self-training framework to the state-of-the-art message-passing neural network (MPNN)-based SGG models. Our extensive experiments verify the effectiveness of ST-SGG on various SGG models, particularly in enhancing the performance on fine-grained predicate classes.
SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion Priors
We propose SceneTex, a novel method for effectively generating high-quality and style-consistent textures for indoor scenes using depth-to-image diffusion priors. Unlike previous methods that either iteratively warp 2D views onto a mesh surface or distillate diffusion latent features without accurate geometric and style cues, SceneTex formulates the texture synthesis task as an optimization problem in the RGB space where style and geometry consistency are properly reflected. At its core, SceneTex proposes a multiresolution texture field to implicitly encode the mesh appearance. We optimize the target texture via a score-distillation-based objective function in respective RGB renderings. To further secure the style consistency across views, we introduce a cross-attention decoder to predict the RGB values by cross-attending to the pre-sampled reference locations in each instance. SceneTex enables various and accurate texture synthesis for 3D-FRONT scenes, demonstrating significant improvements in visual quality and prompt fidelity over the prior texture generation methods.
Score Regularized Policy Optimization through Diffusion Behavior
Recent developments in offline reinforcement learning have uncovered the immense potential of diffusion modeling, which excels at representing heterogeneous behavior policies. However, sampling from diffusion policies is considerably slow because it necessitates tens to hundreds of iterative inference steps for one action. To address this issue, we propose to extract an efficient deterministic inference policy from critic models and pretrained diffusion behavior models, leveraging the latter to directly regularize the policy gradient with the behavior distribution's score function during optimization. Our method enjoys powerful generative capabilities of diffusion modeling while completely circumventing the computationally intensive and time-consuming diffusion sampling scheme, both during training and evaluation. Extensive results on D4RL tasks show that our method boosts action sampling speed by more than 25 times compared with various leading diffusion-based methods in locomotion tasks, while still maintaining state-of-the-art performance.
Scope is all you need: Transforming LLMs for HPC Code
With easier access to powerful compute resources, there is a growing trend in the field of AI for software development to develop larger and larger language models (LLMs) to address a variety of programming tasks. Even LLMs applied to tasks from the high-performance computing (HPC) domain are huge in size (e.g., billions of parameters) and demand expensive compute resources for training. We found this design choice confusing - why do we need large LLMs trained on natural languages and programming languages unrelated to HPC for HPC-specific tasks? In this line of work, we aim to question design choices made by existing LLMs by developing smaller LLMs for specific domains - we call them domain-specific LLMs. Specifically, we start off with HPC as a domain and propose a novel tokenizer named Tokompiler, designed specifically for preprocessing code in HPC and compilation-centric tasks. Tokompiler leverages knowledge of language primitives to generate language-oriented tokens, providing a context-aware understanding of code structure while avoiding human semantics attributed to code structures completely. We applied Tokompiler to pre-train two state-of-the-art models, SPT-Code and Polycoder, for a Fortran code corpus mined from GitHub. We evaluate the performance of these models against the conventional LLMs. Results demonstrate that Tokompiler significantly enhances code completion accuracy and semantic understanding compared to traditional tokenizers in normalized-perplexity tests, down to ~1 perplexity score. This research opens avenues for further advancements in domain-specific LLMs, catering to the unique demands of HPC and compilation tasks.
Visually-Prompted Language Model for Fine-Grained Scene Graph Generation in an Open World
Scene Graph Generation (SGG) aims to extract <subject, predicate, object> relationships in images for vision understanding. Although recent works have made steady progress on SGG, they still suffer long-tail distribution issues that tail-predicates are more costly to train and hard to distinguish due to a small amount of annotated data compared to frequent predicates. Existing re-balancing strategies try to handle it via prior rules but are still confined to pre-defined conditions, which are not scalable for various models and datasets. In this paper, we propose a Cross-modal prediCate boosting (CaCao) framework, where a visually-prompted language model is learned to generate diverse fine-grained predicates in a low-resource way. The proposed CaCao can be applied in a plug-and-play fashion and automatically strengthen existing SGG to tackle the long-tailed problem. Based on that, we further introduce a novel Entangled cross-modal prompt approach for open-world predicate scene graph generation (Epic), where models can generalize to unseen predicates in a zero-shot manner. Comprehensive experiments on three benchmark datasets show that CaCao consistently boosts the performance of multiple scene graph generation models in a model-agnostic way. Moreover, our Epic achieves competitive performance on open-world predicate prediction. The data and code for this paper are publicly available.
SCOOP: Self-Supervised Correspondence and Optimization-Based Scene Flow
Scene flow estimation is a long-standing problem in computer vision, where the goal is to find the 3D motion of a scene from its consecutive observations. Recently, there have been efforts to compute the scene flow from 3D point clouds. A common approach is to train a regression model that consumes source and target point clouds and outputs the per-point translation vector. An alternative is to learn point matches between the point clouds concurrently with regressing a refinement of the initial correspondence flow. In both cases, the learning task is very challenging since the flow regression is done in the free 3D space, and a typical solution is to resort to a large annotated synthetic dataset. We introduce SCOOP, a new method for scene flow estimation that can be learned on a small amount of data without employing ground-truth flow supervision. In contrast to previous work, we train a pure correspondence model focused on learning point feature representation and initialize the flow as the difference between a source point and its softly corresponding target point. Then, in the run-time phase, we directly optimize a flow refinement component with a self-supervised objective, which leads to a coherent and accurate flow field between the point clouds. Experiments on widespread datasets demonstrate the performance gains achieved by our method compared to existing leading techniques while using a fraction of the training data. Our code is publicly available at https://github.com/itailang/SCOOP.
Self-Supervised Scene Flow Estimation with 4-D Automotive Radar
Scene flow allows autonomous vehicles to reason about the arbitrary motion of multiple independent objects which is the key to long-term mobile autonomy. While estimating the scene flow from LiDAR has progressed recently, it remains largely unknown how to estimate the scene flow from a 4-D radar - an increasingly popular automotive sensor for its robustness against adverse weather and lighting conditions. Compared with the LiDAR point clouds, radar data are drastically sparser, noisier and in much lower resolution. Annotated datasets for radar scene flow are also in absence and costly to acquire in the real world. These factors jointly pose the radar scene flow estimation as a challenging problem. This work aims to address the above challenges and estimate scene flow from 4-D radar point clouds by leveraging self-supervised learning. A robust scene flow estimation architecture and three novel losses are bespoken designed to cope with intractable radar data. Real-world experimental results validate that our method is able to robustly estimate the radar scene flow in the wild and effectively supports the downstream task of motion segmentation.
Riemannian Score-Based Generative Modelling
Score-based generative models (SGMs) are a powerful class of generative models that exhibit remarkable empirical performance. Score-based generative modelling (SGM) consists of a ``noising'' stage, whereby a diffusion is used to gradually add Gaussian noise to data, and a generative model, which entails a ``denoising'' process defined by approximating the time-reversal of the diffusion. Existing SGMs assume that data is supported on a Euclidean space, i.e. a manifold with flat geometry. In many domains such as robotics, geoscience or protein modelling, data is often naturally described by distributions living on Riemannian manifolds and current SGM techniques are not appropriate. We introduce here Riemannian Score-based Generative Models (RSGMs), a class of generative models extending SGMs to Riemannian manifolds. We demonstrate our approach on a variety of manifolds, and in particular with earth and climate science spherical data.
Scene Graph Modification Based on Natural Language Commands
Structured representations like graphs and parse trees play a crucial role in many Natural Language Processing systems. In recent years, the advancements in multi-turn user interfaces necessitate the need for controlling and updating these structured representations given new sources of information. Although there have been many efforts focusing on improving the performance of the parsers that map text to graphs or parse trees, very few have explored the problem of directly manipulating these representations. In this paper, we explore the novel problem of graph modification, where the systems need to learn how to update an existing scene graph given a new user's command. Our novel models based on graph-based sparse transformer and cross attention information fusion outperform previous systems adapted from the machine translation and graph generation literature. We further contribute our large graph modification datasets to the research community to encourage future research for this new problem.
SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene Synthesis
Despite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics primarily assess the realism of generated scenes by comparing them to a set of ground-truth scenes, often overlooking alignment with the input text - a critical factor in determining how effectively a method meets user requirements. We present SceneEval, an evaluation framework designed to address this limitation. SceneEval includes metrics for both explicit user requirements, such as the presence of specific objects and their attributes described in the input text, and implicit expectations, like the absence of object collisions, providing a comprehensive assessment of scene quality. To facilitate evaluation, we introduce SceneEval-100, a dataset of scene descriptions with annotated ground-truth scene properties. We evaluate recent scene generation methods using SceneEval and demonstrate its ability to provide detailed assessments of the generated scenes, highlighting strengths and areas for improvement across multiple dimensions. Our results show that current methods struggle at generating scenes that meet user requirements, underscoring the need for further research in this direction.
Hyperparameters in Score-Based Membership Inference Attacks
Membership Inference Attacks (MIAs) have emerged as a valuable framework for evaluating privacy leakage by machine learning models. Score-based MIAs are distinguished, in particular, by their ability to exploit the confidence scores that the model generates for particular inputs. Existing score-based MIAs implicitly assume that the adversary has access to the target model's hyperparameters, which can be used to train the shadow models for the attack. In this work, we demonstrate that the knowledge of target hyperparameters is not a prerequisite for MIA in the transfer learning setting. Based on this, we propose a novel approach to select the hyperparameters for training the shadow models for MIA when the attacker has no prior knowledge about them by matching the output distributions of target and shadow models. We demonstrate that using the new approach yields hyperparameters that lead to an attack near indistinguishable in performance from an attack that uses target hyperparameters to train the shadow models. Furthermore, we study the empirical privacy risk of unaccounted use of training data for hyperparameter optimization (HPO) in differentially private (DP) transfer learning. We find no statistically significant evidence that performing HPO using training data would increase vulnerability to MIA.
SSF: Sparse Long-Range Scene Flow for Autonomous Driving
Scene flow enables an understanding of the motion characteristics of the environment in the 3D world. It gains particular significance in the long-range, where object-based perception methods might fail due to sparse observations far away. Although significant advancements have been made in scene flow pipelines to handle large-scale point clouds, a gap remains in scalability with respect to long-range. We attribute this limitation to the common design choice of using dense feature grids, which scale quadratically with range. In this paper, we propose Sparse Scene Flow (SSF), a general pipeline for long-range scene flow, adopting a sparse convolution based backbone for feature extraction. This approach introduces a new challenge: a mismatch in size and ordering of sparse feature maps between time-sequential point scans. To address this, we propose a sparse feature fusion scheme, that augments the feature maps with virtual voxels at missing locations. Additionally, we propose a range-wise metric that implicitly gives greater importance to faraway points. Our method, SSF, achieves state-of-the-art results on the Argoverse2 dataset, demonstrating strong performance in long-range scene flow estimation. Our code will be released at https://github.com/KTH-RPL/SSF.git.
SceneBooth: Diffusion-based Framework for Subject-preserved Text-to-Image Generation
Due to the demand for personalizing image generation, subject-driven text-to-image generation method, which creates novel renditions of an input subject based on text prompts, has received growing research interest. Existing methods often learn subject representation and incorporate it into the prompt embedding to guide image generation, but they struggle with preserving subject fidelity. To solve this issue, this paper approaches a novel framework named SceneBooth for subject-preserved text-to-image generation, which consumes inputs of a subject image, object phrases and text prompts. Instead of learning the subject representation and generating a subject, our SceneBooth fixes the given subject image and generates its background image guided by the text prompts. To this end, our SceneBooth introduces two key components, i.e., a multimodal layout generation module and a background painting module. The former determines the position and scale of the subject by generating appropriate scene layouts that align with text captions, object phrases, and subject visual information. The latter integrates two adapters (ControlNet and Gated Self-Attention) into the latent diffusion model to generate a background that harmonizes with the subject guided by scene layouts and text descriptions. In this manner, our SceneBooth ensures accurate preservation of the subject's appearance in the output. Quantitative and qualitative experimental results demonstrate that SceneBooth significantly outperforms baseline methods in terms of subject preservation, image harmonization and overall quality.
T$^3$-S2S: Training-free Triplet Tuning for Sketch to Scene Generation
Scene generation is crucial to many computer graphics applications. Recent advances in generative AI have streamlined sketch-to-image workflows, easing the workload for artists and designers in creating scene concept art. However, these methods often struggle for complex scenes with multiple detailed objects, sometimes missing small or uncommon instances. In this paper, we propose a Training-free Triplet Tuning for Sketch-to-Scene (T3-S2S) generation after reviewing the entire cross-attention mechanism. This scheme revitalizes the existing ControlNet model, enabling effective handling of multi-instance generations, involving prompt balance, characteristics prominence, and dense tuning. Specifically, this approach enhances keyword representation via the prompt balance module, reducing the risk of missing critical instances. It also includes a characteristics prominence module that highlights TopK indices in each channel, ensuring essential features are better represented based on token sketches. Additionally, it employs dense tuning to refine contour details in the attention map, compensating for instance-related regions. Experiments validate that our triplet tuning approach substantially improves the performance of existing sketch-to-image models. It consistently generates detailed, multi-instance 2D images, closely adhering to the input prompts and enhancing visual quality in complex multi-instance scenes. Code is available at https://github.com/chaos-sun/t3s2s.git.
Diverse Score Distillation
Score distillation of 2D diffusion models has proven to be a powerful mechanism to guide 3D optimization, for example enabling text-based 3D generation or single-view reconstruction. A common limitation of existing score distillation formulations, however, is that the outputs of the (mode-seeking) optimization are limited in diversity despite the underlying diffusion model being capable of generating diverse samples. In this work, inspired by the sampling process in denoising diffusion, we propose a score formulation that guides the optimization to follow generation paths defined by random initial seeds, thus ensuring diversity. We then present an approximation to adopt this formulation for scenarios where the optimization may not precisely follow the generation paths (e.g. a 3D representation whose renderings evolve in a co-dependent manner). We showcase the applications of our `Diverse Score Distillation' (DSD) formulation across tasks such as 2D optimization, text-based 3D inference, and single-view reconstruction. We also empirically validate DSD against prior score distillation formulations and show that it significantly improves sample diversity while preserving fidelity.
LLaVA-SpaceSGG: Visual Instruct Tuning for Open-vocabulary Scene Graph Generation with Enhanced Spatial Relations
Scene Graph Generation (SGG) converts visual scenes into structured graph representations, providing deeper scene understanding for complex vision tasks. However, existing SGG models often overlook essential spatial relationships and struggle with generalization in open-vocabulary contexts. To address these limitations, we propose LLaVA-SpaceSGG, a multimodal large language model (MLLM) designed for open-vocabulary SGG with enhanced spatial relation modeling. To train it, we collect the SGG instruction-tuning dataset, named SpaceSGG. This dataset is constructed by combining publicly available datasets and synthesizing data using open-source models within our data construction pipeline. It combines object locations, object relations, and depth information, resulting in three data formats: spatial SGG description, question-answering, and conversation. To enhance the transfer of MLLMs' inherent capabilities to the SGG task, we introduce a two-stage training paradigm. Experiments show that LLaVA-SpaceSGG outperforms other open-vocabulary SGG methods, boosting recall by 8.6% and mean recall by 28.4% compared to the baseline. Our codebase, dataset, and trained models are publicly accessible on GitHub at the following URL: https://github.com/Endlinc/LLaVA-SpaceSGG.
SceneFactor: Factored Latent 3D Diffusion for Controllable 3D Scene Generation
We present SceneFactor, a diffusion-based approach for large-scale 3D scene generation that enables controllable generation and effortless editing. SceneFactor enables text-guided 3D scene synthesis through our factored diffusion formulation, leveraging latent semantic and geometric manifolds for generation of arbitrary-sized 3D scenes. While text input enables easy, controllable generation, text guidance remains imprecise for intuitive, localized editing and manipulation of the generated 3D scenes. Our factored semantic diffusion generates a proxy semantic space composed of semantic 3D boxes that enables controllable editing of generated scenes by adding, removing, changing the size of the semantic 3D proxy boxes that guides high-fidelity, consistent 3D geometric editing. Extensive experiments demonstrate that our approach enables high-fidelity 3D scene synthesis with effective controllable editing through our factored diffusion approach.
Scene Co-pilot: Procedural Text to Video Generation with Human in the Loop
Video generation has achieved impressive quality, but it still suffers from artifacts such as temporal inconsistency and violation of physical laws. Leveraging 3D scenes can fundamentally resolve these issues by providing precise control over scene entities. To facilitate the easy generation of diverse photorealistic scenes, we propose Scene Copilot, a framework combining large language models (LLMs) with a procedural 3D scene generator. Specifically, Scene Copilot consists of Scene Codex, BlenderGPT, and Human in the loop. Scene Codex is designed to translate textual user input into commands understandable by the 3D scene generator. BlenderGPT provides users with an intuitive and direct way to precisely control the generated 3D scene and the final output video. Furthermore, users can utilize Blender UI to receive instant visual feedback. Additionally, we have curated a procedural dataset of objects in code format to further enhance our system's capabilities. Each component works seamlessly together to support users in generating desired 3D scenes. Extensive experiments demonstrate the capability of our framework in customizing 3D scenes and video generation.
SGEdit: Bridging LLM with Text2Image Generative Model for Scene Graph-based Image Editing
Scene graphs offer a structured, hierarchical representation of images, with nodes and edges symbolizing objects and the relationships among them. It can serve as a natural interface for image editing, dramatically improving precision and flexibility. Leveraging this benefit, we introduce a new framework that integrates large language model (LLM) with Text2Image generative model for scene graph-based image editing. This integration enables precise modifications at the object level and creative recomposition of scenes without compromising overall image integrity. Our approach involves two primary stages: 1) Utilizing a LLM-driven scene parser, we construct an image's scene graph, capturing key objects and their interrelationships, as well as parsing fine-grained attributes such as object masks and descriptions. These annotations facilitate concept learning with a fine-tuned diffusion model, representing each object with an optimized token and detailed description prompt. 2) During the image editing phase, a LLM editing controller guides the edits towards specific areas. These edits are then implemented by an attention-modulated diffusion editor, utilizing the fine-tuned model to perform object additions, deletions, replacements, and adjustments. Through extensive experiments, we demonstrate that our framework significantly outperforms existing image editing methods in terms of editing precision and scene aesthetics.
Score Forgetting Distillation: A Swift, Data-Free Method for Machine Unlearning in Diffusion Models
The machine learning community is increasingly recognizing the importance of fostering trust and safety in modern generative AI (GenAI) models. We posit machine unlearning (MU) as a crucial foundation for developing safe, secure, and trustworthy GenAI models. Traditional MU methods often rely on stringent assumptions and require access to real data. This paper introduces Score Forgetting Distillation (SFD), an innovative MU approach that promotes the forgetting of undesirable information in diffusion models by aligning the conditional scores of "unsafe" classes or concepts with those of "safe" ones. To eliminate the need for real data, our SFD framework incorporates a score-based MU loss into the score distillation objective of a pretrained diffusion model. This serves as a regularization term that preserves desired generation capabilities while enabling the production of synthetic data through a one-step generator. Our experiments on pretrained label-conditional and text-to-image diffusion models demonstrate that our method effectively accelerates the forgetting of target classes or concepts during generation, while preserving the quality of other classes or concepts. This unlearned and distilled diffusion not only pioneers a novel concept in MU but also accelerates the generation speed of diffusion models. Our experiments and studies on a range of diffusion models and datasets confirm that our approach is generalizable, effective, and advantageous for MU in diffusion models. (Warning: This paper contains sexually explicit imagery, discussions of pornography, racially-charged terminology, and other content that some readers may find disturbing, distressing, and/or offensive.)
TextMastero: Mastering High-Quality Scene Text Editing in Diverse Languages and Styles
Scene text editing aims to modify texts on images while maintaining the style of newly generated text similar to the original. Given an image, a target area, and target text, the task produces an output image with the target text in the selected area, replacing the original. This task has been studied extensively, with initial success using Generative Adversarial Networks (GANs) to balance text fidelity and style similarity. However, GAN-based methods struggled with complex backgrounds or text styles. Recent works leverage diffusion models, showing improved results, yet still face challenges, especially with non-Latin languages like CJK characters (Chinese, Japanese, Korean) that have complex glyphs, often producing inaccurate or unrecognizable characters. To address these issues, we present TextMastero - a carefully designed multilingual scene text editing architecture based on latent diffusion models (LDMs). TextMastero introduces two key modules: a glyph conditioning module for fine-grained content control in generating accurate texts, and a latent guidance module for providing comprehensive style information to ensure similarity before and after editing. Both qualitative and quantitative experiments demonstrate that our method surpasses all known existing works in text fidelity and style similarity.
Decoder Pre-Training with only Text for Scene Text Recognition
Scene text recognition (STR) pre-training methods have achieved remarkable progress, primarily relying on synthetic datasets. However, the domain gap between synthetic and real images poses a challenge in acquiring feature representations that align well with images on real scenes, thereby limiting the performance of these methods. We note that vision-language models like CLIP, pre-trained on extensive real image-text pairs, effectively align images and text in a unified embedding space, suggesting the potential to derive the representations of real images from text alone. Building upon this premise, we introduce a novel method named Decoder Pre-training with only text for STR (DPTR). DPTR treats text embeddings produced by the CLIP text encoder as pseudo visual embeddings and uses them to pre-train the decoder. An Offline Randomized Perturbation (ORP) strategy is introduced. It enriches the diversity of text embeddings by incorporating natural image embeddings extracted from the CLIP image encoder, effectively directing the decoder to acquire the potential representations of real images. In addition, we introduce a Feature Merge Unit (FMU) that guides the extracted visual embeddings focusing on the character foreground within the text image, thereby enabling the pre-trained decoder to work more efficiently and accurately. Extensive experiments across various STR decoders and language recognition tasks underscore the broad applicability and remarkable performance of DPTR, providing a novel insight for STR pre-training. Code is available at https://github.com/Topdu/OpenOCR
Focus, Distinguish, and Prompt: Unleashing CLIP for Efficient and Flexible Scene Text Retrieval
Scene text retrieval aims to find all images containing the query text from an image gallery. Current efforts tend to adopt an Optical Character Recognition (OCR) pipeline, which requires complicated text detection and/or recognition processes, resulting in inefficient and inflexible retrieval. Different from them, in this work we propose to explore the intrinsic potential of Contrastive Language-Image Pre-training (CLIP) for OCR-free scene text retrieval. Through empirical analysis, we observe that the main challenges of CLIP as a text retriever are: 1) limited text perceptual scale, and 2) entangled visual-semantic concepts. To this end, a novel model termed FDP (Focus, Distinguish, and Prompt) is developed. FDP first focuses on scene text via shifting the attention to the text area and probing the hidden text knowledge, and then divides the query text into content word and function word for processing, in which a semantic-aware prompting scheme and a distracted queries assistance module are utilized. Extensive experiments show that FDP significantly enhances the inference speed while achieving better or competitive retrieval accuracy compared to existing methods. Notably, on the IIIT-STR benchmark, FDP surpasses the state-of-the-art model by 4.37% with a 4 times faster speed. Furthermore, additional experiments under phrase-level and attribute-aware scene text retrieval settings validate FDP's particular advantages in handling diverse forms of query text. The source code will be publicly available at https://github.com/Gyann-z/FDP.
SceneTeller: Language-to-3D Scene Generation
Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper, we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices. Our project page is available at https://sceneteller.github.io/.
SeFlow: A Self-Supervised Scene Flow Method in Autonomous Driving
Scene flow estimation predicts the 3D motion at each point in successive LiDAR scans. This detailed, point-level, information can help autonomous vehicles to accurately predict and understand dynamic changes in their surroundings. Current state-of-the-art methods require annotated data to train scene flow networks and the expense of labeling inherently limits their scalability. Self-supervised approaches can overcome the above limitations, yet face two principal challenges that hinder optimal performance: point distribution imbalance and disregard for object-level motion constraints. In this paper, we propose SeFlow, a self-supervised method that integrates efficient dynamic classification into a learning-based scene flow pipeline. We demonstrate that classifying static and dynamic points helps design targeted objective functions for different motion patterns. We also emphasize the importance of internal cluster consistency and correct object point association to refine the scene flow estimation, in particular on object details. Our real-time capable method achieves state-of-the-art performance on the self-supervised scene flow task on Argoverse 2 and Waymo datasets. The code is open-sourced at https://github.com/KTH-RPL/SeFlow along with trained model weights.
Geometry-Aware Score Distillation via 3D Consistent Noising and Gradient Consistency Modeling
Score distillation sampling (SDS), the methodology in which the score from pretrained 2D diffusion models is distilled into 3D representation, has recently brought significant advancements in text-to-3D generation task. However, this approach is still confronted with critical geometric inconsistency problems such as the Janus problem. Starting from a hypothesis that such inconsistency problems may be induced by multiview inconsistencies between 2D scores predicted from various viewpoints, we introduce GSD, a simple and general plug-and-play framework for incorporating 3D consistency and therefore geometry awareness into the SDS process. Our methodology is composed of three components: 3D consistent noising, designed to produce 3D consistent noise maps that perfectly follow the standard Gaussian distribution, geometry-based gradient warping for identifying correspondences between predicted gradients of different viewpoints, and novel gradient consistency loss to optimize the scene geometry toward producing more consistent gradients. We demonstrate that our method significantly improves performance, successfully addressing the geometric inconsistency problems in text-to-3D generation task with minimal computation cost and being compatible with existing score distillation-based models. Our project page is available at https://ku-cvlab.github.io/GSD/.
MegaScenes: Scene-Level View Synthesis at Scale
Scene-level novel view synthesis (NVS) is fundamental to many vision and graphics applications. Recently, pose-conditioned diffusion models have led to significant progress by extracting 3D information from 2D foundation models, but these methods are limited by the lack of scene-level training data. Common dataset choices either consist of isolated objects (Objaverse), or of object-centric scenes with limited pose distributions (DTU, CO3D). In this paper, we create a large-scale scene-level dataset from Internet photo collections, called MegaScenes, which contains over 100K structure from motion (SfM) reconstructions from around the world. Internet photos represent a scalable data source but come with challenges such as lighting and transient objects. We address these issues to further create a subset suitable for the task of NVS. Additionally, we analyze failure cases of state-of-the-art NVS methods and significantly improve generation consistency. Through extensive experiments, we validate the effectiveness of both our dataset and method on generating in-the-wild scenes. For details on the dataset and code, see our project page at https://megascenes.github.io.
STAR: A First-Ever Dataset and A Large-Scale Benchmark for Scene Graph Generation in Large-Size Satellite Imagery
Scene graph generation (SGG) in satellite imagery (SAI) benefits promoting understanding of geospatial scenarios from perception to cognition. In SAI, objects exhibit great variations in scales and aspect ratios, and there exist rich relationships between objects (even between spatially disjoint objects), which makes it attractive to holistically conduct SGG in large-size very-high-resolution (VHR) SAI. However, there lack such SGG datasets. Due to the complexity of large-size SAI, mining triplets <subject, relationship, object> heavily relies on long-range contextual reasoning. Consequently, SGG models designed for small-size natural imagery are not directly applicable to large-size SAI. This paper constructs a large-scale dataset for SGG in large-size VHR SAI with image sizes ranging from 512 x 768 to 27,860 x 31,096 pixels, named STAR (Scene graph generaTion in lArge-size satellite imageRy), encompassing over 210K objects and over 400K triplets. To realize SGG in large-size SAI, we propose a context-aware cascade cognition (CAC) framework to understand SAI regarding object detection (OBD), pair pruning and relationship prediction for SGG. We also release a SAI-oriented SGG toolkit with about 30 OBD and 10 SGG methods which need further adaptation by our devised modules on our challenging STAR dataset. The dataset and toolkit are available at: https://linlin-dev.github.io/project/STAR.
SceneTextGen: Layout-Agnostic Scene Text Image Synthesis with Diffusion Models
While diffusion models have significantly advanced the quality of image generation, their capability to accurately and coherently render text within these images remains a substantial challenge. Conventional diffusion-based methods for scene text generation are typically limited by their reliance on an intermediate layout output. This dependency often results in a constrained diversity of text styles and fonts, an inherent limitation stemming from the deterministic nature of the layout generation phase. To address these challenges, this paper introduces SceneTextGen, a novel diffusion-based model specifically designed to circumvent the need for a predefined layout stage. By doing so, SceneTextGen facilitates a more natural and varied representation of text. The novelty of SceneTextGen lies in its integration of three key components: a character-level encoder for capturing detailed typographic properties, coupled with a character-level instance segmentation model and a word-level spotting model to address the issues of unwanted text generation and minor character inaccuracies. We validate the performance of our method by demonstrating improved character recognition rates on generated images across different public visual text datasets in comparison to both standard diffusion based methods and text specific methods.
Score identity Distillation: Exponentially Fast Distillation of Pretrained Diffusion Models for One-Step Generation
We introduce Score identity Distillation (SiD), an innovative data-free method that distills the generative capabilities of pretrained diffusion models into a single-step generator. SiD not only facilitates an exponentially fast reduction in Fr\'echet inception distance (FID) during distillation but also approaches or even exceeds the FID performance of the original teacher diffusion models. By reformulating forward diffusion processes as semi-implicit distributions, we leverage three score-related identities to create an innovative loss mechanism. This mechanism achieves rapid FID reduction by training the generator using its own synthesized images, eliminating the need for real data or reverse-diffusion-based generation, all accomplished within significantly shortened generation time. Upon evaluation across four benchmark datasets, the SiD algorithm demonstrates high iteration efficiency during distillation and surpasses competing distillation approaches, whether they are one-step or few-step, data-free, or dependent on training data, in terms of generation quality. This achievement not only redefines the benchmarks for efficiency and effectiveness in diffusion distillation but also in the broader field of diffusion-based generation. The PyTorch implementation is available at https://github.com/mingyuanzhou/SiD
Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing
Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language. Project website: https://feature-splatting.github.io/
SceneGraphLoc: Cross-Modal Coarse Visual Localization on 3D Scene Graphs
We introduce a novel problem, i.e., the localization of an input image within a multi-modal reference map represented by a database of 3D scene graphs. These graphs comprise multiple modalities, including object-level point clouds, images, attributes, and relationships between objects, offering a lightweight and efficient alternative to conventional methods that rely on extensive image databases. Given the available modalities, the proposed method SceneGraphLoc learns a fixed-sized embedding for each node (i.e., representing an object instance) in the scene graph, enabling effective matching with the objects visible in the input query image. This strategy significantly outperforms other cross-modal methods, even without incorporating images into the map embeddings. When images are leveraged, SceneGraphLoc achieves performance close to that of state-of-the-art techniques depending on large image databases, while requiring three orders-of-magnitude less storage and operating orders-of-magnitude faster. The code will be made public.
SceneTracker: Long-term Scene Flow Estimation Network
Considering the complementarity of scene flow estimation in the spatial domain's focusing capability and 3D object tracking in the temporal domain's coherence, this study aims to address a comprehensive new task that can simultaneously capture fine-grained and long-term 3D motion in an online manner: long-term scene flow estimation (LSFE). We introduce SceneTracker, a novel learning-based LSFE network that adopts an iterative approach to approximate the optimal trajectory. Besides, it dynamically indexes and constructs appearance and depth correlation features simultaneously and employs the Transformer to explore and utilize long-range connections within and between trajectories. With detailed experiments, SceneTracker shows superior capabilities in handling 3D spatial occlusion and depth noise interference, highly tailored to the LSFE task's needs. Finally, we build the first real-world evaluation dataset, LSFDriving, further substantiating SceneTracker's commendable generalization capacity. The code and data for SceneTracker is available at https://github.com/wwsource/SceneTracker.
Class-Aware Mask-Guided Feature Refinement for Scene Text Recognition
Scene text recognition is a rapidly developing field that faces numerous challenges due to the complexity and diversity of scene text, including complex backgrounds, diverse fonts, flexible arrangements, and accidental occlusions. In this paper, we propose a novel approach called Class-Aware Mask-guided feature refinement (CAM) to address these challenges. Our approach introduces canonical class-aware glyph masks generated from a standard font to effectively suppress background and text style noise, thereby enhancing feature discrimination. Additionally, we design a feature alignment and fusion module to incorporate the canonical mask guidance for further feature refinement for text recognition. By enhancing the alignment between the canonical mask feature and the text feature, the module ensures more effective fusion, ultimately leading to improved recognition performance. We first evaluate CAM on six standard text recognition benchmarks to demonstrate its effectiveness. Furthermore, CAM exhibits superiority over the state-of-the-art method by an average performance gain of 4.1% across six more challenging datasets, despite utilizing a smaller model size. Our study highlights the importance of incorporating canonical mask guidance and aligned feature refinement techniques for robust scene text recognition. The code is available at https://github.com/MelosY/CAM.
Score-based generative models break the curse of dimensionality in learning a family of sub-Gaussian probability distributions
While score-based generative models (SGMs) have achieved remarkable success in enormous image generation tasks, their mathematical foundations are still limited. In this paper, we analyze the approximation and generalization of SGMs in learning a family of sub-Gaussian probability distributions. We introduce a notion of complexity for probability distributions in terms of their relative density with respect to the standard Gaussian measure. We prove that if the log-relative density can be locally approximated by a neural network whose parameters can be suitably bounded, then the distribution generated by empirical score matching approximates the target distribution in total variation with a dimension-independent rate. We illustrate our theory through examples, which include certain mixtures of Gaussians. An essential ingredient of our proof is to derive a dimension-free deep neural network approximation rate for the true score function associated with the forward process, which is interesting in its own right.
Editable Scene Simulation for Autonomous Driving via Collaborative LLM-Agents
Scene simulation in autonomous driving has gained significant attention because of its huge potential for generating customized data. However, existing editable scene simulation approaches face limitations in terms of user interaction efficiency, multi-camera photo-realistic rendering and external digital assets integration. To address these challenges, this paper introduces ChatSim, the first system that enables editable photo-realistic 3D driving scene simulations via natural language commands with external digital assets. To enable editing with high command flexibility,~ChatSim leverages a large language model (LLM) agent collaboration framework. To generate photo-realistic outcomes, ChatSim employs a novel multi-camera neural radiance field method. Furthermore, to unleash the potential of extensive high-quality digital assets, ChatSim employs a novel multi-camera lighting estimation method to achieve scene-consistent assets' rendering. Our experiments on Waymo Open Dataset demonstrate that ChatSim can handle complex language commands and generate corresponding photo-realistic scene videos.
DeFlow: Decoder of Scene Flow Network in Autonomous Driving
Scene flow estimation determines a scene's 3D motion field, by predicting the motion of points in the scene, especially for aiding tasks in autonomous driving. Many networks with large-scale point clouds as input use voxelization to create a pseudo-image for real-time running. However, the voxelization process often results in the loss of point-specific features. This gives rise to a challenge in recovering those features for scene flow tasks. Our paper introduces DeFlow which enables a transition from voxel-based features to point features using Gated Recurrent Unit (GRU) refinement. To further enhance scene flow estimation performance, we formulate a novel loss function that accounts for the data imbalance between static and dynamic points. Evaluations on the Argoverse 2 scene flow task reveal that DeFlow achieves state-of-the-art results on large-scale point cloud data, demonstrating that our network has better performance and efficiency compared to others. The code is open-sourced at https://github.com/KTH-RPL/deflow.
Image Synthesis with Graph Conditioning: CLIP-Guided Diffusion Models for Scene Graphs
Advancements in generative models have sparked significant interest in generating images while adhering to specific structural guidelines. Scene graph to image generation is one such task of generating images which are consistent with the given scene graph. However, the complexity of visual scenes poses a challenge in accurately aligning objects based on specified relations within the scene graph. Existing methods approach this task by first predicting a scene layout and generating images from these layouts using adversarial training. In this work, we introduce a novel approach to generate images from scene graphs which eliminates the need of predicting intermediate layouts. We leverage pre-trained text-to-image diffusion models and CLIP guidance to translate graph knowledge into images. Towards this, we first pre-train our graph encoder to align graph features with CLIP features of corresponding images using a GAN based training. Further, we fuse the graph features with CLIP embedding of object labels present in the given scene graph to create a graph consistent CLIP guided conditioning signal. In the conditioning input, object embeddings provide coarse structure of the image and graph features provide structural alignment based on relationships among objects. Finally, we fine tune a pre-trained diffusion model with the graph consistent conditioning signal with reconstruction and CLIP alignment loss. Elaborate experiments reveal that our method outperforms existing methods on standard benchmarks of COCO-stuff and Visual Genome dataset.
SCNet: Sparse Compression Network for Music Source Separation
Deep learning-based methods have made significant achievements in music source separation. However, obtaining good results while maintaining a low model complexity remains challenging in super wide-band music source separation. Previous works either overlook the differences in subbands or inadequately address the problem of information loss when generating subband features. In this paper, we propose SCNet, a novel frequency-domain network to explicitly split the spectrogram of the mixture into several subbands and introduce a sparsity-based encoder to model different frequency bands. We use a higher compression ratio on subbands with less information to improve the information density and focus on modeling subbands with more information. In this way, the separation performance can be significantly improved using lower computational consumption. Experiment results show that the proposed model achieves a signal to distortion ratio (SDR) of 9.0 dB on the MUSDB18-HQ dataset without using extra data, which outperforms state-of-the-art methods. Specifically, SCNet's CPU inference time is only 48% of HT Demucs, one of the previous state-of-the-art models.
SVIPTR: Fast and Efficient Scene Text Recognition with Vision Permutable Extractor
Scene Text Recognition (STR) is an important and challenging upstream task for building structured information databases, that involves recognizing text within images of natural scenes. Although current state-of-the-art (SOTA) models for STR exhibit high performance, they typically suffer from low inference efficiency due to their reliance on hybrid architectures comprised of visual encoders and sequence decoders. In this work, we propose a VIsion Permutable extractor for fast and efficient Scene Text Recognition (SVIPTR), which achieves an impressive balance between high performance and rapid inference speeds in the domain of STR. Specifically, SVIPTR leverages a visual-semantic extractor with a pyramid structure, characterized by the Permutation and combination of local and global self-attention layers. This design results in a lightweight and efficient model and its inference is insensitive to input length. Extensive experimental results on various standard datasets for both Chinese and English scene text recognition validate the superiority of SVIPTR. Notably, the SVIPTR-T (Tiny) variant delivers highly competitive accuracy on par with other lightweight models and achieves SOTA inference speeds. Meanwhile, the SVIPTR-L (Large) attains SOTA accuracy in single-encoder-type models, while maintaining a low parameter count and favorable inference speed. Our proposed method provides a compelling solution for the STR challenge, which greatly benefits real-world applications requiring fast and efficient STR. The code is publicly available at https://github.com/cxfyxl/VIPTR.
Scene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
SCOPE-RL: A Python Library for Offline Reinforcement Learning and Off-Policy Evaluation
This paper introduces SCOPE-RL, a comprehensive open-source Python software designed for offline reinforcement learning (offline RL), off-policy evaluation (OPE), and selection (OPS). Unlike most existing libraries that focus solely on either policy learning or evaluation, SCOPE-RL seamlessly integrates these two key aspects, facilitating flexible and complete implementations of both offline RL and OPE processes. SCOPE-RL put particular emphasis on its OPE modules, offering a range of OPE estimators and robust evaluation-of-OPE protocols. This approach enables more in-depth and reliable OPE compared to other packages. For instance, SCOPE-RL enhances OPE by estimating the entire reward distribution under a policy rather than its mere point-wise expected value. Additionally, SCOPE-RL provides a more thorough evaluation-of-OPE by presenting the risk-return tradeoff in OPE results, extending beyond mere accuracy evaluations in existing OPE literature. SCOPE-RL is designed with user accessibility in mind. Its user-friendly APIs, comprehensive documentation, and a variety of easy-to-follow examples assist researchers and practitioners in efficiently implementing and experimenting with various offline RL methods and OPE estimators, tailored to their specific problem contexts. The documentation of SCOPE-RL is available at https://scope-rl.readthedocs.io/en/latest/.
Closing the ODE-SDE gap in score-based diffusion models through the Fokker-Planck equation
Score-based diffusion models have emerged as one of the most promising frameworks for deep generative modelling, due to their state-of-the art performance in many generation tasks while relying on mathematical foundations such as stochastic differential equations (SDEs) and ordinary differential equations (ODEs). Empirically, it has been reported that ODE based samples are inferior to SDE based samples. In this paper we rigorously describe the range of dynamics and approximations that arise when training score-based diffusion models, including the true SDE dynamics, the neural approximations, the various approximate particle dynamics that result, as well as their associated Fokker--Planck equations and the neural network approximations of these Fokker--Planck equations. We systematically analyse the difference between the ODE and SDE dynamics of score-based diffusion models, and link it to an associated Fokker--Planck equation. We derive a theoretical upper bound on the Wasserstein 2-distance between the ODE- and SDE-induced distributions in terms of a Fokker--Planck residual. We also show numerically that conventional score-based diffusion models can exhibit significant differences between ODE- and SDE-induced distributions which we demonstrate using explicit comparisons. Moreover, we show numerically that reducing the Fokker--Planck residual by adding it as an additional regularisation term leads to closing the gap between ODE- and SDE-induced distributions. Our experiments suggest that this regularisation can improve the distribution generated by the ODE, however that this can come at the cost of degraded SDE sample quality.
Expanding Scene Graph Boundaries: Fully Open-vocabulary Scene Graph Generation via Visual-Concept Alignment and Retention
Scene Graph Generation (SGG) offers a structured representation critical in many computer vision applications. Traditional SGG approaches, however, are limited by a closed-set assumption, restricting their ability to recognize only predefined object and relation categories. To overcome this, we categorize SGG scenarios into four distinct settings based on the node and edge: Closed-set SGG, Open Vocabulary (object) Detection-based SGG (OvD-SGG), Open Vocabulary Relation-based SGG (OvR-SGG), and Open Vocabulary Detection + Relation-based SGG (OvD+R-SGG). While object-centric open vocabulary SGG has been studied recently, the more challenging problem of relation-involved open-vocabulary SGG remains relatively unexplored. To fill this gap, we propose a unified framework named OvSGTR towards fully open vocabulary SGG from a holistic view. The proposed framework is an end-toend transformer architecture, which learns a visual-concept alignment for both nodes and edges, enabling the model to recognize unseen categories. For the more challenging settings of relation-involved open vocabulary SGG, the proposed approach integrates relation-aware pre-training utilizing image-caption data and retains visual-concept alignment through knowledge distillation. Comprehensive experimental results on the Visual Genome benchmark demonstrate the effectiveness and superiority of the proposed framework.
Noise-Free Score Distillation
Score Distillation Sampling (SDS) has emerged as the de facto approach for text-to-content generation in non-image domains. In this paper, we reexamine the SDS process and introduce a straightforward interpretation that demystifies the necessity for large Classifier-Free Guidance (CFG) scales, rooted in the distillation of an undesired noise term. Building upon our interpretation, we propose a novel Noise-Free Score Distillation (NFSD) process, which requires minimal modifications to the original SDS framework. Through this streamlined design, we achieve more effective distillation of pre-trained text-to-image diffusion models while using a nominal CFG scale. This strategic choice allows us to prevent the over-smoothing of results, ensuring that the generated data is both realistic and complies with the desired prompt. To demonstrate the efficacy of NFSD, we provide qualitative examples that compare NFSD and SDS, as well as several other methods.
Scene Text Recognition Models Explainability Using Local Features
Explainable AI (XAI) is the study on how humans can be able to understand the cause of a model's prediction. In this work, the problem of interest is Scene Text Recognition (STR) Explainability, using XAI to understand the cause of an STR model's prediction. Recent XAI literatures on STR only provide a simple analysis and do not fully explore other XAI methods. In this study, we specifically work on data explainability frameworks, called attribution-based methods, that explain the important parts of an input data in deep learning models. However, integrating them into STR produces inconsistent and ineffective explanations, because they only explain the model in the global context. To solve this problem, we propose a new method, STRExp, to take into consideration the local explanations, i.e. the individual character prediction explanations. This is then benchmarked across different attribution-based methods on different STR datasets and evaluated across different STR models.
Scene-aware Human Motion Forecasting via Mutual Distance Prediction
In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene by modeling the human-scene interactions. While recent works have demonstrated that explicit constraints on human-scene interactions can prevent the occurrence of ghost motion, they only provide constraints on partial human motion e.g., the global motion of the human or a few joints contacting the scene, leaving the rest of the motion unconstrained. To address this limitation, we propose to model the human-scene interaction with the mutual distance between the human body and the scene. Such mutual distances constrain both the local and global human motion, resulting in a whole-body motion constrained prediction. In particular, mutual distance constraints consist of two components, the signed distance of each vertex on the human mesh to the scene surface and the distance of basis scene points to the human mesh. We further introduce a global scene representation learned from a signed distance function (SDF) volume to ensure coherence between the global scene representation and the explicit constraint from the mutual distance. We develop a pipeline with two sequential steps: predicting the future mutual distances first, followed by forecasting future human motion. During training, we explicitly encourage consistency between predicted poses and mutual distances. Extensive evaluations on the existing synthetic and real datasets demonstrate that our approach consistently outperforms the state-of-the-art methods.
SCoRe: Submodular Combinatorial Representation Learning
In this paper we introduce the SCoRe (Submodular Combinatorial Representation Learning) framework, a novel approach in representation learning that addresses inter-class bias and intra-class variance. SCoRe provides a new combinatorial viewpoint to representation learning, by introducing a family of loss functions based on set-based submodular information measures. We develop two novel combinatorial formulations for loss functions, using the Total Information and Total Correlation, that naturally minimize intra-class variance and inter-class bias. Several commonly used metric/contrastive learning loss functions like supervised contrastive loss, orthogonal projection loss, and N-pairs loss, are all instances of SCoRe, thereby underlining the versatility and applicability of SCoRe in a broad spectrum of learning scenarios. Novel objectives in SCoRe naturally model class-imbalance with up to 7.6\% improvement in classification on CIFAR-10-LT, CIFAR-100-LT, MedMNIST, 2.1% on ImageNet-LT, and 19.4% in object detection on IDD and LVIS (v1.0), demonstrating its effectiveness over existing approaches.
Score Mismatching for Generative Modeling
We propose a new score-based model with one-step sampling. Previously, score-based models were burdened with heavy computations due to iterative sampling. For substituting the iterative process, we train a standalone generator to compress all the time steps with the gradient backpropagated from the score network. In order to produce meaningful gradients for the generator, the score network is trained to simultaneously match the real data distribution and mismatch the fake data distribution. This model has the following advantages: 1) For sampling, it generates a fake image with only one step forward. 2) For training, it only needs 10 diffusion steps.3) Compared with consistency model, it is free of the ill-posed problem caused by consistency loss. On the popular CIFAR-10 dataset, our model outperforms Consistency Model and Denoising Score Matching, which demonstrates the potential of the framework. We further provide more examples on the MINIST and LSUN datasets. The code is available on GitHub.
ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes
We present ScanNet++, a large-scale dataset that couples together capture of high-quality and commodity-level geometry and color of indoor scenes. Each scene is captured with a high-end laser scanner at sub-millimeter resolution, along with registered 33-megapixel images from a DSLR camera, and RGB-D streams from an iPhone. Scene reconstructions are further annotated with an open vocabulary of semantics, with label-ambiguous scenarios explicitly annotated for comprehensive semantic understanding. ScanNet++ enables a new real-world benchmark for novel view synthesis, both from high-quality RGB capture, and importantly also from commodity-level images, in addition to a new benchmark for 3D semantic scene understanding that comprehensively encapsulates diverse and ambiguous semantic labeling scenarios. Currently, ScanNet++ contains 460 scenes, 280,000 captured DSLR images, and over 3.7M iPhone RGBD frames.
Scene-Aware Feature Matching
Current feature matching methods focus on point-level matching, pursuing better representation learning of individual features, but lacking further understanding of the scene. This results in significant performance degradation when handling challenging scenes such as scenes with large viewpoint and illumination changes. To tackle this problem, we propose a novel model named SAM, which applies attentional grouping to guide Scene-Aware feature Matching. SAM handles multi-level features, i.e., image tokens and group tokens, with attention layers, and groups the image tokens with the proposed token grouping module. Our model can be trained by ground-truth matches only and produce reasonable grouping results. With the sense-aware grouping guidance, SAM is not only more accurate and robust but also more interpretable than conventional feature matching models. Sufficient experiments on various applications, including homography estimation, pose estimation, and image matching, demonstrate that our model achieves state-of-the-art performance.
Compositional Feature Augmentation for Unbiased Scene Graph Generation
Scene Graph Generation (SGG) aims to detect all the visual relation triplets <sub, pred, obj> in a given image. With the emergence of various advanced techniques for better utilizing both the intrinsic and extrinsic information in each relation triplet, SGG has achieved great progress over the recent years. However, due to the ubiquitous long-tailed predicate distributions, today's SGG models are still easily biased to the head predicates. Currently, the most prevalent debiasing solutions for SGG are re-balancing methods, e.g., changing the distributions of original training samples. In this paper, we argue that all existing re-balancing strategies fail to increase the diversity of the relation triplet features of each predicate, which is critical for robust SGG. To this end, we propose a novel Compositional Feature Augmentation (CFA) strategy, which is the first unbiased SGG work to mitigate the bias issue from the perspective of increasing the diversity of triplet features. Specifically, we first decompose each relation triplet feature into two components: intrinsic feature and extrinsic feature, which correspond to the intrinsic characteristics and extrinsic contexts of a relation triplet, respectively. Then, we design two different feature augmentation modules to enrich the feature diversity of original relation triplets by replacing or mixing up either their intrinsic or extrinsic features from other samples. Due to its model-agnostic nature, CFA can be seamlessly incorporated into various SGG frameworks. Extensive ablations have shown that CFA achieves a new state-of-the-art performance on the trade-off between different metrics.
Score Priors Guided Deep Variational Inference for Unsupervised Real-World Single Image Denoising
Real-world single image denoising is crucial and practical in computer vision. Bayesian inversions combined with score priors now have proven effective for single image denoising but are limited to white Gaussian noise. Moreover, applying existing score-based methods for real-world denoising requires not only the explicit train of score priors on the target domain but also the careful design of sampling procedures for posterior inference, which is complicated and impractical. To address these limitations, we propose a score priors-guided deep variational inference, namely ScoreDVI, for practical real-world denoising. By considering the deep variational image posterior with a Gaussian form, score priors are extracted based on easily accessible minimum MSE Non-i.i.d Gaussian denoisers and variational samples, which in turn facilitate optimizing the variational image posterior. Such a procedure adaptively applies cheap score priors to denoising. Additionally, we exploit a Non-i.i.d Gaussian mixture model and variational noise posterior to model the real-world noise. This scheme also enables the pixel-wise fusion of multiple image priors and variational image posteriors. Besides, we develop a noise-aware prior assignment strategy that dynamically adjusts the weight of image priors in the optimization. Our method outperforms other single image-based real-world denoising methods and achieves comparable performance to dataset-based unsupervised methods.
A Benchmark for Chinese-English Scene Text Image Super-resolution
Scene Text Image Super-resolution (STISR) aims to recover high-resolution (HR) scene text images with visually pleasant and readable text content from the given low-resolution (LR) input. Most existing works focus on recovering English texts, which have relatively simple character structures, while little work has been done on the more challenging Chinese texts with diverse and complex character structures. In this paper, we propose a real-world Chinese-English benchmark dataset, namely Real-CE, for the task of STISR with the emphasis on restoring structurally complex Chinese characters. The benchmark provides 1,935/783 real-world LR-HR text image pairs~(contains 33,789 text lines in total) for training/testing in 2times and 4times zooming modes, complemented by detailed annotations, including detection boxes and text transcripts. Moreover, we design an edge-aware learning method, which provides structural supervision in image and feature domains, to effectively reconstruct the dense structures of Chinese characters. We conduct experiments on the proposed Real-CE benchmark and evaluate the existing STISR models with and without our edge-aware loss. The benchmark, including data and source code, is available at https://github.com/mjq11302010044/Real-CE.
Context Perception Parallel Decoder for Scene Text Recognition
Scene text recognition (STR) methods have struggled to attain high accuracy and fast inference speed. Autoregressive (AR)-based models implement the recognition in a character-by-character manner, showing superiority in accuracy but with slow inference speed. Alternatively, parallel decoding (PD)-based models infer all characters in a single decoding pass, offering faster inference speed but generally worse accuracy. We first present an empirical study of AR decoding in STR, and discover that the AR decoder not only models linguistic context, but also provides guidance on visual context perception. Consequently, we propose Context Perception Parallel Decoder (CPPD) to predict the character sequence in a PD pass. CPPD devises a character counting module to infer the occurrence count of each character, and a character ordering module to deduce the content-free reading order and placeholders. Meanwhile, the character prediction task associates the placeholders with characters. They together build a comprehensive recognition context. We construct a series of CPPD models and also plug the proposed modules into existing STR decoders. Experiments on both English and Chinese benchmarks demonstrate that the CPPD models achieve highly competitive accuracy while running approximately 8x faster than their AR-based counterparts. Moreover, the plugged models achieve significant accuracy improvements. Code is at https://github.com/PaddlePaddle/PaddleOCR/blob/dygraph/doc/doc_en/algorithm_rec_cppd_en.md{this https URL}.
Subset Selection Based On Multiple Rankings in the Presence of Bias: Effectiveness of Fairness Constraints for Multiwinner Voting Score Functions
We consider the problem of subset selection where one is given multiple rankings of items and the goal is to select the highest ``quality'' subset. Score functions from the multiwinner voting literature have been used to aggregate rankings into quality scores for subsets. We study this setting of subset selection problems when, in addition, rankings may contain systemic or unconscious biases toward a group of items. For a general model of input rankings and biases, we show that requiring the selected subset to satisfy group fairness constraints can improve the quality of the selection with respect to unbiased rankings. Importantly, we show that for fairness constraints to be effective, different multiwinner score functions may require a drastically different number of rankings: While for some functions, fairness constraints need an exponential number of rankings to recover a close-to-optimal solution, for others, this dependency is only polynomial. This result relies on a novel notion of ``smoothness'' of submodular functions in this setting that quantifies how well a function can ``correctly'' assess the quality of items in the presence of bias. The results in this paper can be used to guide the choice of multiwinner score functions for the subset selection setting considered here; we additionally provide a tool to empirically enable this.
Scene as Occupancy
Human driver can easily describe the complex traffic scene by visual system. Such an ability of precise perception is essential for driver's planning. To achieve this, a geometry-aware representation that quantizes the physical 3D scene into structured grid map with semantic labels per cell, termed as 3D Occupancy, would be desirable. Compared to the form of bounding box, a key insight behind occupancy is that it could capture the fine-grained details of critical obstacles in the scene, and thereby facilitate subsequent tasks. Prior or concurrent literature mainly concentrate on a single scene completion task, where we might argue that the potential of this occupancy representation might obsess broader impact. In this paper, we propose OccNet, a multi-view vision-centric pipeline with a cascade and temporal voxel decoder to reconstruct 3D occupancy. At the core of OccNet is a general occupancy embedding to represent 3D physical world. Such a descriptor could be applied towards a wide span of driving tasks, including detection, segmentation and planning. To validate the effectiveness of this new representation and our proposed algorithm, we propose OpenOcc, the first dense high-quality 3D occupancy benchmark built on top of nuScenes. Empirical experiments show that there are evident performance gain across multiple tasks, e.g., motion planning could witness a collision rate reduction by 15%-58%, demonstrating the superiority of our method.
Scene Graph as Pivoting: Inference-time Image-free Unsupervised Multimodal Machine Translation with Visual Scene Hallucination
In this work, we investigate a more realistic unsupervised multimodal machine translation (UMMT) setup, inference-time image-free UMMT, where the model is trained with source-text image pairs, and tested with only source-text inputs. First, we represent the input images and texts with the visual and language scene graphs (SG), where such fine-grained vision-language features ensure a holistic understanding of the semantics. To enable pure-text input during inference, we devise a visual scene hallucination mechanism that dynamically generates pseudo visual SG from the given textual SG. Several SG-pivoting based learning objectives are introduced for unsupervised translation training. On the benchmark Multi30K data, our SG-based method outperforms the best-performing baseline by significant BLEU scores on the task and setup, helping yield translations with better completeness, relevance and fluency without relying on paired images. Further in-depth analyses reveal how our model advances in the task setting.
Dirichlet Diffusion Score Model for Biological Sequence Generation
Designing biological sequences is an important challenge that requires satisfying complex constraints and thus is a natural problem to address with deep generative modeling. Diffusion generative models have achieved considerable success in many applications. Score-based generative stochastic differential equations (SDE) model is a continuous-time diffusion model framework that enjoys many benefits, but the originally proposed SDEs are not naturally designed for modeling discrete data. To develop generative SDE models for discrete data such as biological sequences, here we introduce a diffusion process defined in the probability simplex space with stationary distribution being the Dirichlet distribution. This makes diffusion in continuous space natural for modeling discrete data. We refer to this approach as Dirchlet diffusion score model. We demonstrate that this technique can generate samples that satisfy hard constraints using a Sudoku generation task. This generative model can also solve Sudoku, including hard puzzles, without additional training. Finally, we applied this approach to develop the first human promoter DNA sequence design model and showed that designed sequences share similar properties with natural promoter sequences.
ZeroFlow: Scalable Scene Flow via Distillation
Scene flow estimation is the task of describing the 3D motion field between temporally successive point clouds. State-of-the-art methods use strong priors and test-time optimization techniques, but require on the order of tens of seconds to process full-size point clouds, making them unusable as computer vision primitives for real-time applications such as open world object detection. Feedforward methods are considerably faster, running on the order of tens to hundreds of milliseconds for full-size point clouds, but require expensive human supervision. To address both limitations, we propose Scene Flow via Distillation, a simple, scalable distillation framework that uses a label-free optimization method to produce pseudo-labels to supervise a feedforward model. Our instantiation of this framework, ZeroFlow, achieves state-of-the-art performance on the Argoverse 2 Self-Supervised Scene Flow Challenge while using zero human labels by simply training on large-scale, diverse unlabeled data. At test-time, ZeroFlow is over 1000x faster than label-free state-of-the-art optimization-based methods on full-size point clouds (34 FPS vs 0.028 FPS) and over 1000x cheaper to train on unlabeled data compared to the cost of human annotation (\394 vs ~750,000). To facilitate further research, we will release our code, trained model weights, and high quality pseudo-labels for the Argoverse 2 and Waymo Open datasets.
SceneGenie: Scene Graph Guided Diffusion Models for Image Synthesis
Text-conditioned image generation has made significant progress in recent years with generative adversarial networks and more recently, diffusion models. While diffusion models conditioned on text prompts have produced impressive and high-quality images, accurately representing complex text prompts such as the number of instances of a specific object remains challenging. To address this limitation, we propose a novel guidance approach for the sampling process in the diffusion model that leverages bounding box and segmentation map information at inference time without additional training data. Through a novel loss in the sampling process, our approach guides the model with semantic features from CLIP embeddings and enforces geometric constraints, leading to high-resolution images that accurately represent the scene. To obtain bounding box and segmentation map information, we structure the text prompt as a scene graph and enrich the nodes with CLIP embeddings. Our proposed model achieves state-of-the-art performance on two public benchmarks for image generation from scene graphs, surpassing both scene graph to image and text-based diffusion models in various metrics. Our results demonstrate the effectiveness of incorporating bounding box and segmentation map guidance in the diffusion model sampling process for more accurate text-to-image generation.
SCOPE: Structural Continuity Preservation for Medical Image Segmentation
Although the preservation of shape continuity and physiological anatomy is a natural assumption in the segmentation of medical images, it is often neglected by deep learning methods that mostly aim for the statistical modeling of input data as pixels rather than interconnected structures. In biological structures, however, organs are not separate entities; for example, in reality, a severed vessel is an indication of an underlying problem, but traditional segmentation models are not designed to strictly enforce the continuity of anatomy, potentially leading to inaccurate medical diagnoses. To address this issue, we propose a graph-based approach that enforces the continuity and connectivity of anatomical topology in medical images. Our method encodes the continuity of shapes as a graph constraint, ensuring that the network's predictions maintain this continuity. We evaluate our method on two public benchmarks on retinal vessel segmentation, showing significant improvements in connectivity metrics compared to traditional methods while getting better or on-par performance on segmentation metrics.
Score-Based Diffusion Models as Principled Priors for Inverse Imaging
Priors are essential for reconstructing images from noisy and/or incomplete measurements. The choice of the prior determines both the quality and uncertainty of recovered images. We propose turning score-based diffusion models into principled image priors ("score-based priors") for analyzing a posterior of images given measurements. Previously, probabilistic priors were limited to handcrafted regularizers and simple distributions. In this work, we empirically validate the theoretically-proven probability function of a score-based diffusion model. We show how to sample from resulting posteriors by using this probability function for variational inference. Our results, including experiments on denoising, deblurring, and interferometric imaging, suggest that score-based priors enable principled inference with a sophisticated, data-driven image prior.
Improving Diffusion Models for Scene Text Editing with Dual Encoders
Scene text editing is a challenging task that involves modifying or inserting specified texts in an image while maintaining its natural and realistic appearance. Most previous approaches to this task rely on style-transfer models that crop out text regions and feed them into image transfer models, such as GANs. However, these methods are limited in their ability to change text style and are unable to insert texts into images. Recent advances in diffusion models have shown promise in overcoming these limitations with text-conditional image editing. However, our empirical analysis reveals that state-of-the-art diffusion models struggle with rendering correct text and controlling text style. To address these problems, we propose DIFFSTE to improve pre-trained diffusion models with a dual encoder design, which includes a character encoder for better text legibility and an instruction encoder for better style control. An instruction tuning framework is introduced to train our model to learn the mapping from the text instruction to the corresponding image with either the specified style or the style of the surrounding texts in the background. Such a training method further brings our method the zero-shot generalization ability to the following three scenarios: generating text with unseen font variation, e.g., italic and bold, mixing different fonts to construct a new font, and using more relaxed forms of natural language as the instructions to guide the generation task. We evaluate our approach on five datasets and demonstrate its superior performance in terms of text correctness, image naturalness, and style controllability. Our code is publicly available. https://github.com/UCSB-NLP-Chang/DiffSTE
Scene Matters: Model-based Deep Video Compression
Video compression has always been a popular research area, where many traditional and deep video compression methods have been proposed. These methods typically rely on signal prediction theory to enhance compression performance by designing high efficient intra and inter prediction strategies and compressing video frames one by one. In this paper, we propose a novel model-based video compression (MVC) framework that regards scenes as the fundamental units for video sequences. Our proposed MVC directly models the intensity variation of the entire video sequence in one scene, seeking non-redundant representations instead of reducing redundancy through spatio-temporal predictions. To achieve this, we employ implicit neural representation as our basic modeling architecture. To improve the efficiency of video modeling, we first propose context-related spatial positional embedding and frequency domain supervision in spatial context enhancement. For temporal correlation capturing, we design the scene flow constrain mechanism and temporal contrastive loss. Extensive experimental results demonstrate that our method achieves up to a 20\% bitrate reduction compared to the latest video coding standard H.266 and is more efficient in decoding than existing video coding strategies.
Score Approximation, Estimation and Distribution Recovery of Diffusion Models on Low-Dimensional Data
Diffusion models achieve state-of-the-art performance in various generation tasks. However, their theoretical foundations fall far behind. This paper studies score approximation, estimation, and distribution recovery of diffusion models, when data are supported on an unknown low-dimensional linear subspace. Our result provides sample complexity bounds for distribution estimation using diffusion models. We show that with a properly chosen neural network architecture, the score function can be both accurately approximated and efficiently estimated. Furthermore, the generated distribution based on the estimated score function captures the data geometric structures and converges to a close vicinity of the data distribution. The convergence rate depends on the subspace dimension, indicating that diffusion models can circumvent the curse of data ambient dimensionality.
SceneDreamer: Unbounded 3D Scene Generation from 2D Image Collections
In this work, we present SceneDreamer, an unconditional generative model for unbounded 3D scenes, which synthesizes large-scale 3D landscapes from random noise. Our framework is learned from in-the-wild 2D image collections only, without any 3D annotations. At the core of SceneDreamer is a principled learning paradigm comprising 1) an efficient yet expressive 3D scene representation, 2) a generative scene parameterization, and 3) an effective renderer that can leverage the knowledge from 2D images. Our approach begins with an efficient bird's-eye-view (BEV) representation generated from simplex noise, which includes a height field for surface elevation and a semantic field for detailed scene semantics. This BEV scene representation enables 1) representing a 3D scene with quadratic complexity, 2) disentangled geometry and semantics, and 3) efficient training. Moreover, we propose a novel generative neural hash grid to parameterize the latent space based on 3D positions and scene semantics, aiming to encode generalizable features across various scenes. Lastly, a neural volumetric renderer, learned from 2D image collections through adversarial training, is employed to produce photorealistic images. Extensive experiments demonstrate the effectiveness of SceneDreamer and superiority over state-of-the-art methods in generating vivid yet diverse unbounded 3D worlds.
Diffusion-based Generation, Optimization, and Planning in 3D Scenes
We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.
ScanEnts3D: Exploiting Phrase-to-3D-Object Correspondences for Improved Visio-Linguistic Models in 3D Scenes
The two popular datasets ScanRefer [16] and ReferIt3D [3] connect natural language to real-world 3D data. In this paper, we curate a large-scale and complementary dataset extending both the aforementioned ones by associating all objects mentioned in a referential sentence to their underlying instances inside a 3D scene. Specifically, our Scan Entities in 3D (ScanEnts3D) dataset provides explicit correspondences between 369k objects across 84k natural referential sentences, covering 705 real-world scenes. Crucially, we show that by incorporating intuitive losses that enable learning from this novel dataset, we can significantly improve the performance of several recently introduced neural listening architectures, including improving the SoTA in both the Nr3D and ScanRefer benchmarks by 4.3% and 5.0%, respectively. Moreover, we experiment with competitive baselines and recent methods for the task of language generation and show that, as with neural listeners, 3D neural speakers can also noticeably benefit by training with ScanEnts3D, including improving the SoTA by 13.2 CIDEr points on the Nr3D benchmark. Overall, our carefully conducted experimental studies strongly support the conclusion that, by learning on ScanEnts3D, commonly used visio-linguistic 3D architectures can become more efficient and interpretable in their generalization without needing to provide these newly collected annotations at test time. The project's webpage is https://scanents3d.github.io/ .
SceneRF: Self-Supervised Monocular 3D Scene Reconstruction with Radiance Fields
3D reconstruction from a single 2D image was extensively covered in the literature but relies on depth supervision at training time, which limits its applicability. To relax the dependence to depth we propose SceneRF, a self-supervised monocular scene reconstruction method using only posed image sequences for training. Fueled by the recent progress in neural radiance fields (NeRF) we optimize a radiance field though with explicit depth optimization and a novel probabilistic sampling strategy to efficiently handle large scenes. At inference, a single input image suffices to hallucinate novel depth views which are fused together to obtain 3D scene reconstruction. Thorough experiments demonstrate that we outperform all baselines for novel depth views synthesis and scene reconstruction, on indoor BundleFusion and outdoor SemanticKITTI. Code is available at https://astra-vision.github.io/SceneRF .
Score Jacobian Chaining: Lifting Pretrained 2D Diffusion Models for 3D Generation
A diffusion model learns to predict a vector field of gradients. We propose to apply chain rule on the learned gradients, and back-propagate the score of a diffusion model through the Jacobian of a differentiable renderer, which we instantiate to be a voxel radiance field. This setup aggregates 2D scores at multiple camera viewpoints into a 3D score, and repurposes a pretrained 2D model for 3D data generation. We identify a technical challenge of distribution mismatch that arises in this application, and propose a novel estimation mechanism to resolve it. We run our algorithm on several off-the-shelf diffusion image generative models, including the recently released Stable Diffusion trained on the large-scale LAION dataset.
RUST: Latent Neural Scene Representations from Unposed Imagery
Inferring the structure of 3D scenes from 2D observations is a fundamental challenge in computer vision. Recently popularized approaches based on neural scene representations have achieved tremendous impact and have been applied across a variety of applications. One of the major remaining challenges in this space is training a single model which can provide latent representations which effectively generalize beyond a single scene. Scene Representation Transformer (SRT) has shown promise in this direction, but scaling it to a larger set of diverse scenes is challenging and necessitates accurately posed ground truth data. To address this problem, we propose RUST (Really Unposed Scene representation Transformer), a pose-free approach to novel view synthesis trained on RGB images alone. Our main insight is that one can train a Pose Encoder that peeks at the target image and learns a latent pose embedding which is used by the decoder for view synthesis. We perform an empirical investigation into the learned latent pose structure and show that it allows meaningful test-time camera transformations and accurate explicit pose readouts. Perhaps surprisingly, RUST achieves similar quality as methods which have access to perfect camera pose, thereby unlocking the potential for large-scale training of amortized neural scene representations.
DiffDreamer: Towards Consistent Unsupervised Single-view Scene Extrapolation with Conditional Diffusion Models
Scene extrapolation -- the idea of generating novel views by flying into a given image -- is a promising, yet challenging task. For each predicted frame, a joint inpainting and 3D refinement problem has to be solved, which is ill posed and includes a high level of ambiguity. Moreover, training data for long-range scenes is difficult to obtain and usually lacks sufficient views to infer accurate camera poses. We introduce DiffDreamer, an unsupervised framework capable of synthesizing novel views depicting a long camera trajectory while training solely on internet-collected images of nature scenes. Utilizing the stochastic nature of the guided denoising steps, we train the diffusion models to refine projected RGBD images but condition the denoising steps on multiple past and future frames for inference. We demonstrate that image-conditioned diffusion models can effectively perform long-range scene extrapolation while preserving consistency significantly better than prior GAN-based methods. DiffDreamer is a powerful and efficient solution for scene extrapolation, producing impressive results despite limited supervision. Project page: https://primecai.github.io/diffdreamer.
ABINet++: Autonomous, Bidirectional and Iterative Language Modeling for Scene Text Spotting
Scene text spotting is of great importance to the computer vision community due to its wide variety of applications. Recent methods attempt to introduce linguistic knowledge for challenging recognition rather than pure visual classification. However, how to effectively model the linguistic rules in end-to-end deep networks remains a research challenge. In this paper, we argue that the limited capacity of language models comes from 1) implicit language modeling; 2) unidirectional feature representation; and 3) language model with noise input. Correspondingly, we propose an autonomous, bidirectional and iterative ABINet++ for scene text spotting. Firstly, the autonomous suggests enforcing explicitly language modeling by decoupling the recognizer into vision model and language model and blocking gradient flow between both models. Secondly, a novel bidirectional cloze network (BCN) as the language model is proposed based on bidirectional feature representation. Thirdly, we propose an execution manner of iterative correction for the language model which can effectively alleviate the impact of noise input. Finally, to polish ABINet++ in long text recognition, we propose to aggregate horizontal features by embedding Transformer units inside a U-Net, and design a position and content attention module which integrates character order and content to attend to character features precisely. ABINet++ achieves state-of-the-art performance on both scene text recognition and scene text spotting benchmarks, which consistently demonstrates the superiority of our method in various environments especially on low-quality images. Besides, extensive experiments including in English and Chinese also prove that, a text spotter that incorporates our language modeling method can significantly improve its performance both in accuracy and speed compared with commonly used attention-based recognizers.
The Surprisingly Straightforward Scene Text Removal Method With Gated Attention and Region of Interest Generation: A Comprehensive Prominent Model Analysis
Scene text removal (STR), a task of erasing text from natural scene images, has recently attracted attention as an important component of editing text or concealing private information such as ID, telephone, and license plate numbers. While there are a variety of different methods for STR actively being researched, it is difficult to evaluate superiority because previously proposed methods do not use the same standardized training/evaluation dataset. We use the same standardized training/testing dataset to evaluate the performance of several previous methods after standardized re-implementation. We also introduce a simple yet extremely effective Gated Attention (GA) and Region-of-Interest Generation (RoIG) methodology in this paper. GA uses attention to focus on the text stroke as well as the textures and colors of the surrounding regions to remove text from the input image much more precisely. RoIG is applied to focus on only the region with text instead of the entire image to train the model more efficiently. Experimental results on the benchmark dataset show that our method significantly outperforms existing state-of-the-art methods in almost all metrics with remarkably higher-quality results. Furthermore, because our model does not generate a text stroke mask explicitly, there is no need for additional refinement steps or sub-models, making our model extremely fast with fewer parameters. The dataset and code are available at this https://github.com/naver/garnet.
Towards Open-vocabulary Scene Graph Generation with Prompt-based Finetuning
Scene graph generation (SGG) is a fundamental task aimed at detecting visual relations between objects in an image. The prevailing SGG methods require all object classes to be given in the training set. Such a closed setting limits the practical application of SGG. In this paper, we introduce open-vocabulary scene graph generation, a novel, realistic and challenging setting in which a model is trained on a set of base object classes but is required to infer relations for unseen target object classes. To this end, we propose a two-step method that firstly pre-trains on large amounts of coarse-grained region-caption data and then leverages two prompt-based techniques to finetune the pre-trained model without updating its parameters. Moreover, our method can support inference over completely unseen object classes, which existing methods are incapable of handling. On extensive experiments on three benchmark datasets, Visual Genome, GQA, and Open-Image, our method significantly outperforms recent, strong SGG methods on the setting of Ov-SGG, as well as on the conventional closed SGG.
Scene Text Recognition with Permuted Autoregressive Sequence Models
Context-aware STR methods typically use internal autoregressive (AR) language models (LM). Inherent limitations of AR models motivated two-stage methods which employ an external LM. The conditional independence of the external LM on the input image may cause it to erroneously rectify correct predictions, leading to significant inefficiencies. Our method, PARSeq, learns an ensemble of internal AR LMs with shared weights using Permutation Language Modeling. It unifies context-free non-AR and context-aware AR inference, and iterative refinement using bidirectional context. Using synthetic training data, PARSeq achieves state-of-the-art (SOTA) results in STR benchmarks (91.9% accuracy) and more challenging datasets. It establishes new SOTA results (96.0% accuracy) when trained on real data. PARSeq is optimal on accuracy vs parameter count, FLOPS, and latency because of its simple, unified structure and parallel token processing. Due to its extensive use of attention, it is robust on arbitrarily-oriented text which is common in real-world images. Code, pretrained weights, and data are available at: https://github.com/baudm/parseq.
How Much is Enough? A Study on Diffusion Times in Score-based Generative Models
Score-based diffusion models are a class of generative models whose dynamics is described by stochastic differential equations that map noise into data. While recent works have started to lay down a theoretical foundation for these models, an analytical understanding of the role of the diffusion time T is still lacking. Current best practice advocates for a large T to ensure that the forward dynamics brings the diffusion sufficiently close to a known and simple noise distribution; however, a smaller value of T should be preferred for a better approximation of the score-matching objective and higher computational efficiency. Starting from a variational interpretation of diffusion models, in this work we quantify this trade-off, and suggest a new method to improve quality and efficiency of both training and sampling, by adopting smaller diffusion times. Indeed, we show how an auxiliary model can be used to bridge the gap between the ideal and the simulated forward dynamics, followed by a standard reverse diffusion process. Empirical results support our analysis; for image data, our method is competitive w.r.t. the state-of-the-art, according to standard sample quality metrics and log-likelihood.
IterVM: Iterative Vision Modeling Module for Scene Text Recognition
Scene text recognition (STR) is a challenging problem due to the imperfect imagery conditions in natural images. State-of-the-art methods utilize both visual cues and linguistic knowledge to tackle this challenging problem. Specifically, they propose iterative language modeling module (IterLM) to repeatedly refine the output sequence from the visual modeling module (VM). Though achieving promising results, the vision modeling module has become the performance bottleneck of these methods. In this paper, we newly propose iterative vision modeling module (IterVM) to further improve the STR accuracy. Specifically, the first VM directly extracts multi-level features from the input image, and the following VMs re-extract multi-level features from the input image and fuse them with the high-level (i.e., the most semantic one) feature extracted by the previous VM. By combining the proposed IterVM with iterative language modeling module, we further propose a powerful scene text recognizer called IterNet. Extensive experiments demonstrate that the proposed IterVM can significantly improve the scene text recognition accuracy, especially on low-quality scene text images. Moreover, the proposed scene text recognizer IterNet achieves new state-of-the-art results on several public benchmarks. Codes will be available at https://github.com/VDIGPKU/IterNet.
Speech Enhancement with Score-Based Generative Models in the Complex STFT Domain
Score-based generative models (SGMs) have recently shown impressive results for difficult generative tasks such as the unconditional and conditional generation of natural images and audio signals. In this work, we extend these models to the complex short-time Fourier transform (STFT) domain, proposing a novel training task for speech enhancement using a complex-valued deep neural network. We derive this training task within the formalism of stochastic differential equations (SDEs), thereby enabling the use of predictor-corrector samplers. We provide alternative formulations inspired by previous publications on using generative diffusion models for speech enhancement, avoiding the need for any prior assumptions on the noise distribution and making the training task purely generative which, as we show, results in improved enhancement performance.
Score-based Generative Modeling of Graphs via the System of Stochastic Differential Equations
Generating graph-structured data requires learning the underlying distribution of graphs. Yet, this is a challenging problem, and the previous graph generative methods either fail to capture the permutation-invariance property of graphs or cannot sufficiently model the complex dependency between nodes and edges, which is crucial for generating real-world graphs such as molecules. To overcome such limitations, we propose a novel score-based generative model for graphs with a continuous-time framework. Specifically, we propose a new graph diffusion process that models the joint distribution of the nodes and edges through a system of stochastic differential equations (SDEs). Then, we derive novel score matching objectives tailored for the proposed diffusion process to estimate the gradient of the joint log-density with respect to each component, and introduce a new solver for the system of SDEs to efficiently sample from the reverse diffusion process. We validate our graph generation method on diverse datasets, on which it either achieves significantly superior or competitive performance to the baselines. Further analysis shows that our method is able to generate molecules that lie close to the training distribution yet do not violate the chemical valency rule, demonstrating the effectiveness of the system of SDEs in modeling the node-edge relationships. Our code is available at https://github.com/harryjo97/GDSS.
ARKitScenes: A Diverse Real-World Dataset For 3D Indoor Scene Understanding Using Mobile RGB-D Data
Scene understanding is an active research area. Commercial depth sensors, such as Kinect, have enabled the release of several RGB-D datasets over the past few years which spawned novel methods in 3D scene understanding. More recently with the launch of the LiDAR sensor in Apple's iPads and iPhones, high quality RGB-D data is accessible to millions of people on a device they commonly use. This opens a whole new era in scene understanding for the Computer Vision community as well as app developers. The fundamental research in scene understanding together with the advances in machine learning can now impact people's everyday experiences. However, transforming these scene understanding methods to real-world experiences requires additional innovation and development. In this paper we introduce ARKitScenes. It is not only the first RGB-D dataset that is captured with a now widely available depth sensor, but to our best knowledge, it also is the largest indoor scene understanding data released. In addition to the raw and processed data from the mobile device, ARKitScenes includes high resolution depth maps captured using a stationary laser scanner, as well as manually labeled 3D oriented bounding boxes for a large taxonomy of furniture. We further analyze the usefulness of the data for two downstream tasks: 3D object detection and color-guided depth upsampling. We demonstrate that our dataset can help push the boundaries of existing state-of-the-art methods and it introduces new challenges that better represent real-world scenarios.
Data Augmentation for Scene Text Recognition
Scene text recognition (STR) is a challenging task in computer vision due to the large number of possible text appearances in natural scenes. Most STR models rely on synthetic datasets for training since there are no sufficiently big and publicly available labelled real datasets. Since STR models are evaluated using real data, the mismatch between training and testing data distributions results into poor performance of models especially on challenging text that are affected by noise, artifacts, geometry, structure, etc. In this paper, we introduce STRAug which is made of 36 image augmentation functions designed for STR. Each function mimics certain text image properties that can be found in natural scenes, caused by camera sensors, or induced by signal processing operations but poorly represented in the training dataset. When applied to strong baseline models using RandAugment, STRAug significantly increases the overall absolute accuracy of STR models across regular and irregular test datasets by as much as 2.10% on Rosetta, 1.48% on R2AM, 1.30% on CRNN, 1.35% on RARE, 1.06% on TRBA and 0.89% on GCRNN. The diversity and simplicity of API provided by STRAug functions enable easy replication and validation of existing data augmentation methods for STR. STRAug is available at https://github.com/roatienza/straug.
Gotta Go Fast When Generating Data with Score-Based Models
Score-based (denoising diffusion) generative models have recently gained a lot of success in generating realistic and diverse data. These approaches define a forward diffusion process for transforming data to noise and generate data by reversing it (thereby going from noise to data). Unfortunately, current score-based models generate data very slowly due to the sheer number of score network evaluations required by numerical SDE solvers. In this work, we aim to accelerate this process by devising a more efficient SDE solver. Existing approaches rely on the Euler-Maruyama (EM) solver, which uses a fixed step size. We found that naively replacing it with other SDE solvers fares poorly - they either result in low-quality samples or become slower than EM. To get around this issue, we carefully devise an SDE solver with adaptive step sizes tailored to score-based generative models piece by piece. Our solver requires only two score function evaluations, rarely rejects samples, and leads to high-quality samples. Our approach generates data 2 to 10 times faster than EM while achieving better or equal sample quality. For high-resolution images, our method leads to significantly higher quality samples than all other methods tested. Our SDE solver has the benefit of requiring no step size tuning.
Vision Transformer for Fast and Efficient Scene Text Recognition
Scene text recognition (STR) enables computers to read text in natural scenes such as object labels, road signs and instructions. STR helps machines perform informed decisions such as what object to pick, which direction to go, and what is the next step of action. In the body of work on STR, the focus has always been on recognition accuracy. There is little emphasis placed on speed and computational efficiency which are equally important especially for energy-constrained mobile machines. In this paper we propose ViTSTR, an STR with a simple single stage model architecture built on a compute and parameter efficient vision transformer (ViT). On a comparable strong baseline method such as TRBA with accuracy of 84.3%, our small ViTSTR achieves a competitive accuracy of 82.6% (84.2% with data augmentation) at 2.4x speed up, using only 43.4% of the number of parameters and 42.2% FLOPS. The tiny version of ViTSTR achieves 80.3% accuracy (82.1% with data augmentation), at 2.5x the speed, requiring only 10.9% of the number of parameters and 11.9% FLOPS. With data augmentation, our base ViTSTR outperforms TRBA at 85.2% accuracy (83.7% without augmentation) at 2.3x the speed but requires 73.2% more parameters and 61.5% more FLOPS. In terms of trade-offs, nearly all ViTSTR configurations are at or near the frontiers to maximize accuracy, speed and computational efficiency all at the same time.
Scene Graph to Image Generation with Contextualized Object Layout Refinement
Generating images from scene graphs is a challenging task that attracted substantial interest recently. Prior works have approached this task by generating an intermediate layout description of the target image. However, the representation of each object in the layout was generated independently, which resulted in high overlap, low coverage, and an overall blurry layout. We propose a novel method that alleviates these issues by generating the entire layout description gradually to improve inter-object dependency. We empirically show on the COCO-STUFF dataset that our approach improves the quality of both the intermediate layout and the final image. Our approach improves the layout coverage by almost 20 points and drops object overlap to negligible amounts.
Scene relighting with illumination estimation in the latent space on an encoder-decoder scheme
The image relighting task of transferring illumination conditions between two images offers an interesting and difficult challenge with potential applications in photography, cinematography and computer graphics. In this report we present methods that we tried to achieve that goal. Our models are trained on a rendered dataset of artificial locations with varied scene content, light source location and color temperature. With this dataset, we used a network with illumination estimation component aiming to infer and replace light conditions in the latent space representation of the concerned scenes.
Graph Density-Aware Losses for Novel Compositions in Scene Graph Generation
Scene graph generation (SGG) aims to predict graph-structured descriptions of input images, in the form of objects and relationships between them. This task is becoming increasingly useful for progress at the interface of vision and language. Here, it is important - yet challenging - to perform well on novel (zero-shot) or rare (few-shot) compositions of objects and relationships. In this paper, we identify two key issues that limit such generalization. Firstly, we show that the standard loss used in this task is unintentionally a function of scene graph density. This leads to the neglect of individual edges in large sparse graphs during training, even though these contain diverse few-shot examples that are important for generalization. Secondly, the frequency of relationships can create a strong bias in this task, such that a blind model predicting the most frequent relationship achieves good performance. Consequently, some state-of-the-art models exploit this bias to improve results. We show that such models can suffer the most in their ability to generalize to rare compositions, evaluating two different models on the Visual Genome dataset and its more recent, improved version, GQA. To address these issues, we introduce a density-normalized edge loss, which provides more than a two-fold improvement in certain generalization metrics. Compared to other works in this direction, our enhancements require only a few lines of code and no added computational cost. We also highlight the difficulty of accurately evaluating models using existing metrics, especially on zero/few shots, and introduce a novel weighted metric.
ABCNet: Real-time Scene Text Spotting with Adaptive Bezier-Curve Network
Scene text detection and recognition has received increasing research attention. Existing methods can be roughly categorized into two groups: character-based and segmentation-based. These methods either are costly for character annotation or need to maintain a complex pipeline, which is often not suitable for real-time applications. Here we address the problem by proposing the Adaptive Bezier-Curve Network (ABCNet). Our contributions are three-fold: 1) For the first time, we adaptively fit arbitrarily-shaped text by a parameterized Bezier curve. 2) We design a novel BezierAlign layer for extracting accurate convolution features of a text instance with arbitrary shapes, significantly improving the precision compared with previous methods. 3) Compared with standard bounding box detection, our Bezier curve detection introduces negligible computation overhead, resulting in superiority of our method in both efficiency and accuracy. Experiments on arbitrarily-shaped benchmark datasets, namely Total-Text and CTW1500, demonstrate that ABCNet achieves state-of-the-art accuracy, meanwhile significantly improving the speed. In particular, on Total-Text, our realtime version is over 10 times faster than recent state-of-the-art methods with a competitive recognition accuracy. Code is available at https://tinyurl.com/AdelaiDet
3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans
We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI
Score-CAM: Score-Weighted Visual Explanations for Convolutional Neural Networks
Recently, increasing attention has been drawn to the internal mechanisms of convolutional neural networks, and the reason why the network makes specific decisions. In this paper, we develop a novel post-hoc visual explanation method called Score-CAM based on class activation mapping. Unlike previous class activation mapping based approaches, Score-CAM gets rid of the dependence on gradients by obtaining the weight of each activation map through its forward passing score on target class, the final result is obtained by a linear combination of weights and activation maps. We demonstrate that Score-CAM achieves better visual performance and fairness for interpreting the decision making process. Our approach outperforms previous methods on both recognition and localization tasks, it also passes the sanity check. We also indicate its application as debugging tools. Official code has been released.
Semantic-Aware Scene Recognition
Scene recognition is currently one of the top-challenging research fields in computer vision. This may be due to the ambiguity between classes: images of several scene classes may share similar objects, which causes confusion among them. The problem is aggravated when images of a particular scene class are notably different. Convolutional Neural Networks (CNNs) have significantly boosted performance in scene recognition, albeit it is still far below from other recognition tasks (e.g., object or image recognition). In this paper, we describe a novel approach for scene recognition based on an end-to-end multi-modal CNN that combines image and context information by means of an attention module. Context information, in the shape of semantic segmentation, is used to gate features extracted from the RGB image by leveraging on information encoded in the semantic representation: the set of scene objects and stuff, and their relative locations. This gating process reinforces the learning of indicative scene content and enhances scene disambiguation by refocusing the receptive fields of the CNN towards them. Experimental results on four publicly available datasets show that the proposed approach outperforms every other state-of-the-art method while significantly reducing the number of network parameters. All the code and data used along this paper is available at https://github.com/vpulab/Semantic-Aware-Scene-Recognition
Scene Text Visual Question Answering
Current visual question answering datasets do not consider the rich semantic information conveyed by text within an image. In this work, we present a new dataset, ST-VQA, that aims to highlight the importance of exploiting high-level semantic information present in images as textual cues in the VQA process. We use this dataset to define a series of tasks of increasing difficulty for which reading the scene text in the context provided by the visual information is necessary to reason and generate an appropriate answer. We propose a new evaluation metric for these tasks to account both for reasoning errors as well as shortcomings of the text recognition module. In addition we put forward a series of baseline methods, which provide further insight to the newly released dataset, and set the scene for further research.
NRTR: A No-Recurrence Sequence-to-Sequence Model For Scene Text Recognition
Scene text recognition has attracted a great many researches due to its importance to various applications. Existing methods mainly adopt recurrence or convolution based networks. Though have obtained good performance, these methods still suffer from two limitations: slow training speed due to the internal recurrence of RNNs, and high complexity due to stacked convolutional layers for long-term feature extraction. This paper, for the first time, proposes a no-recurrence sequence-to-sequence text recognizer, named NRTR, that dispenses with recurrences and convolutions entirely. NRTR follows the encoder-decoder paradigm, where the encoder uses stacked self-attention to extract image features, and the decoder applies stacked self-attention to recognize texts based on encoder output. NRTR relies solely on self-attention mechanism thus could be trained with more parallelization and less complexity. Considering scene image has large variation in text and background, we further design a modality-transform block to effectively transform 2D input images to 1D sequences, combined with the encoder to extract more discriminative features. NRTR achieves state-of-the-art or highly competitive performance on both regular and irregular benchmarks, while requires only a small fraction of training time compared to the best model from the literature (at least 8 times faster).
Scene Graph Generation by Iterative Message Passing
Understanding a visual scene goes beyond recognizing individual objects in isolation. Relationships between objects also constitute rich semantic information about the scene. In this work, we explicitly model the objects and their relationships using scene graphs, a visually-grounded graphical structure of an image. We propose a novel end-to-end model that generates such structured scene representation from an input image. The model solves the scene graph inference problem using standard RNNs and learns to iteratively improves its predictions via message passing. Our joint inference model can take advantage of contextual cues to make better predictions on objects and their relationships. The experiments show that our model significantly outperforms previous methods for generating scene graphs using Visual Genome dataset and inferring support relations with NYU Depth v2 dataset.
Knowledge Guided Disambiguation for Large-Scale Scene Classification with Multi-Resolution CNNs
Convolutional Neural Networks (CNNs) have made remarkable progress on scene recognition, partially due to these recent large-scale scene datasets, such as the Places and Places2. Scene categories are often defined by multi-level information, including local objects, global layout, and background environment, thus leading to large intra-class variations. In addition, with the increasing number of scene categories, label ambiguity has become another crucial issue in large-scale classification. This paper focuses on large-scale scene recognition and makes two major contributions to tackle these issues. First, we propose a multi-resolution CNN architecture that captures visual content and structure at multiple levels. The multi-resolution CNNs are composed of coarse resolution CNNs and fine resolution CNNs, which are complementary to each other. Second, we design two knowledge guided disambiguation techniques to deal with the problem of label ambiguity. (i) We exploit the knowledge from the confusion matrix computed on validation data to merge ambiguous classes into a super category. (ii) We utilize the knowledge of extra networks to produce a soft label for each image. Then the super categories or soft labels are employed to guide CNN training on the Places2. We conduct extensive experiments on three large-scale image datasets (ImageNet, Places, and Places2), demonstrating the effectiveness of our approach. Furthermore, our method takes part in two major scene recognition challenges, and achieves the second place at the Places2 challenge in ILSVRC 2015, and the first place at the LSUN challenge in CVPR 2016. Finally, we directly test the learned representations on other scene benchmarks, and obtain the new state-of-the-art results on the MIT Indoor67 (86.7\%) and SUN397 (72.0\%). We release the code and models at~https://github.com/wanglimin/MRCNN-Scene-Recognition.
Semantic Understanding of Scenes through the ADE20K Dataset
Scene parsing, or recognizing and segmenting objects and stuff in an image, is one of the key problems in computer vision. Despite the community's efforts in data collection, there are still few image datasets covering a wide range of scenes and object categories with dense and detailed annotations for scene parsing. In this paper, we introduce and analyze the ADE20K dataset, spanning diverse annotations of scenes, objects, parts of objects, and in some cases even parts of parts. A generic network design called Cascade Segmentation Module is then proposed to enable the segmentation networks to parse a scene into stuff, objects, and object parts in a cascade. We evaluate the proposed module integrated within two existing semantic segmentation networks, yielding significant improvements for scene parsing. We further show that the scene parsing networks trained on ADE20K can be applied to a wide variety of scenes and objects.
Collaborative Score Distillation for Consistent Visual Synthesis
Generative priors of large-scale text-to-image diffusion models enable a wide range of new generation and editing applications on diverse visual modalities. However, when adapting these priors to complex visual modalities, often represented as multiple images (e.g., video), achieving consistency across a set of images is challenging. In this paper, we address this challenge with a novel method, Collaborative Score Distillation (CSD). CSD is based on the Stein Variational Gradient Descent (SVGD). Specifically, we propose to consider multiple samples as "particles" in the SVGD update and combine their score functions to distill generative priors over a set of images synchronously. Thus, CSD facilitates seamless integration of information across 2D images, leading to a consistent visual synthesis across multiple samples. We show the effectiveness of CSD in a variety of tasks, encompassing the visual editing of panorama images, videos, and 3D scenes. Our results underline the competency of CSD as a versatile method for enhancing inter-sample consistency, thereby broadening the applicability of text-to-image diffusion models.
OCTScenes: A Versatile Real-World Dataset of Tabletop Scenes for Object-Centric Learning
Humans possess the cognitive ability to comprehend scenes in a compositional manner. To empower AI systems with similar abilities, object-centric representation learning aims to acquire representations of individual objects from visual scenes without any supervision. Although recent advancements in object-centric representation learning have achieved remarkable progress on complex synthesis datasets, there is a huge challenge for application in complex real-world scenes. One of the essential reasons is the scarcity of real-world datasets specifically tailored to object-centric representation learning methods. To solve this problem, we propose a versatile real-world dataset of tabletop scenes for object-centric learning called OCTScenes, which is meticulously designed to serve as a benchmark for comparing, evaluating and analyzing object-centric representation learning methods. OCTScenes contains 5000 tabletop scenes with a total of 15 everyday objects. Each scene is captured in 60 frames covering a 360-degree perspective. Consequently, OCTScenes is a versatile benchmark dataset that can simultaneously satisfy the evaluation of object-centric representation learning methods across static scenes, dynamic scenes, and multi-view scenes tasks. Extensive experiments of object-centric representation learning methods for static, dynamic and multi-view scenes are conducted on OCTScenes. The results demonstrate the shortcomings of state-of-the-art methods for learning meaningful representations from real-world data, despite their impressive performance on complex synthesis datasets. Furthermore, OCTScenes can serves as a catalyst for advancing existing state-of-the-art methods, inspiring them to adapt to real-world scenes. Dataset and code are available at https://huggingface.co/datasets/Yinxuan/OCTScenes.
Neural Scene Chronology
In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.
HiLo: Exploiting High Low Frequency Relations for Unbiased Panoptic Scene Graph Generation
Panoptic Scene Graph generation (PSG) is a recently proposed task in image scene understanding that aims to segment the image and extract triplets of subjects, objects and their relations to build a scene graph. This task is particularly challenging for two reasons. First, it suffers from a long-tail problem in its relation categories, making naive biased methods more inclined to high-frequency relations. Existing unbiased methods tackle the long-tail problem by data/loss rebalancing to favor low-frequency relations. Second, a subject-object pair can have two or more semantically overlapping relations. While existing methods favor one over the other, our proposed HiLo framework lets different network branches specialize on low and high frequency relations, enforce their consistency and fuse the results. To the best of our knowledge we are the first to propose an explicitly unbiased PSG method. In extensive experiments we show that our HiLo framework achieves state-of-the-art results on the PSG task. We also apply our method to the Scene Graph Generation task that predicts boxes instead of masks and see improvements over all baseline methods. Code is available at https://github.com/franciszzj/HiLo.
Fast and Accurate Quantized Camera Scene Detection on Smartphones, Mobile AI 2021 Challenge: Report
Camera scene detection is among the most popular computer vision problem on smartphones. While many custom solutions were developed for this task by phone vendors, none of the designed models were available publicly up until now. To address this problem, we introduce the first Mobile AI challenge, where the target is to develop quantized deep learning-based camera scene classification solutions that can demonstrate a real-time performance on smartphones and IoT platforms. For this, the participants were provided with a large-scale CamSDD dataset consisting of more than 11K images belonging to the 30 most important scene categories. The runtime of all models was evaluated on the popular Apple Bionic A11 platform that can be found in many iOS devices. The proposed solutions are fully compatible with all major mobile AI accelerators and can demonstrate more than 100-200 FPS on the majority of recent smartphone platforms while achieving a top-3 accuracy of more than 98%. A detailed description of all models developed in the challenge is provided in this paper.
Environment-Invariant Curriculum Relation Learning for Fine-Grained Scene Graph Generation
The scene graph generation (SGG) task is designed to identify the predicates based on the subject-object pairs.However,existing datasets generally include two imbalance cases: one is the class imbalance from the predicted predicates and another is the context imbalance from the given subject-object pairs, which presents significant challenges for SGG. Most existing methods focus on the imbalance of the predicted predicate while ignoring the imbalance of the subject-object pairs, which could not achieve satisfactory results. To address the two imbalance cases, we propose a novel Environment Invariant Curriculum Relation learning (EICR) method, which can be applied in a plug-and-play fashion to existing SGG methods. Concretely, to remove the imbalance of the subject-object pairs, we first construct different distribution environments for the subject-object pairs and learn a model invariant to the environment changes. Then, we construct a class-balanced curriculum learning strategy to balance the different environments to remove the predicate imbalance. Comprehensive experiments conducted on VG and GQA datasets demonstrate that our EICR framework can be taken as a general strategy for various SGG models, and achieve significant improvements.
Revisiting Scene Text Recognition: A Data Perspective
This paper aims to re-assess scene text recognition (STR) from a data-oriented perspective. We begin by revisiting the six commonly used benchmarks in STR and observe a trend of performance saturation, whereby only 2.91% of the benchmark images cannot be accurately recognized by an ensemble of 13 representative models. While these results are impressive and suggest that STR could be considered solved, however, we argue that this is primarily due to the less challenging nature of the common benchmarks, thus concealing the underlying issues that STR faces. To this end, we consolidate a large-scale real STR dataset, namely Union14M, which comprises 4 million labeled images and 10 million unlabeled images, to assess the performance of STR models in more complex real-world scenarios. Our experiments demonstrate that the 13 models can only achieve an average accuracy of 66.53% on the 4 million labeled images, indicating that STR still faces numerous challenges in the real world. By analyzing the error patterns of the 13 models, we identify seven open challenges in STR and develop a challenge-driven benchmark consisting of eight distinct subsets to facilitate further progress in the field. Our exploration demonstrates that STR is far from being solved and leveraging data may be a promising solution. In this regard, we find that utilizing the 10 million unlabeled images through self-supervised pre-training can significantly improve the robustness of STR model in real-world scenarios and leads to state-of-the-art performance.
CVSformer: Cross-View Synthesis Transformer for Semantic Scene Completion
Semantic scene completion (SSC) requires an accurate understanding of the geometric and semantic relationships between the objects in the 3D scene for reasoning the occluded objects. The popular SSC methods voxelize the 3D objects, allowing the deep 3D convolutional network (3D CNN) to learn the object relationships from the complex scenes. However, the current networks lack the controllable kernels to model the object relationship across multiple views, where appropriate views provide the relevant information for suggesting the existence of the occluded objects. In this paper, we propose Cross-View Synthesis Transformer (CVSformer), which consists of Multi-View Feature Synthesis and Cross-View Transformer for learning cross-view object relationships. In the multi-view feature synthesis, we use a set of 3D convolutional kernels rotated differently to compute the multi-view features for each voxel. In the cross-view transformer, we employ the cross-view fusion to comprehensively learn the cross-view relationships, which form useful information for enhancing the features of individual views. We use the enhanced features to predict the geometric occupancies and semantic labels of all voxels. We evaluate CVSformer on public datasets, where CVSformer yields state-of-the-art results.
Fast Neural Scene Flow
Neural Scene Flow Prior (NSFP) is of significant interest to the vision community due to its inherent robustness to out-of-distribution (OOD) effects and its ability to deal with dense lidar points. The approach utilizes a coordinate neural network to estimate scene flow at runtime, without any training. However, it is up to 100 times slower than current state-of-the-art learning methods. In other applications such as image, video, and radiance function reconstruction innovations in speeding up the runtime performance of coordinate networks have centered upon architectural changes. In this paper, we demonstrate that scene flow is different -- with the dominant computational bottleneck stemming from the loss function itself (i.e., Chamfer distance). Further, we rediscover the distance transform (DT) as an efficient, correspondence-free loss function that dramatically speeds up the runtime optimization. Our fast neural scene flow (FNSF) approach reports for the first time real-time performance comparable to learning methods, without any training or OOD bias on two of the largest open autonomous driving (AV) lidar datasets Waymo Open and Argoverse.
RePAST: Relative Pose Attention Scene Representation Transformer
The Scene Representation Transformer (SRT) is a recent method to render novel views at interactive rates. Since SRT uses camera poses with respect to an arbitrarily chosen reference camera, it is not invariant to the order of the input views. As a result, SRT is not directly applicable to large-scale scenes where the reference frame would need to be changed regularly. In this work, we propose Relative Pose Attention SRT (RePAST): Instead of fixing a reference frame at the input, we inject pairwise relative camera pose information directly into the attention mechanism of the Transformers. This leads to a model that is by definition invariant to the choice of any global reference frame, while still retaining the full capabilities of the original method. Empirical results show that adding this invariance to the model does not lead to a loss in quality. We believe that this is a step towards applying fully latent transformer-based rendering methods to large-scale scenes.
MAUVE Scores for Generative Models: Theory and Practice
Generative AI has matured to a point where large-scale models can generate text that seems indistinguishable from human-written text and remarkably photorealistic images. Automatically measuring how close the distribution of generated data is to the target real data distribution is a key step in diagnosing existing models and developing better models. We present MAUVE, a family of comparison measures between pairs of distributions such as those encountered in the generative modeling of text or images. These scores are statistical summaries of divergence frontiers capturing two types of errors in generative modeling. We explore four approaches to statistically estimate these scores: vector quantization, non-parametric estimation, classifier-based estimation, and parametric Gaussian approximations. We provide statistical bounds for the vector quantization approach. Empirically, we find that the proposed scores paired with a range of f-divergences and statistical estimation methods can quantify the gaps between the distributions of human-written text and those of modern neural language models by correlating with human judgments and identifying known properties of the generated texts. We conclude the paper by demonstrating its applications to other AI domains and discussing practical recommendations.
CLIPascene: Scene Sketching with Different Types and Levels of Abstraction
In this paper, we present a method for converting a given scene image into a sketch using different types and multiple levels of abstraction. We distinguish between two types of abstraction. The first considers the fidelity of the sketch, varying its representation from a more precise portrayal of the input to a looser depiction. The second is defined by the visual simplicity of the sketch, moving from a detailed depiction to a sparse sketch. Using an explicit disentanglement into two abstraction axes -- and multiple levels for each one -- provides users additional control over selecting the desired sketch based on their personal goals and preferences. To form a sketch at a given level of fidelity and simplification, we train two MLP networks. The first network learns the desired placement of strokes, while the second network learns to gradually remove strokes from the sketch without harming its recognizability and semantics. Our approach is able to generate sketches of complex scenes including those with complex backgrounds (e.g., natural and urban settings) and subjects (e.g., animals and people) while depicting gradual abstractions of the input scene in terms of fidelity and simplicity.
Compositional Score Modeling for Simulation-based Inference
Neural Posterior Estimation methods for simulation-based inference can be ill-suited for dealing with posterior distributions obtained by conditioning on multiple observations, as they tend to require a large number of simulator calls to learn accurate approximations. In contrast, Neural Likelihood Estimation methods can handle multiple observations at inference time after learning from individual observations, but they rely on standard inference methods, such as MCMC or variational inference, which come with certain performance drawbacks. We introduce a new method based on conditional score modeling that enjoys the benefits of both approaches. We model the scores of the (diffused) posterior distributions induced by individual observations, and introduce a way of combining the learned scores to approximately sample from the target posterior distribution. Our approach is sample-efficient, can naturally aggregate multiple observations at inference time, and avoids the drawbacks of standard inference methods.
On Investigating the Conservative Property of Score-Based Generative Models
Existing Score-Based Models (SBMs) can be categorized into constrained SBMs (CSBMs) or unconstrained SBMs (USBMs) according to their parameterization approaches. CSBMs model probability density functions as Boltzmann distributions, and assign their predictions as the negative gradients of some scalar-valued energy functions. On the other hand, USBMs employ flexible architectures capable of directly estimating scores without the need to explicitly model energy functions. In this paper, we demonstrate that the architectural constraints of CSBMs may limit their modeling ability. In addition, we show that USBMs' inability to preserve the property of conservativeness may lead to degraded performance in practice. To address the above issues, we propose Quasi-Conservative Score-Based Models (QCSBMs) for keeping the advantages of both CSBMs and USBMs. Our theoretical derivations demonstrate that the training objective of QCSBMs can be efficiently integrated into the training processes by leveraging the Hutchinson's trace estimator. In addition, our experimental results on the CIFAR-10, CIFAR-100, ImageNet, and SVHN datasets validate the effectiveness of QCSBMs. Finally, we justify the advantage of QCSBMs using an example of a one-layered autoencoder.
Compositional Scene Representation Learning via Reconstruction: A Survey
Visual scenes are composed of visual concepts and have the property of combinatorial explosion. An important reason for humans to efficiently learn from diverse visual scenes is the ability of compositional perception, and it is desirable for artificial intelligence to have similar abilities. Compositional scene representation learning is a task that enables such abilities. In recent years, various methods have been proposed to apply deep neural networks, which have been proven to be advantageous in representation learning, to learn compositional scene representations via reconstruction, advancing this research direction into the deep learning era. Learning via reconstruction is advantageous because it may utilize massive unlabeled data and avoid costly and laborious data annotation. In this survey, we first outline the current progress on reconstruction-based compositional scene representation learning with deep neural networks, including development history and categorizations of existing methods from the perspectives of the modeling of visual scenes and the inference of scene representations; then provide benchmarks, including an open source toolbox to reproduce the benchmark experiments, of representative methods that consider the most extensively studied problem setting and form the foundation for other methods; and finally discuss the limitations of existing methods and future directions of this research topic.
Perceptual Score: What Data Modalities Does Your Model Perceive?
Machine learning advances in the last decade have relied significantly on large-scale datasets that continue to grow in size. Increasingly, those datasets also contain different data modalities. However, large multi-modal datasets are hard to annotate, and annotations may contain biases that we are often unaware of. Deep-net-based classifiers, in turn, are prone to exploit those biases and to find shortcuts. To study and quantify this concern, we introduce the perceptual score, a metric that assesses the degree to which a model relies on the different subsets of the input features, i.e., modalities. Using the perceptual score, we find a surprisingly consistent trend across four popular datasets: recent, more accurate state-of-the-art multi-modal models for visual question-answering or visual dialog tend to perceive the visual data less than their predecessors. This trend is concerning as answers are hence increasingly inferred from textual cues only. Using the perceptual score also helps to analyze model biases by decomposing the score into data subset contributions. We hope to spur a discussion on the perceptiveness of multi-modal models and also hope to encourage the community working on multi-modal classifiers to start quantifying perceptiveness via the proposed perceptual score.
Image Scene Graph Generation (SGG) Benchmark
There is a surge of interest in image scene graph generation (object, attribute and relationship detection) due to the need of building fine-grained image understanding models that go beyond object detection. Due to the lack of a good benchmark, the reported results of different scene graph generation models are not directly comparable, impeding the research progress. We have developed a much-needed scene graph generation benchmark based on the maskrcnn-benchmark and several popular models. This paper presents main features of our benchmark and a comprehensive ablation study of scene graph generation models using the Visual Genome and OpenImages Visual relationship detection datasets. Our codebase is made publicly available at https://github.com/microsoft/scene_graph_benchmark.
Scaling Embedding Layers in Language Models
We propose SCONE (Scalable, Contextualized, Offloaded, N-gram Embedding), a method for extending input embedding layers to enhance language model performance as layer size scales. To avoid increased decoding costs, SCONE retains the original vocabulary while introducing embeddings for a set of frequent n-grams. These embeddings provide contextualized representation for each input token and are learned with a separate model during training. During inference, they are precomputed and stored in off-accelerator memory with minimal impact on inference speed. SCONE enables two new scaling strategies: increasing the number of cached n-gram embeddings and scaling the model used to learn them, all while maintaining fixed inference-time FLOPS. We show that scaling both aspects allows SCONE to outperform a 1.9B parameter baseline across diverse corpora, while using only half the inference-time FLOPS.