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SubscribeVisual Agentic AI for Spatial Reasoning with a Dynamic API
Visual reasoning -- the ability to interpret the visual world -- is crucial for embodied agents that operate within three-dimensional scenes. Progress in AI has led to vision and language models capable of answering questions from images. However, their performance declines when tasked with 3D spatial reasoning. To tackle the complexity of such reasoning problems, we introduce an agentic program synthesis approach where LLM agents collaboratively generate a Pythonic API with new functions to solve common subproblems. Our method overcomes limitations of prior approaches that rely on a static, human-defined API, allowing it to handle a wider range of queries. To assess AI capabilities for 3D understanding, we introduce a new benchmark of queries involving multiple steps of grounding and inference. We show that our method outperforms prior zero-shot models for visual reasoning in 3D and empirically validate the effectiveness of our agentic framework for 3D spatial reasoning tasks. Project website: https://glab-caltech.github.io/vadar/
Symbolic Graphics Programming with Large Language Models
Large language models (LLMs) excel at program synthesis, yet their ability to produce symbolic graphics programs (SGPs) that render into precise visual content remains underexplored. We study symbolic graphics programming, where the goal is to generate an SGP from a natural-language description. This task also serves as a lens into how LLMs understand the visual world by prompting them to generate images rendered from SGPs. Among various SGPs, our paper sticks to scalable vector graphics (SVGs). We begin by examining the extent to which LLMs can generate SGPs. To this end, we introduce SGP-GenBench, a comprehensive benchmark covering object fidelity, scene fidelity, and compositionality (attribute binding, spatial relations, numeracy). On SGP-GenBench, we discover that frontier proprietary models substantially outperform open-source models, and performance correlates well with general coding capabilities. Motivated by this gap, we aim to improve LLMs' ability to generate SGPs. We propose a reinforcement learning (RL) with verifiable rewards approach, where a format-validity gate ensures renderable SVG, and a cross-modal reward aligns text and the rendered image via strong vision encoders (e.g., SigLIP for text-image and DINO for image-image). Applied to Qwen-2.5-7B, our method substantially improves SVG generation quality and semantics, achieving performance on par with frontier systems. We further analyze training dynamics, showing that RL induces (i) finer decomposition of objects into controllable primitives and (ii) contextual details that improve scene coherence. Our results demonstrate that symbolic graphics programming offers a precise and interpretable lens on cross-modal grounding.
MMFactory: A Universal Solution Search Engine for Vision-Language Tasks
With advances in foundational and vision-language models, and effective fine-tuning techniques, a large number of both general and special-purpose models have been developed for a variety of visual tasks. Despite the flexibility and accessibility of these models, no single model is able to handle all tasks and/or applications that may be envisioned by potential users. Recent approaches, such as visual programming and multimodal LLMs with integrated tools aim to tackle complex visual tasks, by way of program synthesis. However, such approaches overlook user constraints (e.g., performance / computational needs), produce test-time sample-specific solutions that are difficult to deploy, and, sometimes, require low-level instructions that maybe beyond the abilities of a naive user. To address these limitations, we introduce MMFactory, a universal framework that includes model and metrics routing components, acting like a solution search engine across various available models. Based on a task description and few sample input-output pairs and (optionally) resource and/or performance constraints, MMFactory can suggest a diverse pool of programmatic solutions by instantiating and combining visio-lingual tools from its model repository. In addition to synthesizing these solutions, MMFactory also proposes metrics and benchmarks performance / resource characteristics, allowing users to pick a solution that meets their unique design constraints. From the technical perspective, we also introduced a committee-based solution proposer that leverages multi-agent LLM conversation to generate executable, diverse, universal, and robust solutions for the user. Experimental results show that MMFactory outperforms existing methods by delivering state-of-the-art solutions tailored to user problem specifications. Project page is available at https://davidhalladay.github.io/mmfactory_demo.
Visual Programming: Compositional visual reasoning without training
We present VISPROG, a neuro-symbolic approach to solving complex and compositional visual tasks given natural language instructions. VISPROG avoids the need for any task-specific training. Instead, it uses the in-context learning ability of large language models to generate python-like modular programs, which are then executed to get both the solution and a comprehensive and interpretable rationale. Each line of the generated program may invoke one of several off-the-shelf computer vision models, image processing routines, or python functions to produce intermediate outputs that may be consumed by subsequent parts of the program. We demonstrate the flexibility of VISPROG on 4 diverse tasks - compositional visual question answering, zero-shot reasoning on image pairs, factual knowledge object tagging, and language-guided image editing. We believe neuro-symbolic approaches like VISPROG are an exciting avenue to easily and effectively expand the scope of AI systems to serve the long tail of complex tasks that people may wish to perform.
VDebugger: Harnessing Execution Feedback for Debugging Visual Programs
Visual programs are executable code generated by large language models to address visual reasoning problems. They decompose complex questions into multiple reasoning steps and invoke specialized models for each step to solve the problems. However, these programs are prone to logic errors, with our preliminary evaluation showing that 58% of the total errors are caused by program logic errors. Debugging complex visual programs remains a major bottleneck for visual reasoning. To address this, we introduce VDebugger, a novel critic-refiner framework trained to localize and debug visual programs by tracking execution step by step. VDebugger identifies and corrects program errors leveraging detailed execution feedback, improving interpretability and accuracy. The training data is generated through an automated pipeline that injects errors into correct visual programs using a novel mask-best decoding technique. Evaluations on six datasets demonstrate VDebugger's effectiveness, showing performance improvements of up to 3.2% in downstream task accuracy. Further studies show VDebugger's ability to generalize to unseen tasks, bringing a notable improvement of 2.3% on the unseen COVR task. Code, data and models are made publicly available at https://github.com/shirley-wu/vdebugger/
ORES: Open-vocabulary Responsible Visual Synthesis
Avoiding synthesizing specific visual concepts is an essential challenge in responsible visual synthesis. However, the visual concept that needs to be avoided for responsible visual synthesis tends to be diverse, depending on the region, context, and usage scenarios. In this work, we formalize a new task, Open-vocabulary Responsible Visual Synthesis (ORES), where the synthesis model is able to avoid forbidden visual concepts while allowing users to input any desired content. To address this problem, we present a Two-stage Intervention (TIN) framework. By introducing 1) rewriting with learnable instruction through a large-scale language model (LLM) and 2) synthesizing with prompt intervention on a diffusion synthesis model, it can effectively synthesize images avoiding any concepts but following the user's query as much as possible. To evaluate on ORES, we provide a publicly available dataset, baseline models, and benchmark. Experimental results demonstrate the effectiveness of our method in reducing risks of image generation. Our work highlights the potential of LLMs in responsible visual synthesis. Our code and dataset is public available.
Visual Program Distillation: Distilling Tools and Programmatic Reasoning into Vision-Language Models
Solving complex visual tasks such as "Who invented the musical instrument on the right?" involves a composition of skills: understanding space, recognizing instruments, and also retrieving prior knowledge. Recent work shows promise by decomposing such tasks using a large language model (LLM) into an executable program that invokes specialized vision models. However, generated programs are error-prone: they omit necessary steps, include spurious ones, and are unable to recover when the specialized models give incorrect outputs. Moreover, they require loading multiple models, incurring high latency and computation costs. We propose Visual Program Distillation (VPD), an instruction tuning framework that produces a vision-language model (VLM) capable of solving complex visual tasks with a single forward pass. VPD distills the reasoning ability of LLMs by using them to sample multiple candidate programs, which are then executed and verified to identify a correct one. It translates each correct program into a language description of the reasoning steps, which are then distilled into a VLM. Extensive experiments show that VPD improves the VLM's ability to count, understand spatial relations, and reason compositionally. Our VPD-trained PaLI-X outperforms all prior VLMs, achieving state-of-the-art performance across complex vision tasks, including MMBench, OK-VQA, A-OKVQA, TallyQA, POPE, and Hateful Memes. An evaluation with human annotators also confirms that VPD improves model response factuality and consistency. Finally, experiments on content moderation demonstrate that VPD is also helpful for adaptation to real-world applications with limited data.
Advancing vision-language models in front-end development via data synthesis
Modern front-end (FE) development, especially when leveraging the unique features of frameworks like React and Vue, presents distinctive challenges. These include managing modular architectures, ensuring synchronization between data and visual outputs for declarative rendering, and adapting reusable components to various scenarios. Such complexities make it particularly difficult for state-of-the-art large vision-language models (VLMs) to generate accurate and functional code directly from design images. To address these challenges, we propose a reflective agentic workflow that synthesizes high-quality image-text data to capture the diverse characteristics of FE development. This workflow automates the extraction of self-containedA \textbf{self-contained code snippet is one that encapsulates all necessary logic, styling, and dependencies, ensuring it functions independently without requiring external imports or context.} code snippets from real-world projects, renders the corresponding visual outputs, and generates detailed descriptions that link design elements to functional code. To further expand the scope and utility of the synthesis, we introduce three data synthesis strategies: Evolution-based synthesis, which enables scalable and diverse dataset expansion; Waterfall-Model-based synthesis, which generates logically coherent code derived from system requirements; and Additive Development synthesis, which iteratively increases the complexity of human-authored components. We build a large vision-language model, Flame, trained on the synthesized datasets and demonstrate its effectiveness in generating React code via the pass@k metric. Our results suggest that a code VLM trained to interpret images before code generation may achieve better performance.
From Perception to Programs: Regularize, Overparameterize, and Amortize
Toward combining inductive reasoning with perception abilities, we develop techniques for neurosymbolic program synthesis where perceptual input is first parsed by neural nets into a low-dimensional interpretable representation, which is then processed by a synthesized program. We explore several techniques for relaxing the problem and jointly learning all modules end-to-end with gradient descent: multitask learning; amortized inference; overparameterization; and a differentiable strategy for penalizing lengthy programs. Collectedly this toolbox improves the stability of gradient-guided program search, and suggests ways of learning both how to perceive input as discrete abstractions, and how to symbolically process those abstractions as programs.
VLMaterial: Procedural Material Generation with Large Vision-Language Models
Procedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples.
DreamStruct: Understanding Slides and User Interfaces via Synthetic Data Generation
Enabling machines to understand structured visuals like slides and user interfaces is essential for making them accessible to people with disabilities. However, achieving such understanding computationally has required manual data collection and annotation, which is time-consuming and labor-intensive. To overcome this challenge, we present a method to generate synthetic, structured visuals with target labels using code generation. Our method allows people to create datasets with built-in labels and train models with a small number of human-annotated examples. We demonstrate performance improvements in three tasks for understanding slides and UIs: recognizing visual elements, describing visual content, and classifying visual content types.
ScreenCoder: Advancing Visual-to-Code Generation for Front-End Automation via Modular Multimodal Agents
Automating the transformation of user interface (UI) designs into front-end code holds significant promise for accelerating software development and democratizing design workflows. While recent large language models (LLMs) have demonstrated progress in text-to-code generation, many existing approaches rely solely on natural language prompts, limiting their effectiveness in capturing spatial layout and visual design intent. In contrast, UI development in practice is inherently multimodal, often starting from visual sketches or mockups. To address this gap, we introduce a modular multi-agent framework that performs UI-to-code generation in three interpretable stages: grounding, planning, and generation. The grounding agent uses a vision-language model to detect and label UI components, the planning agent constructs a hierarchical layout using front-end engineering priors, and the generation agent produces HTML/CSS code via adaptive prompt-based synthesis. This design improves robustness, interpretability, and fidelity over end-to-end black-box methods. Furthermore, we extend the framework into a scalable data engine that automatically produces large-scale image-code pairs. Using these synthetic examples, we fine-tune and reinforce an open-source VLM, yielding notable gains in UI understanding and code quality. Extensive experiments demonstrate that our approach achieves state-of-the-art performance in layout accuracy, structural coherence, and code correctness. Our code is made publicly available at https://github.com/leigest519/ScreenCoder.
Image Translation as Diffusion Visual Programmers
We introduce the novel Diffusion Visual Programmer (DVP), a neuro-symbolic image translation framework. Our proposed DVP seamlessly embeds a condition-flexible diffusion model within the GPT architecture, orchestrating a coherent sequence of visual programs (i.e., computer vision models) for various pro-symbolic steps, which span RoI identification, style transfer, and position manipulation, facilitating transparent and controllable image translation processes. Extensive experiments demonstrate DVP's remarkable performance, surpassing concurrent arts. This success can be attributed to several key features of DVP: First, DVP achieves condition-flexible translation via instance normalization, enabling the model to eliminate sensitivity caused by the manual guidance and optimally focus on textual descriptions for high-quality content generation. Second, the framework enhances in-context reasoning by deciphering intricate high-dimensional concepts in feature spaces into more accessible low-dimensional symbols (e.g., [Prompt], [RoI object]), allowing for localized, context-free editing while maintaining overall coherence. Last but not least, DVP improves systemic controllability and explainability by offering explicit symbolic representations at each programming stage, empowering users to intuitively interpret and modify results. Our research marks a substantial step towards harmonizing artificial image translation processes with cognitive intelligence, promising broader applications.
Inferring and Executing Programs for Visual Reasoning
Existing methods for visual reasoning attempt to directly map inputs to outputs using black-box architectures without explicitly modeling the underlying reasoning processes. As a result, these black-box models often learn to exploit biases in the data rather than learning to perform visual reasoning. Inspired by module networks, this paper proposes a model for visual reasoning that consists of a program generator that constructs an explicit representation of the reasoning process to be performed, and an execution engine that executes the resulting program to produce an answer. Both the program generator and the execution engine are implemented by neural networks, and are trained using a combination of backpropagation and REINFORCE. Using the CLEVR benchmark for visual reasoning, we show that our model significantly outperforms strong baselines and generalizes better in a variety of settings.
Multilingual Multimodal Software Developer for Code Generation
The rapid advancement of Large Language Models (LLMs) has significantly improved code generation, yet most models remain text-only, neglecting crucial visual aids like diagrams and flowcharts used in real-world software development. To bridge this gap, we introduce MM-Coder, a Multilingual Multimodal software developer. MM-Coder integrates visual design inputs-Unified Modeling Language (UML) diagrams and flowcharts (termed Visual Workflow)-with textual instructions to enhance code generation accuracy and architectural alignment. To enable this, we developed MMc-Instruct, a diverse multimodal instruction-tuning dataset including visual-workflow-based code generation, allowing MM-Coder to synthesize textual and graphical information like human developers, distinct from prior work on narrow tasks. Furthermore, we introduce MMEval, a new benchmark for evaluating multimodal code generation, addressing existing text-only limitations. Our evaluations using MMEval highlight significant remaining challenges for models in precise visual information capture, instruction following, and advanced programming knowledge. Our work aims to revolutionize industrial programming by enabling LLMs to interpret and implement complex specifications conveyed through both text and visual designs.
Video Perception Models for 3D Scene Synthesis
Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.
Procedural Image Programs for Representation Learning
Learning image representations using synthetic data allows training neural networks without some of the concerns associated with real images, such as privacy and bias. Existing work focuses on a handful of curated generative processes which require expert knowledge to design, making it hard to scale up. To overcome this, we propose training with a large dataset of twenty-one thousand programs, each one generating a diverse set of synthetic images. These programs are short code snippets, which are easy to modify and fast to execute using OpenGL. The proposed dataset can be used for both supervised and unsupervised representation learning, and reduces the gap between pre-training with real and procedurally generated images by 38%.
From the Least to the Most: Building a Plug-and-Play Visual Reasoner via Data Synthesis
We explore multi-step reasoning in vision-language models (VLMs). The problem is challenging, as reasoning data consisting of multiple steps of visual and language processing are barely available. To overcome the challenge, we first introduce a least-to-most visual reasoning paradigm, which interleaves steps of decomposing a question into sub-questions and invoking external tools for resolving sub-questions. Based on the paradigm, we further propose a novel data synthesis approach that can automatically create questions and multi-step reasoning paths for an image in a bottom-up manner. Our approach divides the complex synthesis task into a few simple sub-tasks, and (almost entirely) relies on open-sourced models to accomplish the sub-tasks. Therefore, the entire synthesis process is reproducible and cost-efficient, and the synthesized data is quality guaranteed. With the approach, we construct 50k visual reasoning examples. Then, we develop a visual reasoner through supervised fine-tuning, which is capable of generally enhancing the reasoning abilities of a wide range of existing VLMs in a plug-and-play fashion. Extensive experiments indicate that the visual reasoner can consistently and significantly improve four VLMs on four VQA benchmarks. Our code and dataset are available at https://github.com/steven-ccq/VisualReasoner.
Can Large Language Models Understand Symbolic Graphics Programs?
Assessing the capabilities of large language models (LLMs) is often challenging, in part, because it is hard to find tasks to which they have not been exposed during training. We take one step to address this challenge by turning to a new task: focusing on symbolic graphics programs, which are a popular representation for graphics content that procedurally generates visual data. LLMs have shown exciting promise towards program synthesis, but do they understand symbolic graphics programs? Unlike conventional programs, symbolic graphics programs can be translated to graphics content. Here, we characterize an LLM's understanding of symbolic programs in terms of their ability to answer questions related to the graphics content. This task is challenging as the questions are difficult to answer from the symbolic programs alone -- yet, they would be easy to answer from the corresponding graphics content as we verify through a human experiment. To understand symbolic programs, LLMs may need to possess the ability to imagine how the corresponding graphics content would look without directly accessing the rendered visual content. We use this task to evaluate LLMs by creating a large benchmark for the semantic understanding of symbolic graphics programs. This benchmark is built via program-graphics correspondence, hence requiring minimal human efforts. We evaluate current LLMs on our benchmark to elucidate a preliminary assessment of their ability to reason about visual scenes from programs. We find that this task distinguishes existing LLMs and models considered good at reasoning perform better. Lastly, we introduce Symbolic Instruction Tuning (SIT) to improve this ability. Specifically, we query GPT4-o with questions and images generated by symbolic programs. Such data are then used to finetune an LLM. We also find that SIT data can improve the general instruction following ability of LLMs.
Vision-Driven Prompt Optimization for Large Language Models in Multimodal Generative Tasks
Vision generation remains a challenging frontier in artificial intelligence, requiring seamless integration of visual understanding and generative capabilities. In this paper, we propose a novel framework, Vision-Driven Prompt Optimization (VDPO), that leverages Large Language Models (LLMs) to dynamically generate textual prompts from visual inputs, guiding high-fidelity image synthesis. VDPO combines a visual embedding prompt tuner, a textual instruction generator, and a vision generation module to achieve state-of-the-art performance in diverse vision generation tasks. Extensive experiments on benchmarks such as COCO and Sketchy demonstrate that VDPO consistently outperforms existing methods, achieving significant improvements in FID, LPIPS, and BLEU/CIDEr scores. Additional analyses reveal the scalability, robustness, and generalization capabilities of VDPO, making it a versatile solution for in-domain and out-of-domain tasks. Human evaluations further validate the practical superiority of VDPO in generating visually appealing and semantically coherent outputs.
StarFlow: Generating Structured Workflow Outputs From Sketch Images
Workflows are a fundamental component of automation in enterprise platforms, enabling the orchestration of tasks, data processing, and system integrations. Despite being widely used, building workflows can be complex, often requiring manual configuration through low-code platforms or visual programming tools. To simplify this process, we explore the use of generative foundation models, particularly vision-language models (VLMs), to automatically generate structured workflows from visual inputs. Translating hand-drawn sketches or computer-generated diagrams into executable workflows is challenging due to the ambiguity of free-form drawings, variations in diagram styles, and the difficulty of inferring execution logic from visual elements. To address this, we introduce StarFlow, a framework for generating structured workflow outputs from sketches using vision-language models. We curate a diverse dataset of workflow diagrams -- including synthetic, manually annotated, and real-world samples -- to enable robust training and evaluation. We finetune and benchmark multiple vision-language models, conducting a series of ablation studies to analyze the strengths and limitations of our approach. Our results show that finetuning significantly enhances structured workflow generation, outperforming large vision-language models on this task.
Exploring Visual Prompts for Adapting Large-Scale Models
We investigate the efficacy of visual prompting to adapt large-scale models in vision. Following the recent approach from prompt tuning and adversarial reprogramming, we learn a single image perturbation such that a frozen model prompted with this perturbation performs a new task. Through comprehensive experiments, we demonstrate that visual prompting is particularly effective for CLIP and robust to distribution shift, achieving performance competitive with standard linear probes. We further analyze properties of the downstream dataset, prompt design, and output transformation in regard to adaptation performance. The surprising effectiveness of visual prompting provides a new perspective on adapting pre-trained models in vision. Code is available at http://hjbahng.github.io/visual_prompting .
TikZero: Zero-Shot Text-Guided Graphics Program Synthesis
With the rise of generative AI, synthesizing figures from text captions becomes a compelling application. However, achieving high geometric precision and editability requires representing figures as graphics programs in languages like TikZ, and aligned training data (i.e., graphics programs with captions) remains scarce. Meanwhile, large amounts of unaligned graphics programs and captioned raster images are more readily available. We reconcile these disparate data sources by presenting TikZero, which decouples graphics program generation from text understanding by using image representations as an intermediary bridge. It enables independent training on graphics programs and captioned images and allows for zero-shot text-guided graphics program synthesis during inference. We show that our method substantially outperforms baselines that can only operate with caption-aligned graphics programs. Furthermore, when leveraging caption-aligned graphics programs as a complementary training signal, TikZero matches or exceeds the performance of much larger models, including commercial systems like GPT-4o. Our code, datasets, and select models are publicly available.
Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.
3D-PreMise: Can Large Language Models Generate 3D Shapes with Sharp Features and Parametric Control?
Recent advancements in implicit 3D representations and generative models have markedly propelled the field of 3D object generation forward. However, it remains a significant challenge to accurately model geometries with defined sharp features under parametric controls, which is crucial in fields like industrial design and manufacturing. To bridge this gap, we introduce a framework that employs Large Language Models (LLMs) to generate text-driven 3D shapes, manipulating 3D software via program synthesis. We present 3D-PreMise, a dataset specifically tailored for 3D parametric modeling of industrial shapes, designed to explore state-of-the-art LLMs within our proposed pipeline. Our work reveals effective generation strategies and delves into the self-correction capabilities of LLMs using a visual interface. Our work highlights both the potential and limitations of LLMs in 3D parametric modeling for industrial applications.
ProVision: Programmatically Scaling Vision-centric Instruction Data for Multimodal Language Models
With the rise of multimodal applications, instruction data has become critical for training multimodal language models capable of understanding complex image-based queries. Existing practices rely on powerful but costly large language models (LLMs) or multimodal language models (MLMs) to produce instruction data. These are often prone to hallucinations, licensing issues and the generation process is often hard to scale and interpret. In this work, we present a programmatic approach that employs scene graphs as symbolic representations of images and human-written programs to systematically synthesize vision-centric instruction data. Our approach ensures the interpretability and controllability of the data generation process and scales efficiently while maintaining factual accuracy. By implementing a suite of 24 single-image, 14 multi-image instruction generators, and a scene graph generation pipeline, we build a scalable, cost-effective system: ProVision which produces diverse question-answer pairs concerning objects, attributes, relations, depth, etc., for any given image. Applied to Visual Genome and DataComp datasets, we generate over 10 million instruction data points, ProVision-10M, and leverage them in both pretraining and instruction tuning stages of MLMs. When adopted in the instruction tuning stage, our single-image instruction data yields up to a 7% improvement on the 2D split and 8% on the 3D split of CVBench, along with a 3% increase in performance on QBench2, RealWorldQA, and MMMU. Our multi-image instruction data leads to an 8% improvement on Mantis-Eval. Incorporation of our data in both pre-training and fine-tuning stages of xGen-MM-4B leads to an averaged improvement of 1.6% across 11 benchmarks.
InstructLayout: Instruction-Driven 2D and 3D Layout Synthesis with Semantic Graph Prior
Comprehending natural language instructions is a charming property for both 2D and 3D layout synthesis systems. Existing methods implicitly model object joint distributions and express object relations, hindering generation's controllability. We introduce InstructLayout, a novel generative framework that integrates a semantic graph prior and a layout decoder to improve controllability and fidelity for 2D and 3D layout synthesis. The proposed semantic graph prior learns layout appearances and object distributions simultaneously, demonstrating versatility across various downstream tasks in a zero-shot manner. To facilitate the benchmarking for text-driven 2D and 3D scene synthesis, we respectively curate two high-quality datasets of layout-instruction pairs from public Internet resources with large language and multimodal models. Extensive experimental results reveal that the proposed method outperforms existing state-of-the-art approaches by a large margin in both 2D and 3D layout synthesis tasks. Thorough ablation studies confirm the efficacy of crucial design components.
VisorGPT: Learning Visual Prior via Generative Pre-Training
Various stuff and things in visual data possess specific traits, which can be learned by deep neural networks and are implicitly represented as the visual prior, e.g., object location and shape, in the model. Such prior potentially impacts many vision tasks. For example, in conditional image synthesis, spatial conditions failing to adhere to the prior can result in visually inaccurate synthetic results. This work aims to explicitly learn the visual prior and enable the customization of sampling. Inspired by advances in language modeling, we propose to learn Visual prior via Generative Pre-Training, dubbed VisorGPT. By discretizing visual locations of objects, e.g., bounding boxes, human pose, and instance masks, into sequences, \our~can model visual prior through likelihood maximization. Besides, prompt engineering is investigated to unify various visual locations and enable customized sampling of sequential outputs from the learned prior. Experimental results demonstrate that \our~can effectively model the visual prior, which can be employed for many vision tasks, such as customizing accurate human pose for conditional image synthesis models like ControlNet. Code will be released at https://github.com/Sierkinhane/VisorGPT.
CADTalk: An Algorithm and Benchmark for Semantic Commenting of CAD Programs
CAD programs are a popular way to compactly encode shapes as a sequence of operations that are easy to parametrically modify. However, without sufficient semantic comments and structure, such programs can be challenging to understand, let alone modify. We introduce the problem of semantic commenting CAD programs, wherein the goal is to segment the input program into code blocks corresponding to semantically meaningful shape parts and assign a semantic label to each block. We solve the problem by combining program parsing with visual-semantic analysis afforded by recent advances in foundational language and vision models. Specifically, by executing the input programs, we create shapes, which we use to generate conditional photorealistic images to make use of semantic annotators for such images. We then distill the information across the images and link back to the original programs to semantically comment on them. Additionally, we collected and annotated a benchmark dataset, CADTalk, consisting of 5,288 machine-made programs and 45 human-made programs with ground truth semantic comments. We extensively evaluated our approach, compared it to a GPT-based baseline, and an open-set shape segmentation baseline, and reported an 83.24% accuracy on the new CADTalk dataset. Code and data: https://enigma-li.github.io/CADTalk/.
Prompt-to-Prompt Image Editing with Cross Attention Control
Recent large-scale text-driven synthesis models have attracted much attention thanks to their remarkable capabilities of generating highly diverse images that follow given text prompts. Such text-based synthesis methods are particularly appealing to humans who are used to verbally describe their intent. Therefore, it is only natural to extend the text-driven image synthesis to text-driven image editing. Editing is challenging for these generative models, since an innate property of an editing technique is to preserve most of the original image, while in the text-based models, even a small modification of the text prompt often leads to a completely different outcome. State-of-the-art methods mitigate this by requiring the users to provide a spatial mask to localize the edit, hence, ignoring the original structure and content within the masked region. In this paper, we pursue an intuitive prompt-to-prompt editing framework, where the edits are controlled by text only. To this end, we analyze a text-conditioned model in depth and observe that the cross-attention layers are the key to controlling the relation between the spatial layout of the image to each word in the prompt. With this observation, we present several applications which monitor the image synthesis by editing the textual prompt only. This includes localized editing by replacing a word, global editing by adding a specification, and even delicately controlling the extent to which a word is reflected in the image. We present our results over diverse images and prompts, demonstrating high-quality synthesis and fidelity to the edited prompts.
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
LLM Code Customization with Visual Results: A Benchmark on TikZ
With the rise of AI-based code generation, customizing existing code out of natural language instructions to modify visual results -such as figures or images -has become possible, promising to reduce the need for deep programming expertise. However, even experienced developers can struggle with this task, as it requires identifying relevant code regions (feature location), generating valid code variants, and ensuring the modifications reliably align with user intent. In this paper, we introduce vTikZ, the first benchmark designed to evaluate the ability of Large Language Models (LLMs) to customize code while preserving coherent visual outcomes. Our benchmark consists of carefully curated vTikZ editing scenarios, parameterized ground truths, and a reviewing tool that leverages visual feedback to assess correctness. Empirical evaluation with stateof-the-art LLMs shows that existing solutions struggle to reliably modify code in alignment with visual intent, highlighting a gap in current AI-assisted code editing approaches. We argue that vTikZ opens new research directions for integrating LLMs with visual feedback mechanisms to improve code customization tasks in various domains beyond TikZ, including image processing, art creation, Web design, and 3D modeling.
PartCraft: Crafting Creative Objects by Parts
This paper propels creative control in generative visual AI by allowing users to "select". Departing from traditional text or sketch-based methods, we for the first time allow users to choose visual concepts by parts for their creative endeavors. The outcome is fine-grained generation that precisely captures selected visual concepts, ensuring a holistically faithful and plausible result. To achieve this, we first parse objects into parts through unsupervised feature clustering. Then, we encode parts into text tokens and introduce an entropy-based normalized attention loss that operates on them. This loss design enables our model to learn generic prior topology knowledge about object's part composition, and further generalize to novel part compositions to ensure the generation looks holistically faithful. Lastly, we employ a bottleneck encoder to project the part tokens. This not only enhances fidelity but also accelerates learning, by leveraging shared knowledge and facilitating information exchange among instances. Visual results in the paper and supplementary material showcase the compelling power of PartCraft in crafting highly customized, innovative creations, exemplified by the "charming" and creative birds. Code is released at https://github.com/kamwoh/partcraft.
Evaluating ChatGPT and GPT-4 for Visual Programming
Generative AI and large language models have the potential to drastically improve the landscape of computing education by automatically generating personalized feedback and content. Recent works have studied the capabilities of these models for different programming education scenarios; however, these works considered only text-based programming, in particular, Python programming. Consequently, they leave open the question of how well these models would perform in visual programming domains popularly used for K-8 programming education. The main research question we study is: Do state-of-the-art generative models show advanced capabilities in visual programming on par with their capabilities in text-based Python programming? In our work, we evaluate two models, ChatGPT (based on GPT-3.5) and GPT-4, in visual programming domains for various scenarios and assess performance using expert-based annotations. In particular, we base our evaluation using reference tasks from the domains of Hour of Code: Maze Challenge by Code-dot-org and Karel. Our results show that these models perform poorly and struggle to combine spatial, logical, and programming skills crucial for visual programming. These results also provide exciting directions for future work on developing techniques to improve the performance of generative models in visual programming.
VisualSphinx: Large-Scale Synthetic Vision Logic Puzzles for RL
Vision language models (VLMs) are expected to perform effective multimodal reasoning and make logically coherent decisions, which is critical to tasks such as diagram understanding and spatial problem solving. However, current VLM reasoning lacks large-scale and well-structured training datasets. To bridge this gap, we propose VisualSphinx, a first-of-its-kind large-scale synthetic visual logical reasoning training data. To tackle the challenge of image synthesis with grounding answers, we propose a rule-to-image synthesis pipeline, which extracts and expands puzzle rules from seed questions and generates the code of grounding synthesis image synthesis for puzzle sample assembly. Experiments demonstrate that VLM trained using GRPO on VisualSphinx benefit from logical coherence and readability of our dataset and exhibit improved performance on logical reasoning tasks. The enhanced reasoning capabilities developed from VisualSphinx also benefit other reasoning tasks such as algebraic reasoning, arithmetic reasoning and geometry reasoning.
MMCode: Evaluating Multi-Modal Code Large Language Models with Visually Rich Programming Problems
Programming often involves converting detailed and complex specifications into code, a process during which developers typically utilize visual aids to more effectively convey concepts. While recent developments in Large Multimodal Models have demonstrated remarkable abilities in visual reasoning and mathematical tasks, there is little work on investigating whether these models can effectively interpret visual elements for code generation. To this end, we present MMCode, the first multi-modal coding dataset for evaluating algorithmic problem-solving skills in visually rich contexts. MMCode contains 3,548 questions and 6,620 images collected from real-world programming challenges harvested from 10 code competition websites, presenting significant challenges due to the extreme demand for reasoning abilities. Our experiment results show that current state-of-the-art models struggle to solve these problems. The results highlight the lack of powerful vision-code models, and we hope MMCode can serve as an inspiration for future works in this domain. The data and code are publicly available at https://github.com/happylkx/MMCode.
VisPath: Automated Visualization Code Synthesis via Multi-Path Reasoning and Feedback-Driven Optimization
Unprecedented breakthroughs in Large Language Models (LLMs) has amplified its penetration into application of automated visualization code generation. Few-shot prompting and query expansion techniques have notably enhanced data visualization performance, however, still fail to overcome ambiguity and complexity of natural language queries - imposing an inherent burden for manual human intervention. To mitigate such limitations, we propose a holistic framework VisPath : A Multi-Path Reasoning and Feedback-Driven Optimization Framework for Visualization Code Generation, which systematically enhances code quality through structured reasoning and refinement. VisPath is a multi-stage framework, specially designed to handle underspecified queries. To generate a robust final visualization code, it first utilizes initial query to generate diverse reformulated queries via Chain-of-Thought (CoT) prompting, each representing a distinct reasoning path. Refined queries are used to produce candidate visualization scripts, consequently executed to generate multiple images. Comprehensively assessing correctness and quality of outputs, VisPath generates feedback for each image, which are then fed to aggregation module to generate optimal result. Extensive experiments on benchmarks including MatPlotBench and the Qwen-Agent Code Interpreter Benchmark show that VisPath significantly outperforms state-of-the-art (SOTA) methods, increased up to average 17%, offering a more reliable solution for AI-driven visualization code generation.
NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location (x,y,z) and viewing direction (theta, phi)) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
Design2Code: How Far Are We From Automating Front-End Engineering?
Generative AI has made rapid advancements in recent years, achieving unprecedented capabilities in multimodal understanding and code generation. This can enable a new paradigm of front-end development, in which multimodal LLMs might directly convert visual designs into code implementations. In this work, we formalize this as a Design2Code task and conduct comprehensive benchmarking. Specifically, we manually curate a benchmark of 484 diverse real-world webpages as test cases and develop a set of automatic evaluation metrics to assess how well current multimodal LLMs can generate the code implementations that directly render into the given reference webpages, given the screenshots as input. We also complement automatic metrics with comprehensive human evaluations. We develop a suite of multimodal prompting methods and show their effectiveness on GPT-4V and Gemini Pro Vision. We further finetune an open-source Design2Code-18B model that successfully matches the performance of Gemini Pro Vision. Both human evaluation and automatic metrics show that GPT-4V performs the best on this task compared to other models. Moreover, annotators think GPT-4V generated webpages can replace the original reference webpages in 49% of cases in terms of visual appearance and content; and perhaps surprisingly, in 64% of cases GPT-4V generated webpages are considered better than the original reference webpages. Our fine-grained break-down metrics indicate that open-source models mostly lag in recalling visual elements from the input webpages and in generating correct layout designs, while aspects like text content and coloring can be drastically improved with proper finetuning.
Retrieval-Augmented Fine-Tuning With Preference Optimization For Visual Program Generation
Visual programming languages (VPLs) allow users to create programs through graphical interfaces, which results in easier accessibility and their widespread usage in various domains. To further enhance this accessibility, recent research has focused on generating VPL code from user instructions using large language models (LLMs). Specifically, by employing prompting-based methods, these studies have shown promising results. Nevertheless, such approaches can be less effective for industrial VPLs such as Ladder Diagram (LD). LD is a pivotal language used in industrial automation processes and involves extensive domain-specific configurations, which are difficult to capture in a single prompt. In this work, we demonstrate that training-based methods outperform prompting-based methods for LD generation accuracy, even with smaller backbone models. Building on these findings, we propose a two-stage training strategy to further enhance VPL generation. First, we employ retrieval-augmented fine-tuning to leverage the repetitive use of subroutines commonly seen in industrial VPLs. Second, we apply direct preference optimization (DPO) to further guide the model toward accurate outputs, using systematically generated preference pairs through graph editing operations. Extensive experiments on real-world LD data demonstrate that our approach improves program-level accuracy by over 10% compared to supervised fine-tuning, which highlights its potential to advance industrial automation.
Learning Program Representations for Food Images and Cooking Recipes
In this paper, we are interested in modeling a how-to instructional procedure, such as a cooking recipe, with a meaningful and rich high-level representation. Specifically, we propose to represent cooking recipes and food images as cooking programs. Programs provide a structured representation of the task, capturing cooking semantics and sequential relationships of actions in the form of a graph. This allows them to be easily manipulated by users and executed by agents. To this end, we build a model that is trained to learn a joint embedding between recipes and food images via self-supervision and jointly generate a program from this embedding as a sequence. To validate our idea, we crowdsource programs for cooking recipes and show that: (a) projecting the image-recipe embeddings into programs leads to better cross-modal retrieval results; (b) generating programs from images leads to better recognition results compared to predicting raw cooking instructions; and (c) we can generate food images by manipulating programs via optimizing the latent code of a GAN. Code, data, and models are available online.
MetaMorph: Multimodal Understanding and Generation via Instruction Tuning
In this work, we propose Visual-Predictive Instruction Tuning (VPiT) - a simple and effective extension to visual instruction tuning that enables a pretrained LLM to quickly morph into an unified autoregressive model capable of generating both text and visual tokens. VPiT teaches an LLM to predict discrete text tokens and continuous visual tokens from any input sequence of image and text data curated in an instruction-following format. Our empirical investigation reveals several intriguing properties of VPiT: (1) visual generation ability emerges as a natural byproduct of improved visual understanding, and can be unlocked efficiently with a small amount of generation data; (2) while we find understanding and generation to be mutually beneficial, understanding data contributes to both capabilities more effectively than generation data. Building upon these findings, we train our MetaMorph model and achieve competitive performance on both visual understanding and generation. In visual generation, MetaMorph can leverage the world knowledge and reasoning abilities gained from LLM pretraining, and overcome common failure modes exhibited by other generation models. Our results suggest that LLMs may have strong "prior" vision capabilities that can be efficiently adapted to both visual understanding and generation with a relatively simple instruction tuning process.
VaLID: Variable-Length Input Diffusion for Novel View Synthesis
Novel View Synthesis (NVS), which tries to produce a realistic image at the target view given source view images and their corresponding poses, is a fundamental problem in 3D Vision. As this task is heavily under-constrained, some recent work, like Zero123, tries to solve this problem with generative modeling, specifically using pre-trained diffusion models. Although this strategy generalizes well to new scenes, compared to neural radiance field-based methods, it offers low levels of flexibility. For example, it can only accept a single-view image as input, despite realistic applications often offering multiple input images. This is because the source-view images and corresponding poses are processed separately and injected into the model at different stages. Thus it is not trivial to generalize the model into multi-view source images, once they are available. To solve this issue, we try to process each pose image pair separately and then fuse them as a unified visual representation which will be injected into the model to guide image synthesis at the target-views. However, inconsistency and computation costs increase as the number of input source-view images increases. To solve these issues, the Multi-view Cross Former module is proposed which maps variable-length input data to fix-size output data. A two-stage training strategy is introduced to further improve the efficiency during training time. Qualitative and quantitative evaluation over multiple datasets demonstrates the effectiveness of the proposed method against previous approaches. The code will be released according to the acceptance.
Concept Decomposition for Visual Exploration and Inspiration
A creative idea is often born from transforming, combining, and modifying ideas from existing visual examples capturing various concepts. However, one cannot simply copy the concept as a whole, and inspiration is achieved by examining certain aspects of the concept. Hence, it is often necessary to separate a concept into different aspects to provide new perspectives. In this paper, we propose a method to decompose a visual concept, represented as a set of images, into different visual aspects encoded in a hierarchical tree structure. We utilize large vision-language models and their rich latent space for concept decomposition and generation. Each node in the tree represents a sub-concept using a learned vector embedding injected into the latent space of a pretrained text-to-image model. We use a set of regularizations to guide the optimization of the embedding vectors encoded in the nodes to follow the hierarchical structure of the tree. Our method allows to explore and discover new concepts derived from the original one. The tree provides the possibility of endless visual sampling at each node, allowing the user to explore the hidden sub-concepts of the object of interest. The learned aspects in each node can be combined within and across trees to create new visual ideas, and can be used in natural language sentences to apply such aspects to new designs.
PosterLLaVa: Constructing a Unified Multi-modal Layout Generator with LLM
Layout generation is the keystone in achieving automated graphic design, requiring arranging the position and size of various multi-modal design elements in a visually pleasing and constraint-following manner. Previous approaches are either inefficient for large-scale applications or lack flexibility for varying design requirements. Our research introduces a unified framework for automated graphic layout generation, leveraging the multi-modal large language model (MLLM) to accommodate diverse design tasks. In contrast, our data-driven method employs structured text (JSON format) and visual instruction tuning to generate layouts under specific visual and textual constraints, including user-defined natural language specifications. We conducted extensive experiments and achieved state-of-the-art (SOTA) performance on public multi-modal layout generation benchmarks, demonstrating the effectiveness of our method. Moreover, recognizing existing datasets' limitations in capturing the complexity of real-world graphic designs, we propose two new datasets for much more challenging tasks (user-constrained generation and complicated poster), further validating our model's utility in real-life settings. Marking by its superior accessibility and adaptability, this approach further automates large-scale graphic design tasks. The code and datasets will be publicly available on https://github.com/posterllava/PosterLLaVA.
InstructCV: Instruction-Tuned Text-to-Image Diffusion Models as Vision Generalists
Recent advances in generative diffusion models have enabled text-controlled synthesis of realistic and diverse images with impressive quality. Despite these remarkable advances, the application of text-to-image generative models in computer vision for standard visual recognition tasks remains limited. The current de facto approach for these tasks is to design model architectures and loss functions that are tailored to the task at hand. In this paper, we develop a unified language interface for computer vision tasks that abstracts away task-specific design choices and enables task execution by following natural language instructions. Our approach involves casting multiple computer vision tasks as text-to-image generation problems. Here, the text represents an instruction describing the task, and the resulting image is a visually-encoded task output. To train our model, we pool commonly-used computer vision datasets covering a range of tasks, including segmentation, object detection, depth estimation, and classification. We then use a large language model to paraphrase prompt templates that convey the specific tasks to be conducted on each image, and through this process, we create a multi-modal and multi-task training dataset comprising input and output images along with annotated instructions. Following the InstructPix2Pix architecture, we apply instruction-tuning to a text-to-image diffusion model using our constructed dataset, steering its functionality from a generative model to an instruction-guided multi-task vision learner. Experiments demonstrate that our model, dubbed InstructCV, performs competitively compared to other generalist and task-specific vision models. Moreover, it exhibits compelling generalization capabilities to unseen data, categories, and user instructions.
ArtifactsBench: Bridging the Visual-Interactive Gap in LLM Code Generation Evaluation
The generative capabilities of Large Language Models (LLMs) are rapidly expanding from static code to dynamic, interactive visual artifacts. This progress is bottlenecked by a critical evaluation gap: established benchmarks focus on algorithmic correctness and are blind to the visual fidelity and interactive integrity that define modern user experiences. To bridge this gap, we introduce ArtifactsBench, a new benchmark and paradigm for the automated, multimodal evaluation of visual code generation. Our framework programmatically renders each generated artifact and captures its dynamic behavior through temporal screenshots. This visual evidence, alongside the source code, is then assessed by a Multimodal LLM (MLLM)-as-Judge, which is rigorously guided by a fine-grained, per-task checklist to ensure holistic and reproducible scoring. We construct a new benchmark of 1,825 diverse tasks and evaluate over 30 leading LLMs. Our automated evaluation achieves a striking 94.4% ranking consistency with WebDev Arena, the gold-standard for human preference in web development, and over 90% pairwise agreement with human experts. This establishes ArtifactsBench as the first framework to reliably automate the assessment of human-perceived quality at scale. Our analysis provides a high-resolution map of the current SOTA, revealing that generalist models often outperform domain-specific ones. We open-source ArtifactsBench, including the benchmark, evaluation harness, and baseline results at https://artifactsbenchmark.github.io/, to provide the community with a scalable and accurate tool to accelerate the development of user-centric generative models.
SVGDreamer++: Advancing Editability and Diversity in Text-Guided SVG Generation
Recently, text-guided scalable vector graphics (SVG) synthesis has demonstrated significant potential in domains such as iconography and sketching. However, SVGs generated from existing Text-to-SVG methods often lack editability and exhibit deficiencies in visual quality and diversity. In this paper, we propose a novel text-guided vector graphics synthesis method to address these limitations. To enhance the editability of output SVGs, we introduce a Hierarchical Image VEctorization (HIVE) framework that operates at the semantic object level and supervises the optimization of components within the vector object. This approach facilitates the decoupling of vector graphics into distinct objects and component levels. Our proposed HIVE algorithm, informed by image segmentation priors, not only ensures a more precise representation of vector graphics but also enables fine-grained editing capabilities within vector objects. To improve the diversity of output SVGs, we present a Vectorized Particle-based Score Distillation (VPSD) approach. VPSD addresses over-saturation issues in existing methods and enhances sample diversity. A pre-trained reward model is incorporated to re-weight vector particles, improving aesthetic appeal and enabling faster convergence. Additionally, we design a novel adaptive vector primitives control strategy, which allows for the dynamic adjustment of the number of primitives, thereby enhancing the presentation of graphic details. Extensive experiments validate the effectiveness of the proposed method, demonstrating its superiority over baseline methods in terms of editability, visual quality, and diversity. We also show that our new method supports up to six distinct vector styles, capable of generating high-quality vector assets suitable for stylized vector design and poster design. Code and demo will be released at: http://ximinng.github.io/SVGDreamerV2Project/
From 2D CAD Drawings to 3D Parametric Models: A Vision-Language Approach
In this paper, we present CAD2Program, a new method for reconstructing 3D parametric models from 2D CAD drawings. Our proposed method is inspired by recent successes in vision-language models (VLMs), and departs from traditional methods which rely on task-specific data representations and/or algorithms. Specifically, on the input side, we simply treat the 2D CAD drawing as a raster image, regardless of its original format, and encode the image with a standard ViT model. We show that such an encoding scheme achieves competitive performance against existing methods that operate on vector-graphics inputs, while imposing substantially fewer restrictions on the 2D drawings. On the output side, our method auto-regressively predicts a general-purpose language describing 3D parametric models in text form. Compared to other sequence modeling methods for CAD which use domain-specific sequence representations with fixed-size slots, our text-based representation is more flexible, and can be easily extended to arbitrary geometric entities and semantic or functional properties. Experimental results on a large-scale dataset of cabinet models demonstrate the effectiveness of our method.
AutoVFX: Physically Realistic Video Editing from Natural Language Instructions
Modern visual effects (VFX) software has made it possible for skilled artists to create imagery of virtually anything. However, the creation process remains laborious, complex, and largely inaccessible to everyday users. In this work, we present AutoVFX, a framework that automatically creates realistic and dynamic VFX videos from a single video and natural language instructions. By carefully integrating neural scene modeling, LLM-based code generation, and physical simulation, AutoVFX is able to provide physically-grounded, photorealistic editing effects that can be controlled directly using natural language instructions. We conduct extensive experiments to validate AutoVFX's efficacy across a diverse spectrum of videos and instructions. Quantitative and qualitative results suggest that AutoVFX outperforms all competing methods by a large margin in generative quality, instruction alignment, editing versatility, and physical plausibility.
Long Video Generation with Time-Agnostic VQGAN and Time-Sensitive Transformer
Videos are created to express emotion, exchange information, and share experiences. Video synthesis has intrigued researchers for a long time. Despite the rapid progress driven by advances in visual synthesis, most existing studies focus on improving the frames' quality and the transitions between them, while little progress has been made in generating longer videos. In this paper, we present a method that builds on 3D-VQGAN and transformers to generate videos with thousands of frames. Our evaluation shows that our model trained on 16-frame video clips from standard benchmarks such as UCF-101, Sky Time-lapse, and Taichi-HD datasets can generate diverse, coherent, and high-quality long videos. We also showcase conditional extensions of our approach for generating meaningful long videos by incorporating temporal information with text and audio. Videos and code can be found at https://songweige.github.io/projects/tats/index.html.
Generative Visual Communication in the Era of Vision-Language Models
Visual communication, dating back to prehistoric cave paintings, is the use of visual elements to convey ideas and information. In today's visually saturated world, effective design demands an understanding of graphic design principles, visual storytelling, human psychology, and the ability to distill complex information into clear visuals. This dissertation explores how recent advancements in vision-language models (VLMs) can be leveraged to automate the creation of effective visual communication designs. Although generative models have made great progress in generating images from text, they still struggle to simplify complex ideas into clear, abstract visuals and are constrained by pixel-based outputs, which lack flexibility for many design tasks. To address these challenges, we constrain the models' operational space and introduce task-specific regularizations. We explore various aspects of visual communication, namely, sketches and visual abstraction, typography, animation, and visual inspiration.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
Piece it Together: Part-Based Concepting with IP-Priors
Advanced generative models excel at synthesizing images but often rely on text-based conditioning. Visual designers, however, often work beyond language, directly drawing inspiration from existing visual elements. In many cases, these elements represent only fragments of a potential concept-such as an uniquely structured wing, or a specific hairstyle-serving as inspiration for the artist to explore how they can come together creatively into a coherent whole. Recognizing this need, we introduce a generative framework that seamlessly integrates a partial set of user-provided visual components into a coherent composition while simultaneously sampling the missing parts needed to generate a plausible and complete concept. Our approach builds on a strong and underexplored representation space, extracted from IP-Adapter+, on which we train IP-Prior, a lightweight flow-matching model that synthesizes coherent compositions based on domain-specific priors, enabling diverse and context-aware generations. Additionally, we present a LoRA-based fine-tuning strategy that significantly improves prompt adherence in IP-Adapter+ for a given task, addressing its common trade-off between reconstruction quality and prompt adherence.
Alfie: Democratising RGBA Image Generation With No $$$
Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.
GENOME: GenerativE Neuro-symbOlic visual reasoning by growing and reusing ModulEs
Recent works have shown that Large Language Models (LLMs) could empower traditional neuro-symbolic models via programming capabilities to translate language into module descriptions, thus achieving strong visual reasoning results while maintaining the model's transparency and efficiency. However, these models usually exhaustively generate the entire code snippet given each new instance of a task, which is extremely ineffective. We propose generative neuro-symbolic visual reasoning by growing and reusing modules. Specifically, our model consists of three unique stages, module initialization, module generation, and module execution. First, given a vision-language task, we adopt LLMs to examine whether we could reuse and grow over established modules to handle this new task. If not, we initialize a new module needed by the task and specify the inputs and outputs of this new module. After that, the new module is created by querying LLMs to generate corresponding code snippets that match the requirements. In order to get a better sense of the new module's ability, we treat few-shot training examples as test cases to see if our new module could pass these cases. If yes, the new module is added to the module library for future reuse. Finally, we evaluate the performance of our model on the testing set by executing the parsed programs with the newly made visual modules to get the results. We find the proposed model possesses several advantages. First, it performs competitively on standard tasks like visual question answering and referring expression comprehension; Second, the modules learned from one task can be seamlessly transferred to new tasks; Last but not least, it is able to adapt to new visual reasoning tasks by observing a few training examples and reusing modules.
StyleDrop: Text-to-Image Generation in Any Style
Pre-trained large text-to-image models synthesize impressive images with an appropriate use of text prompts. However, ambiguities inherent in natural language and out-of-distribution effects make it hard to synthesize image styles, that leverage a specific design pattern, texture or material. In this paper, we introduce StyleDrop, a method that enables the synthesis of images that faithfully follow a specific style using a text-to-image model. The proposed method is extremely versatile and captures nuances and details of a user-provided style, such as color schemes, shading, design patterns, and local and global effects. It efficiently learns a new style by fine-tuning very few trainable parameters (less than 1% of total model parameters) and improving the quality via iterative training with either human or automated feedback. Better yet, StyleDrop is able to deliver impressive results even when the user supplies only a single image that specifies the desired style. An extensive study shows that, for the task of style tuning text-to-image models, StyleDrop implemented on Muse convincingly outperforms other methods, including DreamBooth and textual inversion on Imagen or Stable Diffusion. More results are available at our project website: https://styledrop.github.io
UI-E2I-Synth: Advancing GUI Grounding with Large-Scale Instruction Synthesis
Recent advancements in Large Vision-Language Models are accelerating the development of Graphical User Interface (GUI) agents that utilize human-like vision perception capabilities to enhance productivity on digital devices. Compared to approaches predicated on GUI metadata, which are platform-dependent and vulnerable to implementation variations, vision-based approaches offer broader applicability. In this vision-based paradigm, the GUI instruction grounding, which maps user instruction to the location of corresponding element on the given screenshot, remains a critical challenge, particularly due to limited public training dataset and resource-intensive manual instruction data annotation. In this paper, we delve into unexplored challenges in this task including element-to-screen ratio, unbalanced element type, and implicit instruction. To address these challenges, we introduce a large-scale data synthesis pipeline UI-E2I-Synth for generating varying complex instruction datasets using GPT-4o instead of human annotators. Furthermore, we propose a new GUI instruction grounding benchmark UI-I2E-Bench, which is designed to address the limitations of existing benchmarks by incorporating diverse annotation aspects. Our model, trained on the synthesized data, achieves superior performance in GUI instruction grounding, demonstrating the advancements of proposed data synthesis pipeline. The proposed benchmark, accompanied by extensive analyses, provides practical insights for future research in GUI grounding. We will release corresponding artifacts at https://colmon46.github.io/i2e-bench-leaderboard/ .
CLIPDrawX: Primitive-based Explanations for Text Guided Sketch Synthesis
With the goal of understanding the visual concepts that CLIP associates with text prompts, we show that the latent space of CLIP can be visualized solely in terms of linear transformations on simple geometric primitives like circles and straight lines. Although existing approaches achieve this by sketch-synthesis-through-optimization, they do so on the space of B\'ezier curves, which exhibit a wastefully large set of structures that they can evolve into, as most of them are non-essential for generating meaningful sketches. We present CLIPDrawX, an algorithm that provides significantly better visualizations for CLIP text embeddings, using only simple primitive shapes like straight lines and circles. This constrains the set of possible outputs to linear transformations on these primitives, thereby exhibiting an inherently simpler mathematical form. The synthesis process of CLIPDrawX can be tracked end-to-end, with each visual concept being explained exclusively in terms of primitives. Implementation will be released upon acceptance. Project Page: https://clipdrawx.github.io/{https://clipdrawx.github.io/}.
Scaling Text-Rich Image Understanding via Code-Guided Synthetic Multimodal Data Generation
Reasoning about images with rich text, such as charts and documents, is a critical application of vision-language models (VLMs). However, VLMs often struggle in these domains due to the scarcity of diverse text-rich vision-language data. To address this challenge, we present CoSyn, a framework that leverages the coding capabilities of text-only large language models (LLMs) to automatically create synthetic text-rich multimodal data. Given input text describing a target domain (e.g., "nutrition fact labels"), CoSyn prompts an LLM to generate code (Python, HTML, LaTeX, etc.) for rendering synthetic images. With the underlying code as textual representations of the synthetic images, CoSyn can generate high-quality instruction-tuning data, again relying on a text-only LLM. Using CoSyn, we constructed a dataset comprising 400K images and 2.7M rows of vision-language instruction-tuning data. Comprehensive experiments on seven benchmarks demonstrate that models trained on our synthetic data achieve state-of-the-art performance among competitive open-source models, including Llama 3.2, and surpass proprietary models such as GPT-4V and Gemini 1.5 Flash. Furthermore, CoSyn can produce synthetic pointing data, enabling VLMs to ground information within input images, showcasing its potential for developing multimodal agents capable of acting in real-world environments.
Do we Really Need Visual Instructions? Towards Visual Instruction-Free Fine-tuning for Large Vision-Language Models
Visual instruction tuning has become the predominant technology in eliciting the multimodal task-solving capabilities of large vision-language models (LVLMs). Despite the success, as visual instructions require images as the input, it would leave the gap in inheriting the task-solving capabilities from the backbone LLMs, and make it costly to collect a large-scale dataset. To address it, we propose ViFT, a visual instruction-free fine-tuning framework for LVLMs. In ViFT, we only require the text-only instructions and image caption data during training, to separately learn the task-solving and visual perception abilities. During inference, we extract and combine the representations of the text and image inputs, for fusing the two abilities to fulfill multimodal tasks. Experimental results demonstrate that ViFT can achieve state-of-the-art performance on several visual reasoning and visual instruction following benchmarks, with rather less training data. Our code and data will be publicly released.
Unaligned 2D to 3D Translation with Conditional Vector-Quantized Code Diffusion using Transformers
Generating 3D images of complex objects conditionally from a few 2D views is a difficult synthesis problem, compounded by issues such as domain gap and geometric misalignment. For instance, a unified framework such as Generative Adversarial Networks cannot achieve this unless they explicitly define both a domain-invariant and geometric-invariant joint latent distribution, whereas Neural Radiance Fields are generally unable to handle both issues as they optimize at the pixel level. By contrast, we propose a simple and novel 2D to 3D synthesis approach based on conditional diffusion with vector-quantized codes. Operating in an information-rich code space enables high-resolution 3D synthesis via full-coverage attention across the views. Specifically, we generate the 3D codes (e.g. for CT images) conditional on previously generated 3D codes and the entire codebook of two 2D views (e.g. 2D X-rays). Qualitative and quantitative results demonstrate state-of-the-art performance over specialized methods across varied evaluation criteria, including fidelity metrics such as density, coverage, and distortion metrics for two complex volumetric imagery datasets from in real-world scenarios.
IconShop: Text-Guided Vector Icon Synthesis with Autoregressive Transformers
Scalable Vector Graphics (SVG) is a popular vector image format that offers good support for interactivity and animation. Despite its appealing characteristics, creating custom SVG content can be challenging for users due to the steep learning curve required to understand SVG grammars or get familiar with professional editing software. Recent advancements in text-to-image generation have inspired researchers to explore vector graphics synthesis using either image-based methods (i.e., text -> raster image -> vector graphics) combining text-to-image generation models with image vectorization, or language-based methods (i.e., text -> vector graphics script) through pretrained large language models. However, these methods still suffer from limitations in terms of generation quality, diversity, and flexibility. In this paper, we introduce IconShop, a text-guided vector icon synthesis method using autoregressive transformers. The key to success of our approach is to sequentialize and tokenize SVG paths (and textual descriptions as guidance) into a uniquely decodable token sequence. With that, we are able to fully exploit the sequence learning power of autoregressive transformers, while enabling both unconditional and text-conditioned icon synthesis. Through standard training to predict the next token on a large-scale vector icon dataset accompanied by textural descriptions, the proposed IconShop consistently exhibits better icon synthesis capability than existing image-based and language-based methods both quantitatively and qualitatively. Meanwhile, we observe a dramatic improvement in generation diversity, which is validated by the objective Uniqueness and Novelty measures. More importantly, we demonstrate the flexibility of IconShop with multiple novel icon synthesis tasks, including icon editing, icon interpolation, icon semantic combination, and icon design auto-suggestion.
Visual Instruction Tuning towards General-Purpose Multimodal Model: A Survey
Traditional computer vision generally solves each single task independently by a dedicated model with the task instruction implicitly designed in the model architecture, arising two limitations: (1) it leads to task-specific models, which require multiple models for different tasks and restrict the potential synergies from diverse tasks; (2) it leads to a pre-defined and fixed model interface that has limited interactivity and adaptability in following user' task instructions. To address them, Visual Instruction Tuning (VIT) has been intensively studied recently, which finetunes a large vision model with language as task instructions, aiming to learn from a wide range of vision tasks described by language instructions a general-purpose multimodal model that can follow arbitrary instructions and thus solve arbitrary tasks specified by the user. This work aims to provide a systematic review of visual instruction tuning, covering (1) the background that presents computer vision task paradigms and the development of VIT; (2) the foundations of VIT that introduce commonly used network architectures, visual instruction tuning frameworks and objectives, and evaluation setups and tasks; (3) the commonly used datasets in visual instruction tuning and evaluation; (4) the review of existing VIT methods that categorizes them with a taxonomy according to both the studied vision task and the method design and highlights the major contributions, strengths, and shortcomings of them; (5) the comparison and discussion of VIT methods over various instruction-following benchmarks; (6) several challenges, open directions and possible future works in visual instruction tuning research.
AutoPresent: Designing Structured Visuals from Scratch
Designing structured visuals such as presentation slides is essential for communicative needs, necessitating both content creation and visual planning skills. In this work, we tackle the challenge of automated slide generation, where models produce slide presentations from natural language (NL) instructions. We first introduce the SlidesBench benchmark, the first benchmark for slide generation with 7k training and 585 testing examples derived from 310 slide decks across 10 domains. SlidesBench supports evaluations that are (i)reference-based to measure similarity to a target slide, and (ii)reference-free to measure the design quality of generated slides alone. We benchmark end-to-end image generation and program generation methods with a variety of models, and find that programmatic methods produce higher-quality slides in user-interactable formats. Built on the success of program generation, we create AutoPresent, an 8B Llama-based model trained on 7k pairs of instructions paired with code for slide generation, and achieve results comparable to the closed-source model GPT-4o. We further explore iterative design refinement where the model is tasked to self-refine its own output, and we found that this process improves the slide's quality. We hope that our work will provide a basis for future work on generating structured visuals.
PixWizard: Versatile Image-to-Image Visual Assistant with Open-Language Instructions
This paper presents a versatile image-to-image visual assistant, PixWizard, designed for image generation, manipulation, and translation based on free-from language instructions. To this end, we tackle a variety of vision tasks into a unified image-text-to-image generation framework and curate an Omni Pixel-to-Pixel Instruction-Tuning Dataset. By constructing detailed instruction templates in natural language, we comprehensively include a large set of diverse vision tasks such as text-to-image generation, image restoration, image grounding, dense image prediction, image editing, controllable generation, inpainting/outpainting, and more. Furthermore, we adopt Diffusion Transformers (DiT) as our foundation model and extend its capabilities with a flexible any resolution mechanism, enabling the model to dynamically process images based on the aspect ratio of the input, closely aligning with human perceptual processes. The model also incorporates structure-aware and semantic-aware guidance to facilitate effective fusion of information from the input image. Our experiments demonstrate that PixWizard not only shows impressive generative and understanding abilities for images with diverse resolutions but also exhibits promising generalization capabilities with unseen tasks and human instructions. The code and related resources are available at https://github.com/AFeng-x/PixWizard
LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation
In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.
Generating Pedagogically Meaningful Visuals for Math Word Problems: A New Benchmark and Analysis of Text-to-Image Models
Visuals are valuable tools for teaching math word problems (MWPs), helping young learners interpret textual descriptions into mathematical expressions before solving them. However, creating such visuals is labor-intensive and there is a lack of automated methods to support this process. In this paper, we present Math2Visual, an automatic framework for generating pedagogically meaningful visuals from MWP text descriptions. Math2Visual leverages a pre-defined visual language and a design space grounded in interviews with math teachers, to illustrate the core mathematical relationships in MWPs. Using Math2Visual, we construct an annotated dataset of 1,903 visuals and evaluate Text-to-Image (TTI) models for their ability to generate visuals that align with our design. We further fine-tune several TTI models with our dataset, demonstrating improvements in educational visual generation. Our work establishes a new benchmark for automated generation of pedagogically meaningful visuals and offers insights into key challenges in producing multimodal educational content, such as the misrepresentation of mathematical relationships and the omission of essential visual elements.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
DesignDiffusion: High-Quality Text-to-Design Image Generation with Diffusion Models
In this paper, we present DesignDiffusion, a simple yet effective framework for the novel task of synthesizing design images from textual descriptions. A primary challenge lies in generating accurate and style-consistent textual and visual content. Existing works in a related task of visual text generation often focus on generating text within given specific regions, which limits the creativity of generation models, resulting in style or color inconsistencies between textual and visual elements if applied to design image generation. To address this issue, we propose an end-to-end, one-stage diffusion-based framework that avoids intricate components like position and layout modeling. Specifically, the proposed framework directly synthesizes textual and visual design elements from user prompts. It utilizes a distinctive character embedding derived from the visual text to enhance the input prompt, along with a character localization loss for enhanced supervision during text generation. Furthermore, we employ a self-play Direct Preference Optimization fine-tuning strategy to improve the quality and accuracy of the synthesized visual text. Extensive experiments demonstrate that DesignDiffusion achieves state-of-the-art performance in design image generation.
Learning to Imagine: Visually-Augmented Natural Language Generation
People often imagine relevant scenes to aid in the writing process. In this work, we aim to utilize visual information for composition in the same manner as humans. We propose a method, LIVE, that makes pre-trained language models (PLMs) Learn to Imagine for Visuallyaugmented natural language gEneration. First, we imagine the scene based on the text: we use a diffusion model to synthesize high-quality images conditioned on the input texts. Second, we use CLIP to determine whether the text can evoke the imagination in a posterior way. Finally, our imagination is dynamic, and we conduct synthesis for each sentence rather than generate only one image for an entire paragraph. Technically, we propose a novel plug-and-play fusion layer to obtain visually-augmented representations for each text. Our vision-text fusion layer is compatible with Transformerbased architecture. We have conducted extensive experiments on four generation tasks using BART and T5, and the automatic results and human evaluation demonstrate the effectiveness of our proposed method. We will release the code, model, and data at the link: https://github.com/RUCAIBox/LIVE.
SVGDreamer: Text Guided SVG Generation with Diffusion Model
Recently, text-guided scalable vector graphics (SVGs) synthesis has shown promise in domains such as iconography and sketch. However, existing text-to-SVG generation methods lack editability and struggle with visual quality and result diversity. To address these limitations, we propose a novel text-guided vector graphics synthesis method called SVGDreamer. SVGDreamer incorporates a semantic-driven image vectorization (SIVE) process that enables the decomposition of synthesis into foreground objects and background, thereby enhancing editability. Specifically, the SIVE process introduce attention-based primitive control and an attention-mask loss function for effective control and manipulation of individual elements. Additionally, we propose a Vectorized Particle-based Score Distillation (VPSD) approach to tackle the challenges of color over-saturation, vector primitives over-smoothing, and limited result diversity in existing text-to-SVG generation methods. Furthermore, on the basis of VPSD, we introduce Reward Feedback Learning (ReFL) to accelerate VPSD convergence and improve aesthetic appeal. Extensive experiments have been conducted to validate the effectiveness of SVGDreamer, demonstrating its superiority over baseline methods in terms of editability, visual quality, and diversity.
MM-REACT: Prompting ChatGPT for Multimodal Reasoning and Action
We propose MM-REACT, a system paradigm that integrates ChatGPT with a pool of vision experts to achieve multimodal reasoning and action. In this paper, we define and explore a comprehensive list of advanced vision tasks that are intriguing to solve, but may exceed the capabilities of existing vision and vision-language models. To achieve such advanced visual intelligence, MM-REACT introduces a textual prompt design that can represent text descriptions, textualized spatial coordinates, and aligned file names for dense visual signals such as images and videos. MM-REACT's prompt design allows language models to accept, associate, and process multimodal information, thereby facilitating the synergetic combination of ChatGPT and various vision experts. Zero-shot experiments demonstrate MM-REACT's effectiveness in addressing the specified capabilities of interests and its wide application in different scenarios that require advanced visual understanding. Furthermore, we discuss and compare MM-REACT's system paradigm with an alternative approach that extends language models for multimodal scenarios through joint finetuning. Code, demo, video, and visualization are available at https://multimodal-react.github.io/
How do Observable Users Decompose D3 Code? A Qualitative Study
Many toolkit developers seek to streamline the visualization programming process through structured support such as prescribed templates and example galleries. However, few projects examine how users organize their own visualization programs and how their coding choices may deviate from the intents of toolkit developers, impacting visualization prototyping and design. Further, is it possible to infer users' reasoning indirectly through their code, even when users copy code from other sources? We explore this question through a qualitative analysis of 715 D3 programs on Observable. We identify three levels of program organization based on how users decompose their code into smaller blocks: Program-, Chart-, and Component-Level code decomposition, with a strong preference for Component-Level reasoning. In a series of interviews, we corroborate that these levels reflect how Observable users reason about visualization programs. We compare common user-made components with those theorized in the Grammar of Graphics to assess overlap in user and toolkit developer reasoning. We find that, while the Grammar of Graphics covers basic visualizations well, it falls short in describing complex visualization types, especially those with animation, interaction, and parameterization components. Our findings highlight how user practices differ from formal grammars and reinforce ongoing efforts to rethink visualization toolkit support, including augmenting learning tools and AI assistants to better reflect real-world coding strategies.
InstructScene: Instruction-Driven 3D Indoor Scene Synthesis with Semantic Graph Prior
Comprehending natural language instructions is a charming property for 3D indoor scene synthesis systems. Existing methods directly model object joint distributions and express object relations implicitly within a scene, thereby hindering the controllability of generation. We introduce InstructScene, a novel generative framework that integrates a semantic graph prior and a layout decoder to improve controllability and fidelity for 3D scene synthesis. The proposed semantic graph prior jointly learns scene appearances and layout distributions, exhibiting versatility across various downstream tasks in a zero-shot manner. To facilitate the benchmarking for text-driven 3D scene synthesis, we curate a high-quality dataset of scene-instruction pairs with large language and multimodal models. Extensive experimental results reveal that the proposed method surpasses existing state-of-the-art approaches by a large margin. Thorough ablation studies confirm the efficacy of crucial design components. Project page: https://chenguolin.github.io/projects/InstructScene.
Improved Iterative Refinement for Chart-to-Code Generation via Structured Instruction
Recently, multimodal large language models (MLLMs) have attracted increasing research attention due to their powerful visual understanding capabilities. While they have achieved impressive results on various vision tasks, their performance on chart-to-code generation remains suboptimal. This task requires MLLMs to generate executable code that can reproduce a given chart, demanding not only precise visual understanding but also accurate translation of visual elements into structured code. Directly prompting MLLMs to perform this complex task often yields unsatisfactory results. To address this challenge, we propose {ChartIR}, an iterative refinement method based on structured instruction. First, we distinguish two tasks: visual understanding and code translation. To accomplish the visual understanding component, we design two types of structured instructions: description and difference. The description instruction captures the visual elements of the reference chart, while the difference instruction characterizes the discrepancies between the reference chart and the generated chart. These instructions effectively transform visual features into language representations, thereby facilitating the subsequent code translation process. Second, we decompose the overall chart generation pipeline into two stages: initial code generation and iterative refinement, enabling progressive enhancement of the final output. Experimental results show that, compared to other method, our method achieves superior performance on both the open-source model Qwen2-VL and the closed-source model GPT-4o.
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
ViperGPT: Visual Inference via Python Execution for Reasoning
Answering visual queries is a complex task that requires both visual processing and reasoning. End-to-end models, the dominant approach for this task, do not explicitly differentiate between the two, limiting interpretability and generalization. Learning modular programs presents a promising alternative, but has proven challenging due to the difficulty of learning both the programs and modules simultaneously. We introduce ViperGPT, a framework that leverages code-generation models to compose vision-and-language models into subroutines to produce a result for any query. ViperGPT utilizes a provided API to access the available modules, and composes them by generating Python code that is later executed. This simple approach requires no further training, and achieves state-of-the-art results across various complex visual tasks.
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
IP-Composer: Semantic Composition of Visual Concepts
Content creators often draw inspiration from multiple visual sources, combining distinct elements to craft new compositions. Modern computational approaches now aim to emulate this fundamental creative process. Although recent diffusion models excel at text-guided compositional synthesis, text as a medium often lacks precise control over visual details. Image-based composition approaches can capture more nuanced features, but existing methods are typically limited in the range of concepts they can capture, and require expensive training procedures or specialized data. We present IP-Composer, a novel training-free approach for compositional image generation that leverages multiple image references simultaneously, while using natural language to describe the concept to be extracted from each image. Our method builds on IP-Adapter, which synthesizes novel images conditioned on an input image's CLIP embedding. We extend this approach to multiple visual inputs by crafting composite embeddings, stitched from the projections of multiple input images onto concept-specific CLIP-subspaces identified through text. Through comprehensive evaluation, we show that our approach enables more precise control over a larger range of visual concept compositions.
Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
We present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussians' motion and rotation with local-rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.
MVLLaVA: An Intelligent Agent for Unified and Flexible Novel View Synthesis
This paper introduces MVLLaVA, an intelligent agent designed for novel view synthesis tasks. MVLLaVA integrates multiple multi-view diffusion models with a large multimodal model, LLaVA, enabling it to handle a wide range of tasks efficiently. MVLLaVA represents a versatile and unified platform that adapts to diverse input types, including a single image, a descriptive caption, or a specific change in viewing azimuth, guided by language instructions for viewpoint generation. We carefully craft task-specific instruction templates, which are subsequently used to fine-tune LLaVA. As a result, MVLLaVA acquires the capability to generate novel view images based on user instructions, demonstrating its flexibility across diverse tasks. Experiments are conducted to validate the effectiveness of MVLLaVA, demonstrating its robust performance and versatility in tackling diverse novel view synthesis challenges.
VISION2UI: A Real-World Dataset with Layout for Code Generation from UI Designs
Automatically generating UI code from webpage design visions can significantly alleviate the burden of developers, enabling beginner developers or designers to directly generate Web pages from design diagrams. Currently, prior research has accomplished the objective of generating UI code from rudimentary design visions or sketches through designing deep neural networks. Inspired by the groundbreaking advancements achieved by Multimodal Large Language Models (MLLMs), the automatic generation of UI code from high-fidelity design images is now emerging as a viable possibility. Nevertheless, our investigation reveals that existing MLLMs are hampered by the scarcity of authentic, high-quality, and large-scale datasets, leading to unsatisfactory performance in automated UI code generation. To mitigate this gap, we present a novel dataset, termed VISION2UI, extracted from real-world scenarios, augmented with comprehensive layout information, tailored specifically for finetuning MLLMs in UI code generation. Specifically, this dataset is derived through a series of operations, encompassing collecting, cleaning, and filtering of the open-source Common Crawl dataset. In order to uphold its quality, a neural scorer trained on labeled samples is utilized to refine the data, retaining higher-quality instances. Ultimately, this process yields a dataset comprising 2,000 (Much more is coming soon) parallel samples encompassing design visions and UI code. The dataset is available at https://huggingface.co/datasets/xcodemind/vision2ui.
ChartGalaxy: A Dataset for Infographic Chart Understanding and Generation
Infographic charts are a powerful medium for communicating abstract data by combining visual elements (e.g., charts, images) with textual information. However, their visual and structural richness poses challenges for large vision-language models (LVLMs), which are typically trained on plain charts. To bridge this gap, we introduce ChartGalaxy, a million-scale dataset designed to advance the understanding and generation of infographic charts. The dataset is constructed through an inductive process that identifies 75 chart types, 330 chart variations, and 68 layout templates from real infographic charts and uses them to create synthetic ones programmatically. We showcase the utility of this dataset through: 1) improving infographic chart understanding via fine-tuning, 2) benchmarking code generation for infographic charts, and 3) enabling example-based infographic chart generation. By capturing the visual and structural complexity of real design, ChartGalaxy provides a useful resource for enhancing multimodal reasoning and generation in LVLMs.
NUWA-Infinity: Autoregressive over Autoregressive Generation for Infinite Visual Synthesis
In this paper, we present NUWA-Infinity, a generative model for infinite visual synthesis, which is defined as the task of generating arbitrarily-sized high-resolution images or long-duration videos. An autoregressive over autoregressive generation mechanism is proposed to deal with this variable-size generation task, where a global patch-level autoregressive model considers the dependencies between patches, and a local token-level autoregressive model considers dependencies between visual tokens within each patch. A Nearby Context Pool (NCP) is introduced to cache-related patches already generated as the context for the current patch being generated, which can significantly save computation costs without sacrificing patch-level dependency modeling. An Arbitrary Direction Controller (ADC) is used to decide suitable generation orders for different visual synthesis tasks and learn order-aware positional embeddings. Compared to DALL-E, Imagen and Parti, NUWA-Infinity can generate high-resolution images with arbitrary sizes and support long-duration video generation additionally. Compared to NUWA, which also covers images and videos, NUWA-Infinity has superior visual synthesis capabilities in terms of resolution and variable-size generation. The GitHub link is https://github.com/microsoft/NUWA. The homepage link is https://nuwa-infinity.microsoft.com.
PlankAssembly: Robust 3D Reconstruction from Three Orthographic Views with Learnt Shape Programs
In this paper, we develop a new method to automatically convert 2D line drawings from three orthographic views into 3D CAD models. Existing methods for this problem reconstruct 3D models by back-projecting the 2D observations into 3D space while maintaining explicit correspondence between the input and output. Such methods are sensitive to errors and noises in the input, thus often fail in practice where the input drawings created by human designers are imperfect. To overcome this difficulty, we leverage the attention mechanism in a Transformer-based sequence generation model to learn flexible mappings between the input and output. Further, we design shape programs which are suitable for generating the objects of interest to boost the reconstruction accuracy and facilitate CAD modeling applications. Experiments on a new benchmark dataset show that our method significantly outperforms existing ones when the inputs are noisy or incomplete.
Synthesizing Artistic Cinemagraphs from Text
We introduce Artistic Cinemagraph, a fully automated method for creating cinemagraphs from text descriptions - an especially challenging task when prompts feature imaginary elements and artistic styles, given the complexity of interpreting the semantics and motions of these images. Existing single-image animation methods fall short on artistic inputs, and recent text-based video methods frequently introduce temporal inconsistencies, struggling to keep certain regions static. To address these challenges, we propose an idea of synthesizing image twins from a single text prompt - a pair of an artistic image and its pixel-aligned corresponding natural-looking twin. While the artistic image depicts the style and appearance detailed in our text prompt, the realistic counterpart greatly simplifies layout and motion analysis. Leveraging existing natural image and video datasets, we can accurately segment the realistic image and predict plausible motion given the semantic information. The predicted motion can then be transferred to the artistic image to create the final cinemagraph. Our method outperforms existing approaches in creating cinemagraphs for natural landscapes as well as artistic and other-worldly scenes, as validated by automated metrics and user studies. Finally, we demonstrate two extensions: animating existing paintings and controlling motion directions using text.
VisCoder: Fine-Tuning LLMs for Executable Python Visualization Code Generation
Large language models (LLMs) often struggle with visualization tasks like plotting diagrams, charts, where success depends on both code correctness and visual semantics. Existing instruction-tuning datasets lack execution-grounded supervision and offer limited support for iterative code correction, resulting in fragile and unreliable plot generation. We present VisCode-200K, a large-scale instruction tuning dataset for Python-based visualization and self-correction. It contains over 200K examples from two sources: (1) validated plotting code from open-source repositories, paired with natural language instructions and rendered plots; and (2) 45K multi-turn correction dialogues from Code-Feedback, enabling models to revise faulty code using runtime feedback. We fine-tune Qwen2.5-Coder-Instruct on VisCode-200K to create VisCoder, and evaluate it on PandasPlotBench. VisCoder significantly outperforms strong open-source baselines and approaches the performance of proprietary models like GPT-4o-mini. We further adopt a self-debug evaluation protocol to assess iterative repair, demonstrating the benefits of feedback-driven learning for executable, visually accurate code generation.
ArtiScene: Language-Driven Artistic 3D Scene Generation Through Image Intermediary
Designing 3D scenes is traditionally a challenging task that demands both artistic expertise and proficiency with complex software. Recent advances in text-to-3D generation have greatly simplified this process by letting users create scenes based on simple text descriptions. However, as these methods generally require extra training or in-context learning, their performance is often hindered by the limited availability of high-quality 3D data. In contrast, modern text-to-image models learned from web-scale images can generate scenes with diverse, reliable spatial layouts and consistent, visually appealing styles. Our key insight is that instead of learning directly from 3D scenes, we can leverage generated 2D images as an intermediary to guide 3D synthesis. In light of this, we introduce ArtiScene, a training-free automated pipeline for scene design that integrates the flexibility of free-form text-to-image generation with the diversity and reliability of 2D intermediary layouts. First, we generate 2D images from a scene description, then extract the shape and appearance of objects to create 3D models. These models are assembled into the final scene using geometry, position, and pose information derived from the same intermediary image. Being generalizable to a wide range of scenes and styles, ArtiScene outperforms state-of-the-art benchmarks by a large margin in layout and aesthetic quality by quantitative metrics. It also averages a 74.89% winning rate in extensive user studies and 95.07% in GPT-4o evaluation. Project page: https://artiscene-cvpr.github.io/
IDEA-Bench: How Far are Generative Models from Professional Designing?
Real-world design tasks - such as picture book creation, film storyboard development using character sets, photo retouching, visual effects, and font transfer - are highly diverse and complex, requiring deep interpretation and extraction of various elements from instructions, descriptions, and reference images. The resulting images often implicitly capture key features from references or user inputs, making it challenging to develop models that can effectively address such varied tasks. While existing visual generative models can produce high-quality images based on prompts, they face significant limitations in professional design scenarios that involve varied forms and multiple inputs and outputs, even when enhanced with adapters like ControlNets and LoRAs. To address this, we introduce IDEA-Bench, a comprehensive benchmark encompassing 100 real-world design tasks, including rendering, visual effects, storyboarding, picture books, fonts, style-based, and identity-preserving generation, with 275 test cases to thoroughly evaluate a model's general-purpose generation capabilities. Notably, even the best-performing model only achieves 22.48 on IDEA-Bench, while the best general-purpose model only achieves 6.81. We provide a detailed analysis of these results, highlighting the inherent challenges and providing actionable directions for improvement. Additionally, we provide a subset of 18 representative tasks equipped with multimodal large language model (MLLM)-based auto-evaluation techniques to facilitate rapid model development and comparison. We releases the benchmark data, evaluation toolkits, and an online leaderboard at https://github.com/ali-vilab/IDEA-Bench, aiming to drive the advancement of generative models toward more versatile and applicable intelligent design systems.
Scenethesis: A Language and Vision Agentic Framework for 3D Scene Generation
Synthesizing interactive 3D scenes from text is essential for gaming, virtual reality, and embodied AI. However, existing methods face several challenges. Learning-based approaches depend on small-scale indoor datasets, limiting the scene diversity and layout complexity. While large language models (LLMs) can leverage diverse text-domain knowledge, they struggle with spatial realism, often producing unnatural object placements that fail to respect common sense. Our key insight is that vision perception can bridge this gap by providing realistic spatial guidance that LLMs lack. To this end, we introduce Scenethesis, a training-free agentic framework that integrates LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first employs an LLM to draft a coarse layout. A vision module then refines it by generating an image guidance and extracting scene structure to capture inter-object relations. Next, an optimization module iteratively enforces accurate pose alignment and physical plausibility, preventing artifacts like object penetration and instability. Finally, a judge module verifies spatial coherence. Comprehensive experiments show that Scenethesis generates diverse, realistic, and physically plausible 3D interactive scenes, making it valuable for virtual content creation, simulation environments, and embodied AI research.
InteractiveVideo: User-Centric Controllable Video Generation with Synergistic Multimodal Instructions
We introduce InteractiveVideo, a user-centric framework for video generation. Different from traditional generative approaches that operate based on user-provided images or text, our framework is designed for dynamic interaction, allowing users to instruct the generative model through various intuitive mechanisms during the whole generation process, e.g. text and image prompts, painting, drag-and-drop, etc. We propose a Synergistic Multimodal Instruction mechanism, designed to seamlessly integrate users' multimodal instructions into generative models, thus facilitating a cooperative and responsive interaction between user inputs and the generative process. This approach enables iterative and fine-grained refinement of the generation result through precise and effective user instructions. With InteractiveVideo, users are given the flexibility to meticulously tailor key aspects of a video. They can paint the reference image, edit semantics, and adjust video motions until their requirements are fully met. Code, models, and demo are available at https://github.com/invictus717/InteractiveVideo
Unlocking the conversion of Web Screenshots into HTML Code with the WebSight Dataset
Using vision-language models (VLMs) in web development presents a promising strategy to increase efficiency and unblock no-code solutions: by providing a screenshot or a sketch of a UI, a VLM could generate the code to reproduce it, for instance in a language like HTML. Despite the advancements in VLMs for various tasks, the specific challenge of converting a screenshot into a corresponding HTML has been minimally explored. We posit that this is mainly due to the absence of a suitable, high-quality dataset. This work introduces WebSight, a synthetic dataset consisting of 2 million pairs of HTML codes and their corresponding screenshots. We fine-tune a foundational VLM on our dataset and show proficiency in converting webpage screenshots to functional HTML code. To accelerate the research in this area, we open-source WebSight.
Visual Programming for Text-to-Image Generation and Evaluation
As large language models have demonstrated impressive performance in many domains, recent works have adopted language models (LMs) as controllers of visual modules for vision-and-language tasks. While existing work focuses on equipping LMs with visual understanding, we propose two novel interpretable/explainable visual programming frameworks for text-to-image (T2I) generation and evaluation. First, we introduce VPGen, an interpretable step-by-step T2I generation framework that decomposes T2I generation into three steps: object/count generation, layout generation, and image generation. We employ an LM to handle the first two steps (object/count generation and layout generation), by finetuning it on text-layout pairs. Our step-by-step T2I generation framework provides stronger spatial control than end-to-end models, the dominant approach for this task. Furthermore, we leverage the world knowledge of pretrained LMs, overcoming the limitation of previous layout-guided T2I works that can only handle predefined object classes. We demonstrate that our VPGen has improved control in counts/spatial relations/scales of objects than state-of-the-art T2I generation models. Second, we introduce VPEval, an interpretable and explainable evaluation framework for T2I generation based on visual programming. Unlike previous T2I evaluations with a single scoring model that is accurate in some skills but unreliable in others, VPEval produces evaluation programs that invoke a set of visual modules that are experts in different skills, and also provides visual+textual explanations of the evaluation results. Our analysis shows VPEval provides a more human-correlated evaluation for skill-specific and open-ended prompts than widely used single model-based evaluation. We hope our work encourages future progress on interpretable/explainable generation and evaluation for T2I models. Website: https://vp-t2i.github.io
Diffusion On Syntax Trees For Program Synthesis
Large language models generate code one token at a time. Their autoregressive generation process lacks the feedback of observing the program's output. Training LLMs to suggest edits directly can be challenging due to the scarcity of rich edit data. To address these problems, we propose neural diffusion models that operate on syntax trees of any context-free grammar. Similar to image diffusion models, our method also inverts ``noise'' applied to syntax trees. Rather than generating code sequentially, we iteratively edit it while preserving syntactic validity, which makes it easy to combine this neural model with search. We apply our approach to inverse graphics tasks, where our model learns to convert images into programs that produce those images. Combined with search, our model is able to write graphics programs, see the execution result, and debug them to meet the required specifications. We additionally show how our system can write graphics programs for hand-drawn sketches.
CLIPDraw: Exploring Text-to-Drawing Synthesis through Language-Image Encoders
This work presents CLIPDraw, an algorithm that synthesizes novel drawings based on natural language input. CLIPDraw does not require any training; rather a pre-trained CLIP language-image encoder is used as a metric for maximizing similarity between the given description and a generated drawing. Crucially, CLIPDraw operates over vector strokes rather than pixel images, a constraint that biases drawings towards simpler human-recognizable shapes. Results compare between CLIPDraw and other synthesis-through-optimization methods, as well as highlight various interesting behaviors of CLIPDraw, such as satisfying ambiguous text in multiple ways, reliably producing drawings in diverse artistic styles, and scaling from simple to complex visual representations as stroke count is increased. Code for experimenting with the method is available at: https://colab.research.google.com/github/kvfrans/clipdraw/blob/main/clipdraw.ipynb
NVS-Adapter: Plug-and-Play Novel View Synthesis from a Single Image
Transfer learning of large-scale Text-to-Image (T2I) models has recently shown impressive potential for Novel View Synthesis (NVS) of diverse objects from a single image. While previous methods typically train large models on multi-view datasets for NVS, fine-tuning the whole parameters of T2I models not only demands a high cost but also reduces the generalization capacity of T2I models in generating diverse images in a new domain. In this study, we propose an effective method, dubbed NVS-Adapter, which is a plug-and-play module for a T2I model, to synthesize novel multi-views of visual objects while fully exploiting the generalization capacity of T2I models. NVS-Adapter consists of two main components; view-consistency cross-attention learns the visual correspondences to align the local details of view features, and global semantic conditioning aligns the semantic structure of generated views with the reference view. Experimental results demonstrate that the NVS-Adapter can effectively synthesize geometrically consistent multi-views and also achieve high performance on benchmarks without full fine-tuning of T2I models. The code and data are publicly available in ~https://postech-cvlab.github.io/nvsadapter/{https://postech-cvlab.github.io/nvsadapter/}.
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
Semi-Parametric Neural Image Synthesis
Novel architectures have recently improved generative image synthesis leading to excellent visual quality in various tasks. Much of this success is due to the scalability of these architectures and hence caused by a dramatic increase in model complexity and in the computational resources invested in training these models. Our work questions the underlying paradigm of compressing large training data into ever growing parametric representations. We rather present an orthogonal, semi-parametric approach. We complement comparably small diffusion or autoregressive models with a separate image database and a retrieval strategy. During training we retrieve a set of nearest neighbors from this external database for each training instance and condition the generative model on these informative samples. While the retrieval approach is providing the (local) content, the model is focusing on learning the composition of scenes based on this content. As demonstrated by our experiments, simply swapping the database for one with different contents transfers a trained model post-hoc to a novel domain. The evaluation shows competitive performance on tasks which the generative model has not been trained on, such as class-conditional synthesis, zero-shot stylization or text-to-image synthesis without requiring paired text-image data. With negligible memory and computational overhead for the external database and retrieval we can significantly reduce the parameter count of the generative model and still outperform the state-of-the-art.
CogCoM: Train Large Vision-Language Models Diving into Details through Chain of Manipulations
Vision-Language Models (VLMs) have demonstrated their widespread viability thanks to extensive training in aligning visual instructions to answers. However, this conclusive alignment leads models to ignore critical visual reasoning, and further result in failures on meticulous visual problems and unfaithful responses. In this paper, we propose Chain of Manipulations, a mechanism that enables VLMs to solve problems with a series of manipulations, where each manipulation refers to an operation on the visual input, either from intrinsic abilities (e.g., grounding) acquired through prior training or from imitating human-like behaviors (e.g., zoom in). This mechanism encourages VLMs to generate faithful responses with evidential visual reasoning, and permits users to trace error causes in the interpretable paths. We thus train CogCoM, a general 17B VLM with a memory-based compatible architecture endowed this reasoning mechanism. Experiments show that our model achieves the state-of-the-art performance across 8 benchmarks from 3 categories, and a limited number of training steps with the data swiftly gains a competitive performance. The code and data are publicly available at https://github.com/THUDM/CogCoM.
Composition-aware Graphic Layout GAN for Visual-textual Presentation Designs
In this paper, we study the graphic layout generation problem of producing high-quality visual-textual presentation designs for given images. We note that image compositions, which contain not only global semantics but also spatial information, would largely affect layout results. Hence, we propose a deep generative model, dubbed as composition-aware graphic layout GAN (CGL-GAN), to synthesize layouts based on the global and spatial visual contents of input images. To obtain training images from images that already contain manually designed graphic layout data, previous work suggests masking design elements (e.g., texts and embellishments) as model inputs, which inevitably leaves hint of the ground truth. We study the misalignment between the training inputs (with hint masks) and test inputs (without masks), and design a novel domain alignment module (DAM) to narrow this gap. For training, we built a large-scale layout dataset which consists of 60,548 advertising posters with annotated layout information. To evaluate the generated layouts, we propose three novel metrics according to aesthetic intuitions. Through both quantitative and qualitative evaluations, we demonstrate that the proposed model can synthesize high-quality graphic layouts according to image compositions.
Review of Large Vision Models and Visual Prompt Engineering
Visual prompt engineering is a fundamental technology in the field of visual and image Artificial General Intelligence, serving as a key component for achieving zero-shot capabilities. As the development of large vision models progresses, the importance of prompt engineering becomes increasingly evident. Designing suitable prompts for specific visual tasks has emerged as a meaningful research direction. This review aims to summarize the methods employed in the computer vision domain for large vision models and visual prompt engineering, exploring the latest advancements in visual prompt engineering. We present influential large models in the visual domain and a range of prompt engineering methods employed on these models. It is our hope that this review provides a comprehensive and systematic description of prompt engineering methods based on large visual models, offering valuable insights for future researchers in their exploration of this field.
ExeDec: Execution Decomposition for Compositional Generalization in Neural Program Synthesis
When writing programs, people have the ability to tackle a new complex task by decomposing it into smaller and more familiar subtasks. While it is difficult to measure whether neural program synthesis methods have similar capabilities, we can measure whether they compositionally generalize, that is, whether a model that has been trained on the simpler subtasks is subsequently able to solve more complex tasks. In this paper, we characterize several different forms of compositional generalization that are desirable in program synthesis, forming a meta-benchmark which we use to create generalization tasks for two popular datasets, RobustFill and DeepCoder. We then propose ExeDec, a novel decomposition-based synthesis strategy that predicts execution subgoals to solve problems step-by-step informed by program execution at each step. ExeDec has better synthesis performance and greatly improved compositional generalization ability compared to baselines.
LogoMotion: Visually Grounded Code Generation for Content-Aware Animation
Animated logos are a compelling and ubiquitous way individuals and brands represent themselves online. Manually authoring these logos can require significant artistic skill and effort. To help novice designers animate logos, design tools currently offer templates and animation presets. However, these solutions can be limited in their expressive range. Large language models have the potential to help novice designers create animated logos by generating animation code that is tailored to their content. In this paper, we introduce LogoMotion, an LLM-based system that takes in a layered document and generates animated logos through visually-grounded program synthesis. We introduce techniques to create an HTML representation of a canvas, identify primary and secondary elements, synthesize animation code, and visually debug animation errors. When compared with an industry standard tool, we find that LogoMotion produces animations that are more content-aware and are on par in terms of quality. We conclude with a discussion of the implications of LLM-generated animation for motion design.
Composer: Creative and Controllable Image Synthesis with Composable Conditions
Recent large-scale generative models learned on big data are capable of synthesizing incredible images yet suffer from limited controllability. This work offers a new generation paradigm that allows flexible control of the output image, such as spatial layout and palette, while maintaining the synthesis quality and model creativity. With compositionality as the core idea, we first decompose an image into representative factors, and then train a diffusion model with all these factors as the conditions to recompose the input. At the inference stage, the rich intermediate representations work as composable elements, leading to a huge design space (i.e., exponentially proportional to the number of decomposed factors) for customizable content creation. It is noteworthy that our approach, which we call Composer, supports various levels of conditions, such as text description as the global information, depth map and sketch as the local guidance, color histogram for low-level details, etc. Besides improving controllability, we confirm that Composer serves as a general framework and facilitates a wide range of classical generative tasks without retraining. Code and models will be made available.
Vision-Flan: Scaling Human-Labeled Tasks in Visual Instruction Tuning
Despite vision-language models' (VLMs) remarkable capabilities as versatile visual assistants, two substantial challenges persist within the existing VLM frameworks: (1) lacking task diversity in pretraining and visual instruction tuning, and (2) annotation error and bias in GPT-4 synthesized instruction tuning data. Both challenges lead to issues such as poor generalizability, hallucination, and catastrophic forgetting. To address these challenges, we construct Vision-Flan, the most diverse publicly available visual instruction tuning dataset to date, comprising 187 diverse tasks and 1,664,261 instances sourced from academic datasets, and each task is accompanied by an expert-written instruction. In addition, we propose a two-stage instruction tuning framework, in which VLMs are firstly finetuned on Vision-Flan and further tuned on GPT-4 synthesized data. We find this two-stage tuning framework significantly outperforms the traditional single-stage visual instruction tuning framework and achieves the state-of-the-art performance across a wide range of multi-modal evaluation benchmarks. Finally, we conduct in-depth analyses to understand visual instruction tuning and our findings reveal that: (1) GPT-4 synthesized data does not substantially enhance VLMs' capabilities but rather modulates the model's responses to human-preferred formats; (2) A minimal quantity (e.g., 1,000) of GPT-4 synthesized data can effectively align VLM responses with human-preference; (3) Visual instruction tuning mainly helps large-language models (LLMs) to understand visual features.
ExoViP: Step-by-step Verification and Exploration with Exoskeleton Modules for Compositional Visual Reasoning
Compositional visual reasoning methods, which translate a complex query into a structured composition of feasible visual tasks, have exhibited a strong potential in complicated multi-modal tasks. Empowered by recent advances in large language models (LLMs), this multi-modal challenge has been brought to a new stage by treating LLMs as few-shot/zero-shot planners, i.e., vision-language (VL) programming. Such methods, despite their numerous merits, suffer from challenges due to LLM planning mistakes or inaccuracy of visual execution modules, lagging behind the non-compositional models. In this work, we devise a "plug-and-play" method, ExoViP, to correct errors in both the planning and execution stages through introspective verification. We employ verification modules as "exoskeletons" to enhance current VL programming schemes. Specifically, our proposed verification module utilizes a mixture of three sub-verifiers to validate predictions after each reasoning step, subsequently calibrating the visual module predictions and refining the reasoning trace planned by LLMs. Experimental results on two representative VL programming methods showcase consistent improvements on five compositional reasoning tasks on standard benchmarks. In light of this, we believe that ExoViP can foster better performance and generalization on open-domain multi-modal challenges.
VARGPT-v1.1: Improve Visual Autoregressive Large Unified Model via Iterative Instruction Tuning and Reinforcement Learning
In this work, we present VARGPT-v1.1, an advanced unified visual autoregressive model that builds upon our previous framework VARGPT. The model preserves the dual paradigm of next-token prediction for visual understanding and next-scale generation for image synthesis. Specifically, VARGPT-v1.1 integrates: (1) a novel training strategy combining iterative visual instruction tuning with reinforcement learning through Direct Preference Optimization (DPO), (2) an expanded training corpus containing 8.3M visual-generative instruction pairs, (3) an upgraded language model backbone using Qwen2, (4) enhanced image generation resolution, and (5) emergent image editing capabilities without architectural modifications. These advancements enable VARGPT-v1.1 to achieve state-of-the-art performance in multimodal understanding and text-to-image instruction-following tasks, demonstrating significant improvements in both comprehension and generation metrics. Notably, through visual instruction tuning, the model acquires image editing functionality while maintaining architectural consistency with its predecessor, revealing the potential for unified visual understanding, generation, and editing. Our findings suggest that well-designed unified visual autoregressive models can effectively adopt flexible training strategies from large language models (LLMs), exhibiting promising scalability. The codebase and model weights are publicly available at https://github.com/VARGPT-family/VARGPT-v1.1.
DreamDrone
We introduce DreamDrone, an innovative method for generating unbounded flythrough scenes from textual prompts. Central to our method is a novel feature-correspondence-guidance diffusion process, which utilizes the strong correspondence of intermediate features in the diffusion model. Leveraging this guidance strategy, we further propose an advanced technique for editing the intermediate latent code, enabling the generation of subsequent novel views with geometric consistency. Extensive experiments reveal that DreamDrone significantly surpasses existing methods, delivering highly authentic scene generation with exceptional visual quality. This approach marks a significant step in zero-shot perpetual view generation from textual prompts, enabling the creation of diverse scenes, including natural landscapes like oases and caves, as well as complex urban settings such as Lego-style street views. Our code is publicly available.
ChartMimic: Evaluating LMM's Cross-Modal Reasoning Capability via Chart-to-Code Generation
We introduce a new benchmark, ChartMimic, aimed at assessing the visually-grounded code generation capabilities of large multimodal models (LMMs). ChartMimic utilizes information-intensive visual charts and textual instructions as inputs, requiring LMMs to generate the corresponding code for chart rendering. ChartMimic includes 1,000 human-curated (figure, instruction, code) triplets, which represent the authentic chart use cases found in scientific papers across various domains(e.g., Physics, Computer Science, Economics, etc). These charts span 18 regular types and 4 advanced types, diversifying into 191 subcategories. Furthermore, we propose multi-level evaluation metrics to provide an automatic and thorough assessment of the output code and the rendered charts. Unlike existing code generation benchmarks, ChartMimic places emphasis on evaluating LMMs' capacity to harmonize a blend of cognitive capabilities, encompassing visual understanding, code generation, and cross-modal reasoning. The evaluation of 3 proprietary models and 11 open-weight models highlights the substantial challenges posed by ChartMimic. Even the advanced GPT-4V, Claude-3-opus only achieve an average score of 73.2 and 53.7, respectively, indicating significant room for improvement. We anticipate that ChartMimic will inspire the development of LMMs, advancing the pursuit of artificial general intelligence.
VQGAN-CLIP: Open Domain Image Generation and Editing with Natural Language Guidance
Generating and editing images from open domain text prompts is a challenging task that heretofore has required expensive and specially trained models. We demonstrate a novel methodology for both tasks which is capable of producing images of high visual quality from text prompts of significant semantic complexity without any training by using a multimodal encoder to guide image generations. We demonstrate on a variety of tasks how using CLIP [37] to guide VQGAN [11] produces higher visual quality outputs than prior, less flexible approaches like DALL-E [38], GLIDE [33] and Open-Edit [24], despite not being trained for the tasks presented. Our code is available in a public repository.
Thinking with Generated Images
We present Thinking with Generated Images, a novel paradigm that fundamentally transforms how large multimodal models (LMMs) engage with visual reasoning by enabling them to natively think across text and vision modalities through spontaneous generation of intermediate visual thinking steps. Current visual reasoning with LMMs is constrained to either processing fixed user-provided images or reasoning solely through text-based chain-of-thought (CoT). Thinking with Generated Images unlocks a new dimension of cognitive capability where models can actively construct intermediate visual thoughts, critique their own visual hypotheses, and refine them as integral components of their reasoning process. We demonstrate the effectiveness of our approach through two complementary mechanisms: (1) vision generation with intermediate visual subgoals, where models decompose complex visual tasks into manageable components that are generated and integrated progressively, and (2) vision generation with self-critique, where models generate an initial visual hypothesis, analyze its shortcomings through textual reasoning, and produce refined outputs based on their own critiques. Our experiments on vision generation benchmarks show substantial improvements over baseline approaches, with our models achieving up to 50% (from 38% to 57%) relative improvement in handling complex multi-object scenarios. From biochemists exploring novel protein structures, and architects iterating on spatial designs, to forensic analysts reconstructing crime scenes, and basketball players envisioning strategic plays, our approach enables AI models to engage in the kind of visual imagination and iterative refinement that characterizes human creative, analytical, and strategic thinking. We release our open-source suite at https://github.com/GAIR-NLP/thinking-with-generated-images.
LaTCoder: Converting Webpage Design to Code with Layout-as-Thought
Converting webpage designs into code (design-to-code) plays a vital role in User Interface (UI) development for front-end developers, bridging the gap between visual design and functional implementation. While recent Multimodal Large Language Models (MLLMs) have shown significant potential in design-to-code tasks, they often fail to accurately preserve the layout during code generation. To this end, we draw inspiration from the Chain-of-Thought (CoT) reasoning in human cognition and propose LaTCoder, a novel approach that enhances layout preservation in webpage design during code generation with Layout-as-Thought (LaT). Specifically, we first introduce a simple yet efficient algorithm to divide the webpage design into image blocks. Next, we prompt MLLMs using a CoTbased approach to generate code for each block. Finally, we apply two assembly strategies-absolute positioning and an MLLM-based method-followed by dynamic selection to determine the optimal output. We evaluate the effectiveness of LaTCoder using multiple backbone MLLMs (i.e., DeepSeek-VL2, Gemini, and GPT-4o) on both a public benchmark and a newly introduced, more challenging benchmark (CC-HARD) that features complex layouts. The experimental results on automatic metrics demonstrate significant improvements. Specifically, TreeBLEU scores increased by 66.67% and MAE decreased by 38% when using DeepSeek-VL2, compared to direct prompting. Moreover, the human preference evaluation results indicate that annotators favor the webpages generated by LaTCoder in over 60% of cases, providing strong evidence of the effectiveness of our method.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling
Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.
Jack of All Tasks, Master of Many: Designing General-purpose Coarse-to-Fine Vision-Language Model
The ability of large language models (LLMs) to process visual inputs has given rise to general-purpose vision systems, unifying various vision-language (VL) tasks by instruction tuning. However, due to the enormous diversity in input-output formats in the vision domain, existing general-purpose models fail to successfully integrate segmentation and multi-image inputs with coarse-level tasks into a single framework. In this work, we introduce VistaLLM, a powerful visual system that addresses coarse- and fine-grained VL tasks over single and multiple input images using a unified framework. VistaLLM utilizes an instruction-guided image tokenizer that filters global embeddings using task descriptions to extract compressed and refined features from numerous images. Moreover, VistaLLM employs a gradient-aware adaptive sampling technique to represent binary segmentation masks as sequences, significantly improving over previously used uniform sampling. To bolster the desired capability of VistaLLM, we curate CoinIt, a comprehensive coarse-to-fine instruction tuning dataset with 6.8M samples. We also address the lack of multi-image grounding datasets by introducing a novel task, AttCoSeg (Attribute-level Co-Segmentation), which boosts the model's reasoning and grounding capability over multiple input images. Extensive experiments on a wide range of V- and VL tasks demonstrate the effectiveness of VistaLLM by achieving consistent state-of-the-art performance over strong baselines across all downstream tasks. Our project page can be found at https://shramanpramanick.github.io/VistaLLM/.
ScratchEval: Are GPT-4o Smarter than My Child? Evaluating Large Multimodal Models with Visual Programming Challenges
Recent advancements in large multimodal models (LMMs) have showcased impressive code generation capabilities, primarily evaluated through image-to-code benchmarks. However, these benchmarks are limited to specific visual programming scenarios where the logic reasoning and the multimodal understanding capacities are split apart. To fill this gap, we propose ScratchEval, a novel benchmark designed to evaluate the visual programming reasoning ability of LMMs. ScratchEval is based on Scratch, a block-based visual programming language widely used in children's programming education. By integrating visual elements and embedded programming logic, ScratchEval requires the model to process both visual information and code structure, thereby comprehensively evaluating its programming intent understanding ability. Our evaluation approach goes beyond the traditional image-to-code mapping and focuses on unified logical thinking and problem-solving abilities, providing a more comprehensive and challenging framework for evaluating the visual programming ability of LMMs. ScratchEval not only fills the gap in existing evaluation methods, but also provides new insights for the future development of LMMs in the field of visual programming. Our benchmark can be accessed at https://github.com/HKBUNLP/ScratchEval .
Thyme: Think Beyond Images
Following OpenAI's introduction of the ``thinking with images'' concept, recent efforts have explored stimulating the use of visual information in the reasoning process to enhance model performance in perception and reasoning tasks. However, to the best of our knowledge, no open-source work currently offers a feature set as rich as proprietary models (O3), which can perform diverse image manipulations and simultaneously enhance logical reasoning capabilities through code. In this paper, we make a preliminary attempt in this direction by introducing Thyme (Think Beyond Images), a novel paradigm for enabling MLLMs to transcend existing ``think with images'' approaches by autonomously generating and executing diverse image processing and computational operations via executable code. This approach not only facilitates a rich, on-the-fly set of image manipulations (e.g., cropping, rotation, contrast enhancement) but also allows for mathematical computations, all while maintaining high autonomy in deciding when and how to apply these operations. We activate this capability through a two-stage training strategy: an initial SFT on a curated dataset of 500K samples to teach code generation, followed by a RL phase to refine decision-making. For the RL stage, we manually collect and design high-resolution question-answer pairs to increase the learning difficulty, and we propose GRPO-ATS (Group Relative Policy Optimization with Adaptive Temperature Sampling), an algorithm that applies distinct temperatures to text and code generation to balance reasoning exploration with code execution precision. We conduct extensive experimental analysis and ablation studies. Comprehensive evaluations on nearly 20 benchmarks show that Thyme yields significant and consistent performance gains, particularly in challenging high-resolution perception and complex reasoning tasks.
I2V3D: Controllable image-to-video generation with 3D guidance
We present I2V3D, a novel framework for animating static images into dynamic videos with precise 3D control, leveraging the strengths of both 3D geometry guidance and advanced generative models. Our approach combines the precision of a computer graphics pipeline, enabling accurate control over elements such as camera movement, object rotation, and character animation, with the visual fidelity of generative AI to produce high-quality videos from coarsely rendered inputs. To support animations with any initial start point and extended sequences, we adopt a two-stage generation process guided by 3D geometry: 1) 3D-Guided Keyframe Generation, where a customized image diffusion model refines rendered keyframes to ensure consistency and quality, and 2) 3D-Guided Video Interpolation, a training-free approach that generates smooth, high-quality video frames between keyframes using bidirectional guidance. Experimental results highlight the effectiveness of our framework in producing controllable, high-quality animations from single input images by harmonizing 3D geometry with generative models. The code for our framework will be publicly released.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
LL3M: Large Language 3D Modelers
We present LL3M, a multi-agent system that leverages pretrained large language models (LLMs) to generate 3D assets by writing interpretable Python code in Blender. We break away from the typical generative approach that learns from a collection of 3D data. Instead, we reformulate shape generation as a code-writing task, enabling greater modularity, editability, and integration with artist workflows. Given a text prompt, LL3M coordinates a team of specialized LLM agents to plan, retrieve, write, debug, and refine Blender scripts that generate and edit geometry and appearance. The generated code works as a high-level, interpretable, human-readable, well-documented representation of scenes and objects, making full use of sophisticated Blender constructs (e.g. B-meshes, geometry modifiers, shader nodes) for diverse, unconstrained shapes, materials, and scenes. This code presents many avenues for further agent and human editing and experimentation via code tweaks or procedural parameters. This medium naturally enables a co-creative loop in our system: agents can automatically self-critique using code and visuals, while iterative user instructions provide an intuitive way to refine assets. A shared code context across agents enables awareness of previous attempts, and a retrieval-augmented generation knowledge base built from Blender API documentation, BlenderRAG, equips agents with examples, types, and functions empowering advanced modeling operations and code correctness. We demonstrate the effectiveness of LL3M across diverse shape categories, style and material edits, and user-driven refinements. Our experiments showcase the power of code as a generative and interpretable medium for 3D asset creation. Our project page is at https://threedle.github.io/ll3m.
ReSpace: Text-Driven 3D Scene Synthesis and Editing with Preference Alignment
Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scenes either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. In contrast, LLM-based methods enable richer semantics via natural language (e.g., 'modern studio with light wood furniture') but do not support editing, remain limited to rectangular layouts or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for text-driven 3D indoor scene synthesis and editing using autoregressive language models. Our approach features a compact structured scene representation with explicit room boundaries that frames scene editing as a next-token prediction task. We leverage a dual-stage training approach combining supervised fine-tuning and preference alignment, enabling a specially trained language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. For scene editing, we employ a zero-shot LLM to handle object removal and prompts for addition. We further introduce a novel voxelization-based evaluation that captures fine-grained geometry beyond 3D bounding boxes. Experimental results surpass state-of-the-art on object addition while maintaining competitive results on full scene synthesis.
MoVieS: Motion-Aware 4D Dynamic View Synthesis in One Second
We present MoVieS, a novel feed-forward model that synthesizes 4D dynamic novel views from monocular videos in one second. MoVieS represents dynamic 3D scenes using pixel-aligned grids of Gaussian primitives, explicitly supervising their time-varying motion. This allows, for the first time, the unified modeling of appearance, geometry and motion, and enables view synthesis, reconstruction and 3D point tracking within a single learning-based framework. By bridging novel view synthesis with dynamic geometry reconstruction, MoVieS enables large-scale training on diverse datasets with minimal dependence on task-specific supervision. As a result, it also naturally supports a wide range of zero-shot applications, such as scene flow estimation and moving object segmentation. Extensive experiments validate the effectiveness and efficiency of MoVieS across multiple tasks, achieving competitive performance while offering several orders of magnitude speedups.
MVInpainter: Learning Multi-View Consistent Inpainting to Bridge 2D and 3D Editing
Novel View Synthesis (NVS) and 3D generation have recently achieved prominent improvements. However, these works mainly focus on confined categories or synthetic 3D assets, which are discouraged from generalizing to challenging in-the-wild scenes and fail to be employed with 2D synthesis directly. Moreover, these methods heavily depended on camera poses, limiting their real-world applications. To overcome these issues, we propose MVInpainter, re-formulating the 3D editing as a multi-view 2D inpainting task. Specifically, MVInpainter partially inpaints multi-view images with the reference guidance rather than intractably generating an entirely novel view from scratch, which largely simplifies the difficulty of in-the-wild NVS and leverages unmasked clues instead of explicit pose conditions. To ensure cross-view consistency, MVInpainter is enhanced by video priors from motion components and appearance guidance from concatenated reference key&value attention. Furthermore, MVInpainter incorporates slot attention to aggregate high-level optical flow features from unmasked regions to control the camera movement with pose-free training and inference. Sufficient scene-level experiments on both object-centric and forward-facing datasets verify the effectiveness of MVInpainter, including diverse tasks, such as multi-view object removal, synthesis, insertion, and replacement. The project page is https://ewrfcas.github.io/MVInpainter/.
GPT-IMAGE-EDIT-1.5M: A Million-Scale, GPT-Generated Image Dataset
Recent advancements in large multimodal models like GPT-4o have set a new standard for high-fidelity, instruction-guided image editing. However, the proprietary nature of these models and their training data creates a significant barrier for open-source research. To bridge this gap, we introduce GPT-IMAGE-EDIT-1.5M, a publicly available, large-scale image-editing corpus containing more than 1.5 million high-quality triplets (instruction, source image, edited image). We systematically construct this dataset by leveraging the versatile capabilities of GPT-4o to unify and refine three popular image-editing datasets: OmniEdit, HQ-Edit, and UltraEdit. Specifically, our methodology involves 1) regenerating output images to enhance visual quality and instruction alignment, and 2) selectively rewriting prompts to improve semantic clarity. To validate the efficacy of our dataset, we fine-tune advanced open-source models on GPT-IMAGE-EDIT-1.5M. The empirical results are exciting, e.g., the fine-tuned FluxKontext achieves highly competitive performance across a comprehensive suite of benchmarks, including 7.24 on GEdit-EN, 3.80 on ImgEdit-Full, and 8.78 on Complex-Edit, showing stronger instruction following and higher perceptual quality while maintaining identity. These scores markedly exceed all previously published open-source methods and substantially narrow the gap to leading proprietary models. We hope the full release of GPT-IMAGE-EDIT-1.5M can help to catalyze further open research in instruction-guided image editing.
VIGC: Visual Instruction Generation and Correction
The integration of visual encoders and large language models (LLMs) has driven recent progress in multimodal large language models (MLLMs). However, the scarcity of high-quality instruction-tuning data for vision-language tasks remains a challenge. The current leading paradigm, such as LLaVA, relies on language-only GPT-4 to generate data, which requires pre-annotated image captions and detection bounding boxes, suffering from understanding image details. A practical solution to this problem would be to utilize the available multimodal large language models (MLLMs) to generate instruction data for vision-language tasks. However, it's worth noting that the currently accessible MLLMs are not as powerful as their LLM counterparts, as they tend to produce inadequate responses and generate false information. As a solution for addressing the current issue, this paper proposes the Visual Instruction Generation and Correction (VIGC) framework that enables multimodal large language models to generate instruction-tuning data and progressively enhance its quality on-the-fly. Specifically, Visual Instruction Generation (VIG) guides the vision-language model to generate diverse instruction-tuning data. To ensure generation quality, Visual Instruction Correction (VIC) adopts an iterative update mechanism to correct any inaccuracies in data produced by VIG, effectively reducing the risk of hallucination. Leveraging the diverse, high-quality data generated by VIGC, we finetune mainstream models and validate data quality based on various evaluations. Experimental results demonstrate that VIGC not only compensates for the shortcomings of language-only data generation methods, but also effectively enhances the benchmark performance. The models, datasets, and code are available at https://opendatalab.github.io/VIGC.
VectorPainter: Advanced Stylized Vector Graphics Synthesis Using Stroke-Style Priors
We introduce VectorPainter, a novel framework designed for reference-guided text-to-vector-graphics synthesis. Based on our observation that the style of strokes can be an important aspect to distinguish different artists, our method reforms the task into synthesize a desired vector graphics by rearranging stylized strokes, which are vectorized from the reference images. Specifically, our method first converts the pixels of the reference image into a series of vector strokes, and then generates a vector graphic based on the input text description by optimizing the positions and colors of these vector strokes. To precisely capture the style of the reference image in the vectorized strokes, we propose an innovative vectorization method that employs an imitation learning strategy. To preserve the style of the strokes throughout the generation process, we introduce a style-preserving loss function. Extensive experiments have been conducted to demonstrate the superiority of our approach over existing works in stylized vector graphics synthesis, as well as the effectiveness of the various components of our method.
Dynamic NeRFs for Soccer Scenes
The long-standing problem of novel view synthesis has many applications, notably in sports broadcasting. Photorealistic novel view synthesis of soccer actions, in particular, is of enormous interest to the broadcast industry. Yet only a few industrial solutions have been proposed, and even fewer that achieve near-broadcast quality of the synthetic replays. Except for their setup of multiple static cameras around the playfield, the best proprietary systems disclose close to no information about their inner workings. Leveraging multiple static cameras for such a task indeed presents a challenge rarely tackled in the literature, for a lack of public datasets: the reconstruction of a large-scale, mostly static environment, with small, fast-moving elements. Recently, the emergence of neural radiance fields has induced stunning progress in many novel view synthesis applications, leveraging deep learning principles to produce photorealistic results in the most challenging settings. In this work, we investigate the feasibility of basing a solution to the task on dynamic NeRFs, i.e., neural models purposed to reconstruct general dynamic content. We compose synthetic soccer environments and conduct multiple experiments using them, identifying key components that help reconstruct soccer scenes with dynamic NeRFs. We show that, although this approach cannot fully meet the quality requirements for the target application, it suggests promising avenues toward a cost-efficient, automatic solution. We also make our work dataset and code publicly available, with the goal to encourage further efforts from the research community on the task of novel view synthesis for dynamic soccer scenes. For code, data, and video results, please see https://soccernerfs.isach.be.
Making Large Multimodal Models Understand Arbitrary Visual Prompts
While existing large vision-language multimodal models focus on whole image understanding, there is a prominent gap in achieving region-specific comprehension. Current approaches that use textual coordinates or spatial encodings often fail to provide a user-friendly interface for visual prompting. To address this challenge, we introduce a novel multimodal model capable of decoding arbitrary visual prompts. This allows users to intuitively mark images and interact with the model using natural cues like a "red bounding box" or "pointed arrow". Our simple design directly overlays visual markers onto the RGB image, eliminating the need for complex region encodings, yet achieves state-of-the-art performance on region-understanding tasks like Visual7W, PointQA, and Visual Commonsense Reasoning benchmark. Furthermore, we present ViP-Bench, a comprehensive benchmark to assess the capability of models in understanding visual prompts across multiple dimensions, enabling future research in this domain. Code, data, and model are publicly available.
Rendering-Aware Reinforcement Learning for Vector Graphics Generation
Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.
DreamCreature: Crafting Photorealistic Virtual Creatures from Imagination
Recent text-to-image (T2I) generative models allow for high-quality synthesis following either text instructions or visual examples. Despite their capabilities, these models face limitations in creating new, detailed creatures within specific categories (e.g., virtual dog or bird species), which are valuable in digital asset creation and biodiversity analysis. To bridge this gap, we introduce a novel task, Virtual Creatures Generation: Given a set of unlabeled images of the target concepts (e.g., 200 bird species), we aim to train a T2I model capable of creating new, hybrid concepts within diverse backgrounds and contexts. We propose a new method called DreamCreature, which identifies and extracts the underlying sub-concepts (e.g., body parts of a specific species) in an unsupervised manner. The T2I thus adapts to generate novel concepts (e.g., new bird species) with faithful structures and photorealistic appearance by seamlessly and flexibly composing learned sub-concepts. To enhance sub-concept fidelity and disentanglement, we extend the textual inversion technique by incorporating an additional projector and tailored attention loss regularization. Extensive experiments on two fine-grained image benchmarks demonstrate the superiority of DreamCreature over prior methods in both qualitative and quantitative evaluation. Ultimately, the learned sub-concepts facilitate diverse creative applications, including innovative consumer product designs and nuanced property modifications.
Visual Large Language Models for Generalized and Specialized Applications
Visual-language models (VLM) have emerged as a powerful tool for learning a unified embedding space for vision and language. Inspired by large language models, which have demonstrated strong reasoning and multi-task capabilities, visual large language models (VLLMs) are gaining increasing attention for building general-purpose VLMs. Despite the significant progress made in VLLMs, the related literature remains limited, particularly from a comprehensive application perspective, encompassing generalized and specialized applications across vision (image, video, depth), action, and language modalities. In this survey, we focus on the diverse applications of VLLMs, examining their using scenarios, identifying ethics consideration and challenges, and discussing future directions for their development. By synthesizing these contents, we aim to provide a comprehensive guide that will pave the way for future innovations and broader applications of VLLMs. The paper list repository is available: https://github.com/JackYFL/awesome-VLLMs.
Eye2Eye: A Simple Approach for Monocular-to-Stereo Video Synthesis
The rising popularity of immersive visual experiences has increased interest in stereoscopic 3D video generation. Despite significant advances in video synthesis, creating 3D videos remains challenging due to the relative scarcity of 3D video data. We propose a simple approach for transforming a text-to-video generator into a video-to-stereo generator. Given an input video, our framework automatically produces the video frames from a shifted viewpoint, enabling a compelling 3D effect. Prior and concurrent approaches for this task typically operate in multiple phases, first estimating video disparity or depth, then warping the video accordingly to produce a second view, and finally inpainting the disoccluded regions. This approach inherently fails when the scene involves specular surfaces or transparent objects. In such cases, single-layer disparity estimation is insufficient, resulting in artifacts and incorrect pixel shifts during warping. Our work bypasses these restrictions by directly synthesizing the new viewpoint, avoiding any intermediate steps. This is achieved by leveraging a pre-trained video model's priors on geometry, object materials, optics, and semantics, without relying on external geometry models or manually disentangling geometry from the synthesis process. We demonstrate the advantages of our approach in complex, real-world scenarios featuring diverse object materials and compositions. See videos on https://video-eye2eye.github.io
GeoSynth: Contextually-Aware High-Resolution Satellite Image Synthesis
We present GeoSynth, a model for synthesizing satellite images with global style and image-driven layout control. The global style control is via textual prompts or geographic location. These enable the specification of scene semantics or regional appearance respectively, and can be used together. We train our model on a large dataset of paired satellite imagery, with automatically generated captions, and OpenStreetMap data. We evaluate various combinations of control inputs, including different types of layout controls. Results demonstrate that our model can generate diverse, high-quality images and exhibits excellent zero-shot generalization. The code and model checkpoints are available at https://github.com/mvrl/GeoSynth.
Generating Animated Layouts as Structured Text Representations
Despite the remarkable progress in text-to-video models, achieving precise control over text elements and animated graphics remains a significant challenge, especially in applications such as video advertisements. To address this limitation, we introduce Animated Layout Generation, a novel approach to extend static graphic layouts with temporal dynamics. We propose a Structured Text Representation for fine-grained video control through hierarchical visual elements. To demonstrate the effectiveness of our approach, we present VAKER (Video Ad maKER), a text-to-video advertisement generation pipeline that combines a three-stage generation process with Unstructured Text Reasoning for seamless integration with LLMs. VAKER fully automates video advertisement generation by incorporating dynamic layout trajectories for objects and graphics across specific video frames. Through extensive evaluations, we demonstrate that VAKER significantly outperforms existing methods in generating video advertisements. Project Page: https://yeonsangshin.github.io/projects/Vaker
Visual Prompting via Image Inpainting
How does one adapt a pre-trained visual model to novel downstream tasks without task-specific finetuning or any model modification? Inspired by prompting in NLP, this paper investigates visual prompting: given input-output image example(s) of a new task at test time and a new input image, the goal is to automatically produce the output image, consistent with the given examples. We show that posing this problem as simple image inpainting - literally just filling in a hole in a concatenated visual prompt image - turns out to be surprisingly effective, provided that the inpainting algorithm has been trained on the right data. We train masked auto-encoders on a new dataset that we curated - 88k unlabeled figures from academic papers sources on Arxiv. We apply visual prompting to these pretrained models and demonstrate results on various downstream image-to-image tasks, including foreground segmentation, single object detection, colorization, edge detection, etc.
Visual Anagrams: Generating Multi-View Optical Illusions with Diffusion Models
We address the problem of synthesizing multi-view optical illusions: images that change appearance upon a transformation, such as a flip or rotation. We propose a simple, zero-shot method for obtaining these illusions from off-the-shelf text-to-image diffusion models. During the reverse diffusion process, we estimate the noise from different views of a noisy image, and then combine these noise estimates together and denoise the image. A theoretical analysis suggests that this method works precisely for views that can be written as orthogonal transformations, of which permutations are a subset. This leads to the idea of a visual anagram--an image that changes appearance under some rearrangement of pixels. This includes rotations and flips, but also more exotic pixel permutations such as a jigsaw rearrangement. Our approach also naturally extends to illusions with more than two views. We provide both qualitative and quantitative results demonstrating the effectiveness and flexibility of our method. Please see our project webpage for additional visualizations and results: https://dangeng.github.io/visual_anagrams/
Text2Video-Zero: Text-to-Image Diffusion Models are Zero-Shot Video Generators
Recent text-to-video generation approaches rely on computationally heavy training and require large-scale video datasets. In this paper, we introduce a new task of zero-shot text-to-video generation and propose a low-cost approach (without any training or optimization) by leveraging the power of existing text-to-image synthesis methods (e.g., Stable Diffusion), making them suitable for the video domain. Our key modifications include (i) enriching the latent codes of the generated frames with motion dynamics to keep the global scene and the background time consistent; and (ii) reprogramming frame-level self-attention using a new cross-frame attention of each frame on the first frame, to preserve the context, appearance, and identity of the foreground object. Experiments show that this leads to low overhead, yet high-quality and remarkably consistent video generation. Moreover, our approach is not limited to text-to-video synthesis but is also applicable to other tasks such as conditional and content-specialized video generation, and Video Instruct-Pix2Pix, i.e., instruction-guided video editing. As experiments show, our method performs comparably or sometimes better than recent approaches, despite not being trained on additional video data. Our code will be open sourced at: https://github.com/Picsart-AI-Research/Text2Video-Zero .
Data-efficient Large Vision Models through Sequential Autoregression
Training general-purpose vision models on purely sequential visual data, eschewing linguistic inputs, has heralded a new frontier in visual understanding. These models are intended to not only comprehend but also seamlessly transit to out-of-domain tasks. However, current endeavors are hamstrung by an over-reliance on colossal models, exemplified by models with upwards of 3B parameters, and the necessity for an extensive corpus of visual data, often comprising a staggering 400B tokens. In this paper, we delve into the development of an efficient, autoregression-based vision model, innovatively architected to operate on a limited dataset. We meticulously demonstrate how this model achieves proficiency in a spectrum of visual tasks spanning both high-level and low-level semantic understanding during the testing phase. Our empirical evaluations underscore the model's agility in adapting to various tasks, heralding a significant reduction in the parameter footprint, and a marked decrease in training data requirements, thereby paving the way for more sustainable and accessible advancements in the field of generalist vision models. The code is available at https://github.com/ggjy/DeLVM.
Neural Design Network: Graphic Layout Generation with Constraints
Graphic design is essential for visual communication with layouts being fundamental to composing attractive designs. Layout generation differs from pixel-level image synthesis and is unique in terms of the requirement of mutual relations among the desired components. We propose a method for design layout generation that can satisfy user-specified constraints. The proposed neural design network (NDN) consists of three modules. The first module predicts a graph with complete relations from a graph with user-specified relations. The second module generates a layout from the predicted graph. Finally, the third module fine-tunes the predicted layout. Quantitative and qualitative experiments demonstrate that the generated layouts are visually similar to real design layouts. We also construct real designs based on predicted layouts for a better understanding of the visual quality. Finally, we demonstrate a practical application on layout recommendation.
Sel3DCraft: Interactive Visual Prompts for User-Friendly Text-to-3D Generation
Text-to-3D (T23D) generation has transformed digital content creation, yet remains bottlenecked by blind trial-and-error prompting processes that yield unpredictable results. While visual prompt engineering has advanced in text-to-image domains, its application to 3D generation presents unique challenges requiring multi-view consistency evaluation and spatial understanding. We present Sel3DCraft, a visual prompt engineering system for T23D that transforms unstructured exploration into a guided visual process. Our approach introduces three key innovations: a dual-branch structure combining retrieval and generation for diverse candidate exploration; a multi-view hybrid scoring approach that leverages MLLMs with innovative high-level metrics to assess 3D models with human-expert consistency; and a prompt-driven visual analytics suite that enables intuitive defect identification and refinement. Extensive testing and user studies demonstrate that Sel3DCraft surpasses other T23D systems in supporting creativity for designers.
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
Towards General Purpose Vision Systems
Computer vision systems today are primarily N-purpose systems, designed and trained for a predefined set of tasks. Adapting such systems to new tasks is challenging and often requires non-trivial modifications to the network architecture (e.g. adding new output heads) or training process (e.g. adding new losses). To reduce the time and expertise required to develop new applications, we would like to create general purpose vision systems that can learn and perform a range of tasks without any modification to the architecture or learning process. In this paper, we propose GPV-1, a task-agnostic vision-language architecture that can learn and perform tasks that involve receiving an image and producing text and/or bounding boxes, including classification, localization, visual question answering, captioning, and more. We also propose evaluations of generality of architecture, skill-concept transfer, and learning efficiency that may inform future work on general purpose vision. Our experiments indicate GPV-1 is effective at multiple tasks, reuses some concept knowledge across tasks, can perform the Referring Expressions task zero-shot, and further improves upon the zero-shot performance using a few training samples.
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.
SVGCraft: Beyond Single Object Text-to-SVG Synthesis with Comprehensive Canvas Layout
Generating VectorArt from text prompts is a challenging vision task, requiring diverse yet realistic depictions of the seen as well as unseen entities. However, existing research has been mostly limited to the generation of single objects, rather than comprehensive scenes comprising multiple elements. In response, this work introduces SVGCraft, a novel end-to-end framework for the creation of vector graphics depicting entire scenes from textual descriptions. Utilizing a pre-trained LLM for layout generation from text prompts, this framework introduces a technique for producing masked latents in specified bounding boxes for accurate object placement. It introduces a fusion mechanism for integrating attention maps and employs a diffusion U-Net for coherent composition, speeding up the drawing process. The resulting SVG is optimized using a pre-trained encoder and LPIPS loss with opacity modulation to maximize similarity. Additionally, this work explores the potential of primitive shapes in facilitating canvas completion in constrained environments. Through both qualitative and quantitative assessments, SVGCraft is demonstrated to surpass prior works in abstraction, recognizability, and detail, as evidenced by its performance metrics (CLIP-T: 0.4563, Cosine Similarity: 0.6342, Confusion: 0.66, Aesthetic: 6.7832). The code will be available at https://github.com/ayanban011/SVGCraft.
LayoutDETR: Detection Transformer Is a Good Multimodal Layout Designer
Graphic layout designs play an essential role in visual communication. Yet handcrafting layout designs is skill-demanding, time-consuming, and non-scalable to batch production. Generative models emerge to make design automation scalable but it remains non-trivial to produce designs that comply with designers' multimodal desires, i.e., constrained by background images and driven by foreground content. We propose LayoutDETR that inherits the high quality and realism from generative modeling, while reformulating content-aware requirements as a detection problem: we learn to detect in a background image the reasonable locations, scales, and spatial relations for multimodal foreground elements in a layout. Our solution sets a new state-of-the-art performance for layout generation on public benchmarks and on our newly-curated ad banner dataset. We integrate our solution into a graphical system that facilitates user studies, and show that users prefer our designs over baselines by significant margins. Our code, models, dataset, graphical system, and demos are available at https://github.com/salesforce/LayoutDETR.
Learning to generate line drawings that convey geometry and semantics
This paper presents an unpaired method for creating line drawings from photographs. Current methods often rely on high quality paired datasets to generate line drawings. However, these datasets often have limitations due to the subjects of the drawings belonging to a specific domain, or in the amount of data collected. Although recent work in unsupervised image-to-image translation has shown much progress, the latest methods still struggle to generate compelling line drawings. We observe that line drawings are encodings of scene information and seek to convey 3D shape and semantic meaning. We build these observations into a set of objectives and train an image translation to map photographs into line drawings. We introduce a geometry loss which predicts depth information from the image features of a line drawing, and a semantic loss which matches the CLIP features of a line drawing with its corresponding photograph. Our approach outperforms state-of-the-art unpaired image translation and line drawing generation methods on creating line drawings from arbitrary photographs. For code and demo visit our webpage carolineec.github.io/informative_drawings
Integrating View Conditions for Image Synthesis
In the field of image processing, applying intricate semantic modifications within existing images remains an enduring challenge. This paper introduces a pioneering framework that integrates viewpoint information to enhance the control of image editing tasks, especially for interior design scenes. By surveying existing object editing methodologies, we distill three essential criteria -- consistency, controllability, and harmony -- that should be met for an image editing method. In contrast to previous approaches, our framework takes the lead in satisfying all three requirements for addressing the challenge of image synthesis. Through comprehensive experiments, encompassing both quantitative assessments and qualitative comparisons with contemporary state-of-the-art methods, we present compelling evidence of our framework's superior performance across multiple dimensions. This work establishes a promising avenue for advancing image synthesis techniques and empowering precise object modifications while preserving the visual coherence of the entire composition.
What does CLIP know about a red circle? Visual prompt engineering for VLMs
Large-scale Vision-Language Models, such as CLIP, learn powerful image-text representations that have found numerous applications, from zero-shot classification to text-to-image generation. Despite that, their capabilities for solving novel discriminative tasks via prompting fall behind those of large language models, such as GPT-3. Here we explore the idea of visual prompt engineering for solving computer vision tasks beyond classification by editing in image space instead of text. In particular, we discover an emergent ability of CLIP, where, by simply drawing a red circle around an object, we can direct the model's attention to that region, while also maintaining global information. We show the power of this simple approach by achieving state-of-the-art in zero-shot referring expressions comprehension and strong performance in keypoint localization tasks. Finally, we draw attention to some potential ethical concerns of large language-vision models.
Spellburst: A Node-based Interface for Exploratory Creative Coding with Natural Language Prompts
Creative coding tasks are often exploratory in nature. When producing digital artwork, artists usually begin with a high-level semantic construct such as a "stained glass filter" and programmatically implement it by varying code parameters such as shape, color, lines, and opacity to produce visually appealing results. Based on interviews with artists, it can be effortful to translate semantic constructs to program syntax, and current programming tools don't lend well to rapid creative exploration. To address these challenges, we introduce Spellburst, a large language model (LLM) powered creative-coding environment. Spellburst provides (1) a node-based interface that allows artists to create generative art and explore variations through branching and merging operations, (2) expressive prompt-based interactions to engage in semantic programming, and (3) dynamic prompt-driven interfaces and direct code editing to seamlessly switch between semantic and syntactic exploration. Our evaluation with artists demonstrates Spellburst's potential to enhance creative coding practices and inform the design of computational creativity tools that bridge semantic and syntactic spaces.
From Words to Structured Visuals: A Benchmark and Framework for Text-to-Diagram Generation and Editing
We introduce the task of text-to-diagram generation, which focuses on creating structured visual representations directly from textual descriptions. Existing approaches in text-to-image and text-to-code generation lack the logical organization and flexibility needed to produce accurate, editable diagrams, often resulting in outputs that are either unstructured or difficult to modify. To address this gap, we introduce DiagramGenBenchmark, a comprehensive evaluation framework encompassing eight distinct diagram categories, including flowcharts, model architecture diagrams, and mind maps. Additionally, we present DiagramAgent, an innovative framework with four core modules-Plan Agent, Code Agent, Check Agent, and Diagram-to-Code Agent-designed to facilitate both the generation and refinement of complex diagrams. Our extensive experiments, which combine objective metrics with human evaluations, demonstrate that DiagramAgent significantly outperforms existing baseline models in terms of accuracy, structural coherence, and modifiability. This work not only establishes a foundational benchmark for the text-to-diagram generation task but also introduces a powerful toolset to advance research and applications in this emerging area.
TOSS:High-quality Text-guided Novel View Synthesis from a Single Image
In this paper, we present TOSS, which introduces text to the task of novel view synthesis (NVS) from just a single RGB image. While Zero-1-to-3 has demonstrated impressive zero-shot open-set NVS capability, it treats NVS as a pure image-to-image translation problem. This approach suffers from the challengingly under-constrained nature of single-view NVS: the process lacks means of explicit user control and often results in implausible NVS generations. To address this limitation, TOSS uses text as high-level semantic information to constrain the NVS solution space. TOSS fine-tunes text-to-image Stable Diffusion pre-trained on large-scale text-image pairs and introduces modules specifically tailored to image and camera pose conditioning, as well as dedicated training for pose correctness and preservation of fine details. Comprehensive experiments are conducted with results showing that our proposed TOSS outperforms Zero-1-to-3 with more plausible, controllable and multiview-consistent NVS results. We further support these results with comprehensive ablations that underscore the effectiveness and potential of the introduced semantic guidance and architecture design.
StrokeNUWA: Tokenizing Strokes for Vector Graphic Synthesis
To leverage LLMs for visual synthesis, traditional methods convert raster image information into discrete grid tokens through specialized visual modules, while disrupting the model's ability to capture the true semantic representation of visual scenes. This paper posits that an alternative representation of images, vector graphics, can effectively surmount this limitation by enabling a more natural and semantically coherent segmentation of the image information. Thus, we introduce StrokeNUWA, a pioneering work exploring a better visual representation ''stroke tokens'' on vector graphics, which is inherently visual semantics rich, naturally compatible with LLMs, and highly compressed. Equipped with stroke tokens, StrokeNUWA can significantly surpass traditional LLM-based and optimization-based methods across various metrics in the vector graphic generation task. Besides, StrokeNUWA achieves up to a 94x speedup in inference over the speed of prior methods with an exceptional SVG code compression ratio of 6.9%.
Constrained Graphic Layout Generation via Latent Optimization
It is common in graphic design humans visually arrange various elements according to their design intent and semantics. For example, a title text almost always appears on top of other elements in a document. In this work, we generate graphic layouts that can flexibly incorporate such design semantics, either specified implicitly or explicitly by a user. We optimize using the latent space of an off-the-shelf layout generation model, allowing our approach to be complementary to and used with existing layout generation models. Our approach builds on a generative layout model based on a Transformer architecture, and formulates the layout generation as a constrained optimization problem where design constraints are used for element alignment, overlap avoidance, or any other user-specified relationship. We show in the experiments that our approach is capable of generating realistic layouts in both constrained and unconstrained generation tasks with a single model. The code is available at https://github.com/ktrk115/const_layout .
Generative Camera Dolly: Extreme Monocular Dynamic Novel View Synthesis
Accurate reconstruction of complex dynamic scenes from just a single viewpoint continues to be a challenging task in computer vision. Current dynamic novel view synthesis methods typically require videos from many different camera viewpoints, necessitating careful recording setups, and significantly restricting their utility in the wild as well as in terms of embodied AI applications. In this paper, we propose GCD, a controllable monocular dynamic view synthesis pipeline that leverages large-scale diffusion priors to, given a video of any scene, generate a synchronous video from any other chosen perspective, conditioned on a set of relative camera pose parameters. Our model does not require depth as input, and does not explicitly model 3D scene geometry, instead performing end-to-end video-to-video translation in order to achieve its goal efficiently. Despite being trained on synthetic multi-view video data only, zero-shot real-world generalization experiments show promising results in multiple domains, including robotics, object permanence, and driving environments. We believe our framework can potentially unlock powerful applications in rich dynamic scene understanding, perception for robotics, and interactive 3D video viewing experiences for virtual reality.
Keyframer: Empowering Animation Design using Large Language Models
Large language models (LLMs) have the potential to impact a wide range of creative domains, but the application of LLMs to animation is underexplored and presents novel challenges such as how users might effectively describe motion in natural language. In this paper, we present Keyframer, a design tool for animating static images (SVGs) with natural language. Informed by interviews with professional animation designers and engineers, Keyframer supports exploration and refinement of animations through the combination of prompting and direct editing of generated output. The system also enables users to request design variants, supporting comparison and ideation. Through a user study with 13 participants, we contribute a characterization of user prompting strategies, including a taxonomy of semantic prompt types for describing motion and a 'decomposed' prompting style where users continually adapt their goals in response to generated output.We share how direct editing along with prompting enables iteration beyond one-shot prompting interfaces common in generative tools today. Through this work, we propose how LLMs might empower a range of audiences to engage with animation creation.
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
Visual Instruction Inversion: Image Editing via Visual Prompting
Text-conditioned image editing has emerged as a powerful tool for editing images. However, in many situations, language can be ambiguous and ineffective in describing specific image edits. When faced with such challenges, visual prompts can be a more informative and intuitive way to convey ideas. We present a method for image editing via visual prompting. Given pairs of example that represent the "before" and "after" images of an edit, our goal is to learn a text-based editing direction that can be used to perform the same edit on new images. We leverage the rich, pretrained editing capabilities of text-to-image diffusion models by inverting visual prompts into editing instructions. Our results show that with just one example pair, we can achieve competitive results compared to state-of-the-art text-conditioned image editing frameworks.
Searching Priors Makes Text-to-Video Synthesis Better
Significant advancements in video diffusion models have brought substantial progress to the field of text-to-video (T2V) synthesis. However, existing T2V synthesis model struggle to accurately generate complex motion dynamics, leading to a reduction in video realism. One possible solution is to collect massive data and train the model on it, but this would be extremely expensive. To alleviate this problem, in this paper, we reformulate the typical T2V generation process as a search-based generation pipeline. Instead of scaling up the model training, we employ existing videos as the motion prior database. Specifically, we divide T2V generation process into two steps: (i) For a given prompt input, we search existing text-video datasets to find videos with text labels that closely match the prompt motions. We propose a tailored search algorithm that emphasizes object motion features. (ii) Retrieved videos are processed and distilled into motion priors to fine-tune a pre-trained base T2V model, followed by generating desired videos using input prompt. By utilizing the priors gleaned from the searched videos, we enhance the realism of the generated videos' motion. All operations can be finished on a single NVIDIA RTX 4090 GPU. We validate our method against state-of-the-art T2V models across diverse prompt inputs. The code will be public.
DiffMorph: Text-less Image Morphing with Diffusion Models
Text-conditioned image generation models are a prevalent use of AI image synthesis, yet intuitively controlling output guided by an artist remains challenging. Current methods require multiple images and textual prompts for each object to specify them as concepts to generate a single customized image. On the other hand, our work, \verb|DiffMorph|, introduces a novel approach that synthesizes images that mix concepts without the use of textual prompts. Our work integrates a sketch-to-image module to incorporate user sketches as input. \verb|DiffMorph| takes an initial image with conditioning artist-drawn sketches to generate a morphed image. We employ a pre-trained text-to-image diffusion model and fine-tune it to reconstruct each image faithfully. We seamlessly merge images and concepts from sketches into a cohesive composition. The image generation capability of our work is demonstrated through our results and a comparison of these with prompt-based image generation.
LayoutNUWA: Revealing the Hidden Layout Expertise of Large Language Models
Graphic layout generation, a growing research field, plays a significant role in user engagement and information perception. Existing methods primarily treat layout generation as a numerical optimization task, focusing on quantitative aspects while overlooking the semantic information of layout, such as the relationship between each layout element. In this paper, we propose LayoutNUWA, the first model that treats layout generation as a code generation task to enhance semantic information and harness the hidden layout expertise of large language models~(LLMs). More concretely, we develop a Code Instruct Tuning (CIT) approach comprising three interconnected modules: 1) the Code Initialization (CI) module quantifies the numerical conditions and initializes them as HTML code with strategically placed masks; 2) the Code Completion (CC) module employs the formatting knowledge of LLMs to fill in the masked portions within the HTML code; 3) the Code Rendering (CR) module transforms the completed code into the final layout output, ensuring a highly interpretable and transparent layout generation procedure that directly maps code to a visualized layout. We attain significant state-of-the-art performance (even over 50\% improvements) on multiple datasets, showcasing the strong capabilities of LayoutNUWA. Our code is available at https://github.com/ProjectNUWA/LayoutNUWA.
InCoder: A Generative Model for Code Infilling and Synthesis
Code is seldom written in a single left-to-right pass and is instead repeatedly edited and refined. We introduce InCoder, a unified generative model that can perform program synthesis (via left-to-right generation) as well as editing (via infilling). InCoder is trained to generate code files from a large corpus of permissively licensed code, where regions of code have been randomly masked and moved to the end of each file, allowing code infilling with bidirectional context. Our model is the first generative model that is able to directly perform zero-shot code infilling, which we evaluate on challenging tasks such as type inference, comment generation, and variable re-naming. We find that the ability to condition on bidirectional context substantially improves performance on these tasks, while still performing comparably on standard program synthesis benchmarks in comparison to left-to-right only models pretrained at similar scale. The InCoder models and code are publicly released. https://sites.google.com/view/incoder-code-models
Diffusion Priors for Dynamic View Synthesis from Monocular Videos
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
SynthCLIP: Are We Ready for a Fully Synthetic CLIP Training?
We present SynthCLIP, a novel framework for training CLIP models with entirely synthetic text-image pairs, significantly departing from previous methods relying on real data. Leveraging recent text-to-image (TTI) generative networks and large language models (LLM), we are able to generate synthetic datasets of images and corresponding captions at any scale, with no human intervention. With training at scale, SynthCLIP achieves performance comparable to CLIP models trained on real datasets. We also introduce SynthCI-30M, a purely synthetic dataset comprising 30 million captioned images. Our code, trained models, and generated data are released at https://github.com/hammoudhasan/SynthCLIP
CAD-Editor: A Locate-then-Infill Framework with Automated Training Data Synthesis for Text-Based CAD Editing
Computer Aided Design (CAD) is indispensable across various industries. Text-based CAD editing, which automates the modification of CAD models based on textual instructions, holds great potential but remains underexplored. Existing methods primarily focus on design variation generation or text-based CAD generation, either lacking support for text-based control or neglecting existing CAD models as constraints. We introduce CAD-Editor, the first framework for text-based CAD editing. To address the challenge of demanding triplet data with accurate correspondence for training, we propose an automated data synthesis pipeline. This pipeline utilizes design variation models to generate pairs of original and edited CAD models and employs Large Vision-Language Models (LVLMs) to summarize their differences into editing instructions. To tackle the composite nature of text-based CAD editing, we propose a locate-then-infill framework that decomposes the task into two focused sub-tasks: locating regions requiring modification and infilling these regions with appropriate edits. Large Language Models (LLMs) serve as the backbone for both sub-tasks, leveraging their capabilities in natural language understanding and CAD knowledge. Experiments show that CAD-Editor achieves superior performance both quantitatively and qualitatively.
Text-to-CAD Generation Through Infusing Visual Feedback in Large Language Models
Creating Computer-Aided Design (CAD) models requires significant expertise and effort. Text-to-CAD, which converts textual descriptions into CAD parametric sequences, is crucial in streamlining this process. Recent studies have utilized ground-truth parametric sequences, known as sequential signals, as supervision to achieve this goal. However, CAD models are inherently multimodal, comprising parametric sequences and corresponding rendered visual objects. Besides,the rendering process from parametric sequences to visual objects is many-to-one. Therefore, both sequential and visual signals are critical for effective training. In this work, we introduce CADFusion, a framework that uses Large Language Models (LLMs) as the backbone and alternates between two training stages: the sequential learning (SL) stage and the visual feedback (VF) stage. In the SL stage, we train LLMs using ground-truth parametric sequences, enabling the generation of logically coherent parametric sequences. In the VF stage, we reward parametric sequences that render into visually preferred objects and penalize those that do not, allowing LLMs to learn how rendered visual objects are perceived and evaluated. These two stages alternate throughout the training, ensuring balanced learning and preserving benefits of both signals. Experiments demonstrate that CADFusion significantly improves performance, both qualitatively and quantitatively.
Controllable Text-to-Image Generation with GPT-4
Current text-to-image generation models often struggle to follow textual instructions, especially the ones requiring spatial reasoning. On the other hand, Large Language Models (LLMs), such as GPT-4, have shown remarkable precision in generating code snippets for sketching out text inputs graphically, e.g., via TikZ. In this work, we introduce Control-GPT to guide the diffusion-based text-to-image pipelines with programmatic sketches generated by GPT-4, enhancing their abilities for instruction following. Control-GPT works by querying GPT-4 to write TikZ code, and the generated sketches are used as references alongside the text instructions for diffusion models (e.g., ControlNet) to generate photo-realistic images. One major challenge to training our pipeline is the lack of a dataset containing aligned text, images, and sketches. We address the issue by converting instance masks in existing datasets into polygons to mimic the sketches used at test time. As a result, Control-GPT greatly boosts the controllability of image generation. It establishes a new state-of-art on the spatial arrangement and object positioning generation and enhances users' control of object positions, sizes, etc., nearly doubling the accuracy of prior models. Our work, as a first attempt, shows the potential for employing LLMs to enhance the performance in computer vision tasks.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
VisualCloze: A Universal Image Generation Framework via Visual In-Context Learning
Recent progress in diffusion models significantly advances various image generation tasks. However, the current mainstream approach remains focused on building task-specific models, which have limited efficiency when supporting a wide range of different needs. While universal models attempt to address this limitation, they face critical challenges, including generalizable task instruction, appropriate task distributions, and unified architectural design. To tackle these challenges, we propose VisualCloze, a universal image generation framework, which supports a wide range of in-domain tasks, generalization to unseen ones, unseen unification of multiple tasks, and reverse generation. Unlike existing methods that rely on language-based task instruction, leading to task ambiguity and weak generalization, we integrate visual in-context learning, allowing models to identify tasks from visual demonstrations. Meanwhile, the inherent sparsity of visual task distributions hampers the learning of transferable knowledge across tasks. To this end, we introduce Graph200K, a graph-structured dataset that establishes various interrelated tasks, enhancing task density and transferable knowledge. Furthermore, we uncover that our unified image generation formulation shared a consistent objective with image infilling, enabling us to leverage the strong generative priors of pre-trained infilling models without modifying the architectures.
DEsignBench: Exploring and Benchmarking DALL-E 3 for Imagining Visual Design
We introduce DEsignBench, a text-to-image (T2I) generation benchmark tailored for visual design scenarios. Recent T2I models like DALL-E 3 and others, have demonstrated remarkable capabilities in generating photorealistic images that align closely with textual inputs. While the allure of creating visually captivating images is undeniable, our emphasis extends beyond mere aesthetic pleasure. We aim to investigate the potential of using these powerful models in authentic design contexts. In pursuit of this goal, we develop DEsignBench, which incorporates test samples designed to assess T2I models on both "design technical capability" and "design application scenario." Each of these two dimensions is supported by a diverse set of specific design categories. We explore DALL-E 3 together with other leading T2I models on DEsignBench, resulting in a comprehensive visual gallery for side-by-side comparisons. For DEsignBench benchmarking, we perform human evaluations on generated images in DEsignBench gallery, against the criteria of image-text alignment, visual aesthetic, and design creativity. Our evaluation also considers other specialized design capabilities, including text rendering, layout composition, color harmony, 3D design, and medium style. In addition to human evaluations, we introduce the first automatic image generation evaluator powered by GPT-4V. This evaluator provides ratings that align well with human judgments, while being easily replicable and cost-efficient. A high-resolution version is available at https://github.com/design-bench/design-bench.github.io/raw/main/designbench.pdf?download=
Meteor: Mamba-based Traversal of Rationale for Large Language and Vision Models
The rapid development of large language and vision models (LLVMs) has been driven by advances in visual instruction tuning. Recently, open-source LLVMs have curated high-quality visual instruction tuning datasets and utilized additional vision encoders or multiple computer vision models in order to narrow the performance gap with powerful closed-source LLVMs. These advancements are attributed to multifaceted information required for diverse capabilities, including fundamental image understanding, real-world knowledge about common-sense and non-object concepts (e.g., charts, diagrams, symbols, signs, and math problems), and step-by-step procedures for solving complex questions. Drawing from the multifaceted information, we present a new efficient LLVM, Mamba-based traversal of rationales (Meteor), which leverages multifaceted rationale to enhance understanding and answering capabilities. To embed lengthy rationales containing abundant information, we employ the Mamba architecture, capable of processing sequential data with linear time complexity. We introduce a new concept of traversal of rationale that facilitates efficient embedding of rationale. Subsequently, the backbone multimodal language model (MLM) is trained to generate answers with the aid of rationale. Through these steps, Meteor achieves significant improvements in vision language performances across multiple evaluation benchmarks requiring diverse capabilities, without scaling up the model size or employing additional vision encoders and computer vision models.
Object-level Visual Prompts for Compositional Image Generation
We introduce a method for composing object-level visual prompts within a text-to-image diffusion model. Our approach addresses the task of generating semantically coherent compositions across diverse scenes and styles, similar to the versatility and expressiveness offered by text prompts. A key challenge in this task is to preserve the identity of the objects depicted in the input visual prompts, while also generating diverse compositions across different images. To address this challenge, we introduce a new KV-mixed cross-attention mechanism, in which keys and values are learned from distinct visual representations. The keys are derived from an encoder with a small bottleneck for layout control, whereas the values come from a larger bottleneck encoder that captures fine-grained appearance details. By mixing keys and values from these complementary sources, our model preserves the identity of the visual prompts while supporting flexible variations in object arrangement, pose, and composition. During inference, we further propose object-level compositional guidance to improve the method's identity preservation and layout correctness. Results show that our technique produces diverse scene compositions that preserve the unique characteristics of each visual prompt, expanding the creative potential of text-to-image generation.
MIGE: A Unified Framework for Multimodal Instruction-Based Image Generation and Editing
Despite significant progress in diffusion-based image generation, subject-driven generation and instruction-based editing remain challenging. Existing methods typically treat them separately, struggling with limited high-quality data and poor generalization. However, both tasks require capturing complex visual variations while maintaining consistency between inputs and outputs. Therefore, we propose MIGE, a unified framework that standardizes task representations using multimodal instructions. It treats subject-driven generation as creation on a blank canvas and instruction-based editing as modification of an existing image, establishing a shared input-output formulation. MIGE introduces a novel multimodal encoder that maps free-form multimodal instructions into a unified vision-language space, integrating visual and semantic features through a feature fusion mechanism.This unification enables joint training of both tasks, providing two key advantages: (1) Cross-Task Enhancement: By leveraging shared visual and semantic representations, joint training improves instruction adherence and visual consistency in both subject-driven generation and instruction-based editing. (2) Generalization: Learning in a unified format facilitates cross-task knowledge transfer, enabling MIGE to generalize to novel compositional tasks, including instruction-based subject-driven editing. Experiments show that MIGE excels in both subject-driven generation and instruction-based editing while setting a state-of-the-art in the new task of instruction-based subject-driven editing. Code and model have been publicly available at https://github.com/Eureka-Maggie/MIGE.
Tool Documentation Enables Zero-Shot Tool-Usage with Large Language Models
Today, large language models (LLMs) are taught to use new tools by providing a few demonstrations of the tool's usage. Unfortunately, demonstrations are hard to acquire, and can result in undesirable biased usage if the wrong demonstration is chosen. Even in the rare scenario that demonstrations are readily available, there is no principled selection protocol to determine how many and which ones to provide. As tasks grow more complex, the selection search grows combinatorially and invariably becomes intractable. Our work provides an alternative to demonstrations: tool documentation. We advocate the use of tool documentation, descriptions for the individual tool usage, over demonstrations. We substantiate our claim through three main empirical findings on 6 tasks across both vision and language modalities. First, on existing benchmarks, zero-shot prompts with only tool documentation are sufficient for eliciting proper tool usage, achieving performance on par with few-shot prompts. Second, on a newly collected realistic tool-use dataset with hundreds of available tool APIs, we show that tool documentation is significantly more valuable than demonstrations, with zero-shot documentation significantly outperforming few-shot without documentation. Third, we highlight the benefits of tool documentations by tackling image generation and video tracking using just-released unseen state-of-the-art models as tools. Finally, we highlight the possibility of using tool documentation to automatically enable new applications: by using nothing more than the documentation of GroundingDino, Stable Diffusion, XMem, and SAM, LLMs can re-invent the functionalities of the just-released Grounded-SAM and Track Anything models.
TC4D: Trajectory-Conditioned Text-to-4D Generation
Recent techniques for text-to-4D generation synthesize dynamic 3D scenes using supervision from pre-trained text-to-video models. However, existing representations for motion, such as deformation models or time-dependent neural representations, are limited in the amount of motion they can generate-they cannot synthesize motion extending far beyond the bounding box used for volume rendering. The lack of a more flexible motion model contributes to the gap in realism between 4D generation methods and recent, near-photorealistic video generation models. Here, we propose TC4D: trajectory-conditioned text-to-4D generation, which factors motion into global and local components. We represent the global motion of a scene's bounding box using rigid transformation along a trajectory parameterized by a spline. We learn local deformations that conform to the global trajectory using supervision from a text-to-video model. Our approach enables the synthesis of scenes animated along arbitrary trajectories, compositional scene generation, and significant improvements to the realism and amount of generated motion, which we evaluate qualitatively and through a user study. Video results can be viewed on our website: https://sherwinbahmani.github.io/tc4d.