Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeMoGraphGPT: Creating Interactive Scenes Using Modular LLM and Graphical Control
Creating interactive scenes often involves complex programming tasks. Although large language models (LLMs) like ChatGPT can generate code from natural language, their output is often error-prone, particularly when scripting interactions among multiple elements. The linear conversational structure limits the editing of individual elements, and lacking graphical and precise control complicates visual integration. To address these issues, we integrate an element-level modularization technique that processes textual descriptions for individual elements through separate LLM modules, with a central module managing interactions among elements. This modular approach allows for refining each element independently. We design a graphical user interface, MoGraphGPT , which combines modular LLMs with enhanced graphical control to generate codes for 2D interactive scenes. It enables direct integration of graphical information and offers quick, precise control through automatically generated sliders. Our comparative evaluation against an AI coding tool, Cursor Composer, as the baseline system and a usability study show MoGraphGPT significantly improves easiness, controllability, and refinement in creating complex 2D interactive scenes with multiple visual elements in a coding-free manner.
Mini-Omni2: Towards Open-source GPT-4o with Vision, Speech and Duplex Capabilities
GPT-4o, an all-encompassing model, represents a milestone in the development of large multi-modal language models. It can understand visual, auditory, and textual modalities, directly output audio, and support flexible duplex interaction. Models from the open-source community often achieve some functionalities of GPT-4o, such as visual understanding and voice chat. Nevertheless, training a unified model that incorporates all modalities is challenging due to the complexities of multi-modal data, intricate model architectures, and training processes. In this paper, we introduce Mini-Omni2, a visual-audio assistant capable of providing real-time, end-to-end voice responses to visoin and audio queries. By integrating pretrained visual and auditory encoders, Mini-Omni2 maintains performance in individual modalities. We propose a three-stage training process to align modalities, allowing the language model to handle multi-modal inputs and outputs after training on a limited dataset. For interaction, we introduce a command-based interruption mechanism, enabling more flexible interaction with users. To the best of our knowledge, Mini-Omni2 is one of the closest reproductions of GPT-4o, which have similar form of functionality, and we hope it can offer valuable insights for subsequent research.
WavChat: A Survey of Spoken Dialogue Models
Recent advancements in spoken dialogue models, exemplified by systems like GPT-4o, have captured significant attention in the speech domain. Compared to traditional three-tier cascaded spoken dialogue models that comprise speech recognition (ASR), large language models (LLMs), and text-to-speech (TTS), modern spoken dialogue models exhibit greater intelligence. These advanced spoken dialogue models not only comprehend audio, music, and other speech-related features, but also capture stylistic and timbral characteristics in speech. Moreover, they generate high-quality, multi-turn speech responses with low latency, enabling real-time interaction through simultaneous listening and speaking capability. Despite the progress in spoken dialogue systems, there is a lack of comprehensive surveys that systematically organize and analyze these systems and the underlying technologies. To address this, we have first compiled existing spoken dialogue systems in the chronological order and categorized them into the cascaded and end-to-end paradigms. We then provide an in-depth overview of the core technologies in spoken dialogue models, covering aspects such as speech representation, training paradigm, streaming, duplex, and interaction capabilities. Each section discusses the limitations of these technologies and outlines considerations for future research. Additionally, we present a thorough review of relevant datasets, evaluation metrics, and benchmarks from the perspectives of training and evaluating spoken dialogue systems. We hope this survey will contribute to advancing both academic research and industrial applications in the field of spoken dialogue systems. The related material is available at https://github.com/jishengpeng/WavChat.
MinMo: A Multimodal Large Language Model for Seamless Voice Interaction
Recent advancements in large language models (LLMs) and multimodal speech-text models have laid the groundwork for seamless voice interactions, enabling real-time, natural, and human-like conversations. Previous models for voice interactions are categorized as native and aligned. Native models integrate speech and text processing in one framework but struggle with issues like differing sequence lengths and insufficient pre-training. Aligned models maintain text LLM capabilities but are often limited by small datasets and a narrow focus on speech tasks. In this work, we introduce MinMo, a Multimodal Large Language Model with approximately 8B parameters for seamless voice interaction. We address the main limitations of prior aligned multimodal models. We train MinMo through multiple stages of speech-to-text alignment, text-to-speech alignment, speech-to-speech alignment, and duplex interaction alignment, on 1.4 million hours of diverse speech data and a broad range of speech tasks. After the multi-stage training, MinMo achieves state-of-the-art performance across various benchmarks for voice comprehension and generation while maintaining the capabilities of text LLMs, and also facilitates full-duplex conversation, that is, simultaneous two-way communication between the user and the system. Moreover, we propose a novel and simple voice decoder that outperforms prior models in voice generation. The enhanced instruction-following capabilities of MinMo supports controlling speech generation based on user instructions, with various nuances including emotions, dialects, and speaking rates, and mimicking specific voices. For MinMo, the speech-to-text latency is approximately 100ms, full-duplex latency is approximately 600ms in theory and 800ms in practice. The MinMo project web page is https://funaudiollm.github.io/minmo, and the code and models will be released soon.
LLMVoX: Autoregressive Streaming Text-to-Speech Model for Any LLM
Recent advancements in speech-to-speech dialogue systems leverage LLMs for multimodal interactions, yet they remain hindered by fine-tuning requirements, high computational overhead, and text-speech misalignment. Existing speech-enabled LLMs often degrade conversational quality by modifying the LLM, thereby compromising its linguistic capabilities. In contrast, we propose LLMVoX, a lightweight 30M-parameter, LLM-agnostic, autoregressive streaming TTS system that generates high-quality speech with low latency, while fully preserving the capabilities of the base LLM. Our approach achieves a significantly lower Word Error Rate compared to speech-enabled LLMs, while operating at comparable latency and UTMOS score. By decoupling speech synthesis from LLM processing via a multi-queue token streaming system, LLMVoX supports seamless, infinite-length dialogues. Its plug-and-play design also facilitates extension to various tasks with different backbones. Furthermore, LLMVoX generalizes to new languages with only dataset adaptation, attaining a low Character Error Rate on an Arabic speech task. Additionally, we have integrated LLMVoX with a Vision-Language Model to create an omni-model with speech, text, and vision capabilities, without requiring additional multimodal training. Our code base and project page is available at https://mbzuai-oryx.github.io/LLMVoX .
VR-GPT: Visual Language Model for Intelligent Virtual Reality Applications
The advent of immersive Virtual Reality applications has transformed various domains, yet their integration with advanced artificial intelligence technologies like Visual Language Models remains underexplored. This study introduces a pioneering approach utilizing VLMs within VR environments to enhance user interaction and task efficiency. Leveraging the Unity engine and a custom-developed VLM, our system facilitates real-time, intuitive user interactions through natural language processing, without relying on visual text instructions. The incorporation of speech-to-text and text-to-speech technologies allows for seamless communication between the user and the VLM, enabling the system to guide users through complex tasks effectively. Preliminary experimental results indicate that utilizing VLMs not only reduces task completion times but also improves user comfort and task engagement compared to traditional VR interaction methods.
VoiceShop: A Unified Speech-to-Speech Framework for Identity-Preserving Zero-Shot Voice Editing
We present VoiceShop, a novel speech-to-speech framework that can modify multiple attributes of speech, such as age, gender, accent, and speech style, in a single forward pass while preserving the input speaker's timbre. Previous works have been constrained to specialized models that can only edit these attributes individually and suffer from the following pitfalls: the magnitude of the conversion effect is weak, there is no zero-shot capability for out-of-distribution speakers, or the synthesized outputs exhibit undesirable timbre leakage. Our work proposes solutions for each of these issues in a simple modular framework based on a conditional diffusion backbone model with optional normalizing flow-based and sequence-to-sequence speaker attribute-editing modules, whose components can be combined or removed during inference to meet a wide array of tasks without additional model finetuning. Audio samples are available at https://voiceshopai.github.io.
Step-Audio: Unified Understanding and Generation in Intelligent Speech Interaction
Real-time speech interaction, serving as a fundamental interface for human-machine collaboration, holds immense potential. However, current open-source models face limitations such as high costs in voice data collection, weakness in dynamic control, and limited intelligence. To address these challenges, this paper introduces Step-Audio, the first production-ready open-source solution. Key contributions include: 1) a 130B-parameter unified speech-text multi-modal model that achieves unified understanding and generation, with the Step-Audio-Chat version open-sourced; 2) a generative speech data engine that establishes an affordable voice cloning framework and produces the open-sourced lightweight Step-Audio-TTS-3B model through distillation; 3) an instruction-driven fine control system enabling dynamic adjustments across dialects, emotions, singing, and RAP; 4) an enhanced cognitive architecture augmented with tool calling and role-playing abilities to manage complex tasks effectively. Based on our new StepEval-Audio-360 evaluation benchmark, Step-Audio achieves state-of-the-art performance in human evaluations, especially in terms of instruction following. On open-source benchmarks like LLaMA Question, shows 9.3% average performance improvement, demonstrating our commitment to advancing the development of open-source multi-modal language technologies. Our code and models are available at https://github.com/stepfun-ai/Step-Audio.
OmniFlow: Any-to-Any Generation with Multi-Modal Rectified Flows
We introduce OmniFlow, a novel generative model designed for any-to-any generation tasks such as text-to-image, text-to-audio, and audio-to-image synthesis. OmniFlow advances the rectified flow (RF) framework used in text-to-image models to handle the joint distribution of multiple modalities. It outperforms previous any-to-any models on a wide range of tasks, such as text-to-image and text-to-audio synthesis. Our work offers three key contributions: First, we extend RF to a multi-modal setting and introduce a novel guidance mechanism, enabling users to flexibly control the alignment between different modalities in the generated outputs. Second, we propose a novel architecture that extends the text-to-image MMDiT architecture of Stable Diffusion 3 and enables audio and text generation. The extended modules can be efficiently pretrained individually and merged with the vanilla text-to-image MMDiT for fine-tuning. Lastly, we conduct a comprehensive study on the design choices of rectified flow transformers for large-scale audio and text generation, providing valuable insights into optimizing performance across diverse modalities. The Code will be available at https://github.com/jacklishufan/OmniFlows.
ChatAnything: Facetime Chat with LLM-Enhanced Personas
In this technical report, we target generating anthropomorphized personas for LLM-based characters in an online manner, including visual appearance, personality and tones, with only text descriptions. To achieve this, we first leverage the in-context learning capability of LLMs for personality generation by carefully designing a set of system prompts. We then propose two novel concepts: the mixture of voices (MoV) and the mixture of diffusers (MoD) for diverse voice and appearance generation. For MoV, we utilize the text-to-speech (TTS) algorithms with a variety of pre-defined tones and select the most matching one based on the user-provided text description automatically. For MoD, we combine the recent popular text-to-image generation techniques and talking head algorithms to streamline the process of generating talking objects. We termed the whole framework as ChatAnything. With it, users could be able to animate anything with any personas that are anthropomorphic using just a few text inputs. However, we have observed that the anthropomorphic objects produced by current generative models are often undetectable by pre-trained face landmark detectors, leading to failure of the face motion generation, even if these faces possess human-like appearances because those images are nearly seen during the training (e.g., OOD samples). To address this issue, we incorporate pixel-level guidance to infuse human face landmarks during the image generation phase. To benchmark these metrics, we have built an evaluation dataset. Based on it, we verify that the detection rate of the face landmark is significantly increased from 57.0% to 92.5% thus allowing automatic face animation based on generated speech content. The code and more results can be found at https://chatanything.github.io/.
SingVisio: Visual Analytics of Diffusion Model for Singing Voice Conversion
In this study, we present SingVisio, an interactive visual analysis system that aims to explain the diffusion model used in singing voice conversion. SingVisio provides a visual display of the generation process in diffusion models, showcasing the step-by-step denoising of the noisy spectrum and its transformation into a clean spectrum that captures the desired singer's timbre. The system also facilitates side-by-side comparisons of different conditions, such as source content, melody, and target timbre, highlighting the impact of these conditions on the diffusion generation process and resulting conversions. Through comprehensive evaluations, SingVisio demonstrates its effectiveness in terms of system design, functionality, explainability, and user-friendliness. It offers users of various backgrounds valuable learning experiences and insights into the diffusion model for singing voice conversion.
VideoLLM Knows When to Speak: Enhancing Time-Sensitive Video Comprehension with Video-Text Duet Interaction Format
Recent researches on video large language models (VideoLLM) predominantly focus on model architectures and training datasets, leaving the interaction format between the user and the model under-explored. In existing works, users often interact with VideoLLMs by using the entire video and a query as input, after which the model generates a response. This interaction format constrains the application of VideoLLMs in scenarios such as live-streaming comprehension where videos do not end and responses are required in a real-time manner, and also results in unsatisfactory performance on time-sensitive tasks that requires localizing video segments. In this paper, we focus on a video-text duet interaction format. This interaction format is characterized by the continuous playback of the video, and both the user and the model can insert their text messages at any position during the video playback. When a text message ends, the video continues to play, akin to the alternative of two performers in a duet. We construct MMDuetIT, a video-text training dataset designed to adapt VideoLLMs to video-text duet interaction format. We also introduce the Multi-Answer Grounded Video Question Answering (MAGQA) task to benchmark the real-time response ability of VideoLLMs. Trained on MMDuetIT, MMDuet demonstrates that adopting the video-text duet interaction format enables the model to achieve significant improvements in various time-sensitive tasks (76% CIDEr on YouCook2 dense video captioning, 90\% mAP on QVHighlights highlight detection and 25% [email protected] on Charades-STA temporal video grounding) with minimal training efforts, and also enable VideoLLMs to reply in a real-time manner as the video plays. Code, data and demo are available at: https://github.com/yellow-binary-tree/MMDuet.
VITA: Towards Open-Source Interactive Omni Multimodal LLM
The remarkable multimodal capabilities and interactive experience of GPT-4o underscore their necessity in practical applications, yet open-source models rarely excel in both areas. In this paper, we introduce VITA, the first-ever open-source Multimodal Large Language Model (MLLM) adept at simultaneous processing and analysis of Video, Image, Text, and Audio modalities, and meanwhile has an advanced multimodal interactive experience. Starting from Mixtral 8x7B as a language foundation, we expand its Chinese vocabulary followed by bilingual instruction tuning. We further endow the language model with visual and audio capabilities through two-stage multi-task learning of multimodal alignment and instruction tuning. VITA demonstrates robust foundational capabilities of multilingual, vision, and audio understanding, as evidenced by its strong performance across a range of both unimodal and multimodal benchmarks. Beyond foundational capabilities, we have made considerable progress in enhancing the natural multimodal human-computer interaction experience. To the best of our knowledge, we are the first to exploit non-awakening interaction and audio interrupt in MLLM. VITA is the first step for the open-source community to explore the seamless integration of multimodal understanding and interaction. While there is still lots of work to be done on VITA to get close to close-source counterparts, we hope that its role as a pioneer can serve as a cornerstone for subsequent research. Project Page: https://vita-home.github.io.
Ditto: Motion-Space Diffusion for Controllable Realtime Talking Head Synthesis
Recent advances in diffusion models have revolutionized audio-driven talking head synthesis. Beyond precise lip synchronization, diffusion-based methods excel in generating subtle expressions and natural head movements that are well-aligned with the audio signal. However, these methods are confronted by slow inference speed, insufficient fine-grained control over facial motions, and occasional visual artifacts largely due to an implicit latent space derived from Variational Auto-Encoders (VAE), which prevent their adoption in realtime interaction applications. To address these issues, we introduce Ditto, a diffusion-based framework that enables controllable realtime talking head synthesis. Our key innovation lies in bridging motion generation and photorealistic neural rendering through an explicit identity-agnostic motion space, replacing conventional VAE representations. This design substantially reduces the complexity of diffusion learning while enabling precise control over the synthesized talking heads. We further propose an inference strategy that jointly optimizes three key components: audio feature extraction, motion generation, and video synthesis. This optimization enables streaming processing, realtime inference, and low first-frame delay, which are the functionalities crucial for interactive applications such as AI assistants. Extensive experimental results demonstrate that Ditto generates compelling talking head videos and substantially outperforms existing methods in both motion control and realtime performance.
Prompted LLMs as Chatbot Modules for Long Open-domain Conversation
In this paper, we propose MPC (Modular Prompted Chatbot), a new approach for creating high-quality conversational agents without the need for fine-tuning. Our method utilizes pre-trained large language models (LLMs) as individual modules for long-term consistency and flexibility, by using techniques such as few-shot prompting, chain-of-thought (CoT), and external memory. Our human evaluation results show that MPC is on par with fine-tuned chatbot models in open-domain conversations, making it an effective solution for creating consistent and engaging chatbots.
Converse: A Tree-Based Modular Task-Oriented Dialogue System
Creating a system that can have meaningful conversations with humans to help accomplish tasks is one of the ultimate goals of Artificial Intelligence (AI). It has defined the meaning of AI since the beginning. A lot has been accomplished in this area recently, with voice assistant products entering our daily lives and chat bot systems becoming commonplace in customer service. At first glance there seems to be no shortage of options for dialogue systems. However, the frequently deployed dialogue systems today seem to all struggle with a critical weakness - they are hard to build and harder to maintain. At the core of the struggle is the need to script every single turn of interactions between the bot and the human user. This makes the dialogue systems more difficult to maintain as the tasks become more complex and more tasks are added to the system. In this paper, we propose Converse, a flexible tree-based modular task-oriented dialogue system. Converse uses an and-or tree structure to represent tasks and offers powerful multi-task dialogue management. Converse supports task dependency and task switching, which are unique features compared to other open-source dialogue frameworks. At the same time, Converse aims to make the bot building process easy and simple, for both professional and non-professional software developers. The code is available at https://github.com/salesforce/Converse.
VoiceBench: Benchmarking LLM-Based Voice Assistants
Building on the success of large language models (LLMs), recent advancements such as GPT-4o have enabled real-time speech interactions through LLM-based voice assistants, offering a significantly improved user experience compared to traditional text-based interactions. However, the absence of benchmarks designed to evaluate these speech interaction capabilities has hindered progress of LLM-based voice assistants development. Current evaluations focus primarily on automatic speech recognition (ASR) or general knowledge evaluation with clean speeches, neglecting the more intricate, real-world scenarios that involve diverse speaker characteristics, environmental and content factors. To address this, we introduce VoiceBench, the first benchmark designed to provide a multi-faceted evaluation of LLM-based voice assistants. VoiceBench also includes both real and synthetic spoken instructions that incorporate the above three key real-world variations. Extensive experiments reveal the limitations of current LLM-based voice assistant models and offer valuable insights for future research and development in this field.
VoiceLDM: Text-to-Speech with Environmental Context
This paper presents VoiceLDM, a model designed to produce audio that accurately follows two distinct natural language text prompts: the description prompt and the content prompt. The former provides information about the overall environmental context of the audio, while the latter conveys the linguistic content. To achieve this, we adopt a text-to-audio (TTA) model based on latent diffusion models and extend its functionality to incorporate an additional content prompt as a conditional input. By utilizing pretrained contrastive language-audio pretraining (CLAP) and Whisper, VoiceLDM is trained on large amounts of real-world audio without manual annotations or transcriptions. Additionally, we employ dual classifier-free guidance to further enhance the controllability of VoiceLDM. Experimental results demonstrate that VoiceLDM is capable of generating plausible audio that aligns well with both input conditions, even surpassing the speech intelligibility of the ground truth audio on the AudioCaps test set. Furthermore, we explore the text-to-speech (TTS) and zero-shot text-to-audio capabilities of VoiceLDM and show that it achieves competitive results. Demos and code are available at https://voiceldm.github.io.
LMEye: An Interactive Perception Network for Large Language Models
Training a Large Visual Language Model (LVLM) from scratch, like GPT-4, is resource-intensive. Our paper presents a play-and-plug module for Large Language Models (LLMs), namely Interactive Perception Network (IPN), aiming to achieve a LVLM by incorporating the image understanding capability into LLMs. Previous methods incorporate visual information into LLMs with a simple visual mapping network, where the image feature is projected into the embedding space of LLMs via a linear layer. Such mapping network projects the image feature once yet does not consider the interaction between the image and the human input query. Hence, the obtained visual information with no connections with human intention may be inadequate for LLMs to make intention-following responses, which we term as static visual information. IPN addresses this issue by allowing the LLM to request the desired visual information aligned with various human instructions, which we term as the dynamic interaction between the LLM and visual information. Specifically, IPN consists of a simple visual mapping network to provide the basic perception of an image for LLMs. It also contains additional modules responsible for acquiring requests from LLMs, performing request-based visual information interaction, and transmitting the resulting interacted visual information to LLMs, respectively. In this way, LLMs act to understand the human query, deliver the corresponding request to the request-based visual information interaction module, and generate the response based on the interleaved multimodal information. We evaluate IPN through extensive experiments on multimodal question answering, reasoning, and so on, demonstrating that it significantly improves the zero-shot performance of LVLMs on various multimodal tasks compared to previous methods.
WavJourney: Compositional Audio Creation with Large Language Models
Large Language Models (LLMs) have shown great promise in integrating diverse expert models to tackle intricate language and vision tasks. Despite their significance in advancing the field of Artificial Intelligence Generated Content (AIGC), their potential in intelligent audio content creation remains unexplored. In this work, we tackle the problem of creating audio content with storylines encompassing speech, music, and sound effects, guided by text instructions. We present WavJourney, a system that leverages LLMs to connect various audio models for audio content generation. Given a text description of an auditory scene, WavJourney first prompts LLMs to generate a structured script dedicated to audio storytelling. The audio script incorporates diverse audio elements, organized based on their spatio-temporal relationships. As a conceptual representation of audio, the audio script provides an interactive and interpretable rationale for human engagement. Afterward, the audio script is fed into a script compiler, converting it into a computer program. Each line of the program calls a task-specific audio generation model or computational operation function (e.g., concatenate, mix). The computer program is then executed to obtain an explainable solution for audio generation. We demonstrate the practicality of WavJourney across diverse real-world scenarios, including science fiction, education, and radio play. The explainable and interactive design of WavJourney fosters human-machine co-creation in multi-round dialogues, enhancing creative control and adaptability in audio production. WavJourney audiolizes the human imagination, opening up new avenues for creativity in multimedia content creation.
TinyLLaVA Factory: A Modularized Codebase for Small-scale Large Multimodal Models
We present TinyLLaVA Factory, an open-source modular codebase for small-scale large multimodal models (LMMs) with a focus on simplicity of code implementations, extensibility of new features, and reproducibility of training results. Following the design philosophy of the factory pattern in software engineering, TinyLLaVA Factory modularizes the entire system into interchangeable components, with each component integrating a suite of cutting-edge models and methods, meanwhile leaving room for extensions to more features. In addition to allowing users to customize their own LMMs, TinyLLaVA Factory provides popular training recipes to let users pretrain and finetune their models with less coding effort. Empirical experiments validate the effectiveness of our codebase. The goal of TinyLLaVA Factory is to assist researchers and practitioners in exploring the wide landscape of designing and training small-scale LMMs with affordable computational resources.
DreamVoice: Text-Guided Voice Conversion
Generative voice technologies are rapidly evolving, offering opportunities for more personalized and inclusive experiences. Traditional one-shot voice conversion (VC) requires a target recording during inference, limiting ease of usage in generating desired voice timbres. Text-guided generation offers an intuitive solution to convert voices to desired "DreamVoices" according to the users' needs. Our paper presents two major contributions to VC technology: (1) DreamVoiceDB, a robust dataset of voice timbre annotations for 900 speakers from VCTK and LibriTTS. (2) Two text-guided VC methods: DreamVC, an end-to-end diffusion-based text-guided VC model; and DreamVG, a versatile text-to-voice generation plugin that can be combined with any one-shot VC models. The experimental results demonstrate that our proposed methods trained on the DreamVoiceDB dataset generate voice timbres accurately aligned with the text prompt and achieve high-quality VC.
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
Autonomous Soundscape Augmentation with Multimodal Fusion of Visual and Participant-linked Inputs
Autonomous soundscape augmentation systems typically use trained models to pick optimal maskers to effect a desired perceptual change. While acoustic information is paramount to such systems, contextual information, including participant demographics and the visual environment, also influences acoustic perception. Hence, we propose modular modifications to an existing attention-based deep neural network, to allow early, mid-level, and late feature fusion of participant-linked, visual, and acoustic features. Ablation studies on module configurations and corresponding fusion methods using the ARAUS dataset show that contextual features improve the model performance in a statistically significant manner on the normalized ISO Pleasantness, to a mean squared error of 0.1194pm0.0012 for the best-performing all-modality model, against 0.1217pm0.0009 for the audio-only model. Soundscape augmentation systems can thereby leverage multimodal inputs for improved performance. We also investigate the impact of individual participant-linked factors using trained models to illustrate improvements in model explainability.
Mind the Gap! Static and Interactive Evaluations of Large Audio Models
As AI chatbots become ubiquitous, voice interaction presents a compelling way to enable rapid, high-bandwidth communication for both semantic and social signals. This has driven research into Large Audio Models (LAMs) to power voice-native experiences. However, aligning LAM development with user goals requires a clear understanding of user needs and preferences to establish reliable progress metrics. This study addresses these challenges by introducing an interactive approach to evaluate LAMs and collecting 7,500 LAM interactions from 484 participants. Through topic modeling of user queries, we identify primary use cases for audio interfaces. We then analyze user preference rankings and qualitative feedback to determine which models best align with user needs. Finally, we evaluate how static benchmarks predict interactive performance - our analysis reveals no individual benchmark strongly correlates with interactive results (tau leq 0.33 for all benchmarks). While combining multiple coarse-grained features yields modest predictive power (R^2=0.30), only two out of twenty datasets on spoken question answering and age prediction show significantly positive correlations. This suggests a clear need to develop LAM evaluations that better correlate with user preferences.
Toward Interactive Dictation
Voice dictation is an increasingly important text input modality. Existing systems that allow both dictation and editing-by-voice restrict their command language to flat templates invoked by trigger words. In this work, we study the feasibility of allowing users to interrupt their dictation with spoken editing commands in open-ended natural language. We introduce a new task and dataset, TERTiUS, to experiment with such systems. To support this flexibility in real-time, a system must incrementally segment and classify spans of speech as either dictation or command, and interpret the spans that are commands. We experiment with using large pre-trained language models to predict the edited text, or alternatively, to predict a small text-editing program. Experiments show a natural trade-off between model accuracy and latency: a smaller model achieves 30% end-state accuracy with 1.3 seconds of latency, while a larger model achieves 55% end-state accuracy with 7 seconds of latency.
MOSAIC: A Modular System for Assistive and Interactive Cooking
We present MOSAIC, a modular architecture for home robots to perform complex collaborative tasks, such as cooking with everyday users. MOSAIC tightly collaborates with humans, interacts with users using natural language, coordinates multiple robots, and manages an open vocabulary of everyday objects. At its core, MOSAIC employs modularity: it leverages multiple large-scale pre-trained models for general tasks like language and image recognition, while using streamlined modules designed for task-specific control. We extensively evaluate MOSAIC on 60 end-to-end trials where two robots collaborate with a human user to cook a combination of 6 recipes. We also extensively test individual modules with 180 episodes of visuomotor picking, 60 episodes of human motion forecasting, and 46 online user evaluations of the task planner. We show that MOSAIC is able to efficiently collaborate with humans by running the overall system end-to-end with a real human user, completing 68.3% (41/60) collaborative cooking trials of 6 different recipes with a subtask completion rate of 91.6%. Finally, we discuss the limitations of the current system and exciting open challenges in this domain. The project's website is at https://portal-cornell.github.io/MOSAIC/
HeadStudio: Text to Animatable Head Avatars with 3D Gaussian Splatting
Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising outcomes obtained through 2D diffusion priors in recent works, current methods face challenges in achieving high-quality and animated avatars effectively. In this paper, we present HeadStudio, a novel framework that utilizes 3D Gaussian splatting to generate realistic and animated avatars from text prompts. Our method drives 3D Gaussians semantically to create a flexible and achievable appearance through the intermediate FLAME representation. Specifically, we incorporate the FLAME into both 3D representation and score distillation: 1) FLAME-based 3D Gaussian splatting, driving 3D Gaussian points by rigging each point to a FLAME mesh. 2) FLAME-based score distillation sampling, utilizing FLAME-based fine-grained control signal to guide score distillation from the text prompt. Extensive experiments demonstrate the efficacy of HeadStudio in generating animatable avatars from textual prompts, exhibiting visually appealing appearances. The avatars are capable of rendering high-quality real-time (geq 40 fps) novel views at a resolution of 1024. They can be smoothly controlled by real-world speech and video. We hope that HeadStudio can advance digital avatar creation and that the present method can widely be applied across various domains.
SELMA: A Speech-Enabled Language Model for Virtual Assistant Interactions
In this work, we present and evaluate SELMA, a Speech-Enabled Language Model for virtual Assistant interactions that integrates audio and text as inputs to a Large Language Model (LLM). SELMA is designed to handle three primary and two auxiliary tasks related to interactions with virtual assistants simultaneously within a single end-to-end model. We employ low-rank adaptation modules for parameter-efficient training of both the audio encoder and the LLM. Additionally, we implement a feature pooling strategy enabling the system to recognize global patterns and improve accuracy on tasks less reliant on individual sequence elements. Experimental results on Voice Trigger (VT) detection, Device-Directed Speech Detection (DDSD), and Automatic Speech Recognition (ASR), demonstrate that our approach both simplifies the typical input processing pipeline of virtual assistants significantly and also improves performance compared to dedicated models for each individual task. SELMA yields relative Equal-Error Rate improvements of 64% on the VT detection task, and 22% on DDSD, while also achieving word error rates close to the baseline.
MAGID: An Automated Pipeline for Generating Synthetic Multi-modal Datasets
Development of multimodal interactive systems is hindered by the lack of rich, multimodal (text, images) conversational data, which is needed in large quantities for LLMs. Previous approaches augment textual dialogues with retrieved images, posing privacy, diversity, and quality constraints. In this work, we introduce Multimodal Augmented Generative Images Dialogues (MAGID), a framework to augment text-only dialogues with diverse and high-quality images. Subsequently, a diffusion model is applied to craft corresponding images, ensuring alignment with the identified text. Finally, MAGID incorporates an innovative feedback loop between an image description generation module (textual LLM) and image quality modules (addressing aesthetics, image-text matching, and safety), that work in tandem to generate high-quality and multi-modal dialogues. We compare MAGID to other SOTA baselines on three dialogue datasets, using automated and human evaluation. Our results show that MAGID is comparable to or better than baselines, with significant improvements in human evaluation, especially against retrieval baselines where the image database is small.
VinTAGe: Joint Video and Text Conditioning for Holistic Audio Generation
Recent advances in audio generation have focused on text-to-audio (T2A) and video-to-audio (V2A) tasks. However, T2A or V2A methods cannot generate holistic sounds (onscreen and off-screen). This is because T2A cannot generate sounds aligning with onscreen objects, while V2A cannot generate semantically complete (offscreen sounds missing). In this work, we address the task of holistic audio generation: given a video and a text prompt, we aim to generate both onscreen and offscreen sounds that are temporally synchronized with the video and semantically aligned with text and video. Previous approaches for joint text and video-to-audio generation often suffer from modality bias, favoring one modality over the other. To overcome this limitation, we introduce VinTAGe, a flow-based transformer model that jointly considers text and video to guide audio generation. Our framework comprises two key components: a Visual-Text Encoder and a Joint VT-SiT model. To reduce modality bias and improve generation quality, we employ pretrained uni-modal text-to-audio and video-to-audio generation models for additional guidance. Due to the lack of appropriate benchmarks, we also introduce VinTAGe-Bench, a dataset of 636 video-text-audio pairs containing both onscreen and offscreen sounds. Our comprehensive experiments on VinTAGe-Bench demonstrate that joint text and visual interaction is necessary for holistic audio generation. Furthermore, VinTAGe achieves state-of-the-art results on the VGGSound benchmark. Our source code and pre-trained models will be released. Demo is available at: https://www.youtube.com/watch?v=QmqWhUjPkJI.
Learn to Sing by Listening: Building Controllable Virtual Singer by Unsupervised Learning from Voice Recordings
The virtual world is being established in which digital humans are created indistinguishable from real humans. Producing their audio-related capabilities is crucial since voice conveys extensive personal characteristics. We aim to create a controllable audio-form virtual singer; however, supervised modeling and controlling all different factors of the singing voice, such as timbre, tempo, pitch, and lyrics, is extremely difficult since accurately labeling all such information needs enormous labor work. In this paper, we propose a framework that could digitize a person's voice by simply "listening" to the clean voice recordings of any content in a fully unsupervised manner and predict singing voices even only using speaking recordings. A variational auto-encoder (VAE) based framework is developed, which leverages a set of pre-trained models to encode the audio as various hidden embeddings representing different factors of the singing voice, and further decodes the embeddings into raw audio. By manipulating the hidden embeddings for different factors, the resulting singing voices can be controlled, and new virtual singers can also be further generated by interpolating between timbres. Evaluations of different types of experiments demonstrate the proposed method's effectiveness. The proposed method is the critical technique for producing the AI choir, which empowered the human-AI symbiotic orchestra in Hong Kong in July 2022.
LLaVA-Interactive: An All-in-One Demo for Image Chat, Segmentation, Generation and Editing
LLaVA-Interactive is a research prototype for multimodal human-AI interaction. The system can have multi-turn dialogues with human users by taking multimodal user inputs and generating multimodal responses. Importantly, LLaVA-Interactive goes beyond language prompt, where visual prompt is enabled to align human intents in the interaction. The development of LLaVA-Interactive is extremely cost-efficient as the system combines three multimodal skills of pre-built AI models without additional model training: visual chat of LLaVA, image segmentation from SEEM, as well as image generation and editing from GLIGEN. A diverse set of application scenarios is presented to demonstrate the promises of LLaVA-Interactive and to inspire future research in multimodal interactive systems.
Comparative Analysis of Audio Feature Extraction for Real-Time Talking Portrait Synthesis
This paper examines the integration of real-time talking-head generation for interviewer training, focusing on overcoming challenges in Audio Feature Extraction (AFE), which often introduces latency and limits responsiveness in real-time applications. To address these issues, we propose and implement a fully integrated system that replaces conventional AFE models with Open AI's Whisper, leveraging its encoder to optimize processing and improve overall system efficiency. Our evaluation of two open-source real-time models across three different datasets shows that Whisper not only accelerates processing but also improves specific aspects of rendering quality, resulting in more realistic and responsive talking-head interactions. These advancements make the system a more effective tool for immersive, interactive training applications, expanding the potential of AI-driven avatars in interviewer training.
FunAudioLLM: Voice Understanding and Generation Foundation Models for Natural Interaction Between Humans and LLMs
This report introduces FunAudioLLM, a model family designed to enhance natural voice interactions between humans and large language models (LLMs). At its core are two innovative models: SenseVoice, which handles multilingual speech recognition, emotion recognition, and audio event detection; and CosyVoice, which facilitates natural speech generation with control over multiple languages, timbre, speaking style, and speaker identity. SenseVoice-Small delivers exceptionally low-latency ASR for 5 languages, and SenseVoice-Large supports high-precision ASR for over 50 languages, while CosyVoice excels in multi-lingual voice generation, zero-shot in-context learning, cross-lingual voice cloning, and instruction-following capabilities. The models related to SenseVoice and CosyVoice have been open-sourced on Modelscope and Huggingface, along with the corresponding training, inference, and fine-tuning codes released on GitHub. By integrating these models with LLMs, FunAudioLLM enables applications such as speech-to-speech translation, emotional voice chat, interactive podcasts, and expressive audiobook narration, thereby pushing the boundaries of voice interaction technology. Demos are available at https://fun-audio-llm.github.io, and the code can be accessed at https://github.com/FunAudioLLM.
Audiobox: Unified Audio Generation with Natural Language Prompts
Audio is an essential part of our life, but creating it often requires expertise and is time-consuming. Research communities have made great progress over the past year advancing the performance of large scale audio generative models for a single modality (speech, sound, or music) through adopting more powerful generative models and scaling data. However, these models lack controllability in several aspects: speech generation models cannot synthesize novel styles based on text description and are limited on domain coverage such as outdoor environments; sound generation models only provide coarse-grained control based on descriptions like "a person speaking" and would only generate mumbling human voices. This paper presents Audiobox, a unified model based on flow-matching that is capable of generating various audio modalities. We design description-based and example-based prompting to enhance controllability and unify speech and sound generation paradigms. We allow transcript, vocal, and other audio styles to be controlled independently when generating speech. To improve model generalization with limited labels, we adapt a self-supervised infilling objective to pre-train on large quantities of unlabeled audio. Audiobox sets new benchmarks on speech and sound generation (0.745 similarity on Librispeech for zero-shot TTS; 0.77 FAD on AudioCaps for text-to-sound) and unlocks new methods for generating audio with novel vocal and acoustic styles. We further integrate Bespoke Solvers, which speeds up generation by over 25 times compared to the default ODE solver for flow-matching, without loss of performance on several tasks. Our demo is available at https://audiobox.metademolab.com/
Ola: Pushing the Frontiers of Omni-Modal Language Model with Progressive Modality Alignment
Recent advances in large language models, particularly following GPT-4o, have sparked increasing interest in developing omni-modal models capable of understanding more modalities. While some open-source alternatives have emerged, there is still a notable lag behind specialized single-modality models in performance. In this paper, we present Ola, an Omni-modal language model that achieves competitive performance across image, video, and audio understanding compared to specialized counterparts. The core design of Ola lies in its progressive modality alignment strategy that extends the supporting modality of the language model progressively. Our training pipeline begins with the most distinct modalities: image and text, then gradually expands the skill sets of the model using speech data that connects language and audio knowledge, and video data that connects all modalities. The progressive learning pipeline also enables us to maintain a relatively small size of the cross-modal alignment data, making developing omni-modal from existing vision-language models easy and less costly. Moreover, to unlock an advanced interactive experience like GPT-4o, we further design a sentence-wise decoding solution for streaming speech generation. Extensive experiments demonstrate that Ola surpasses existing open omni-modal LLMs across all modalities while achieving highly competitive performance compared to state-of-the-art specialized models of similar sizes. We aim to make Ola a fully open omni-modal understanding solution to advance future research in this emerging field. Model weights, code, and data are open-sourced at https://github.com/Ola-Omni/Ola.
Multimodal Data and Resource Efficient Device-Directed Speech Detection with Large Foundation Models
Interactions with virtual assistants typically start with a trigger phrase followed by a command. In this work, we explore the possibility of making these interactions more natural by eliminating the need for a trigger phrase. Our goal is to determine whether a user addressed the virtual assistant based on signals obtained from the streaming audio recorded by the device microphone. We address this task by combining 1-best hypotheses and decoder signals from an automatic speech recognition system with acoustic representations from an audio encoder as input features to a large language model (LLM). In particular, we are interested in data and resource efficient systems that require only a small amount of training data and can operate in scenarios with only a single frozen LLM available on a device. For this reason, our model is trained on 80k or less examples of multimodal data using a combination of low-rank adaptation and prefix tuning. We compare the proposed system to unimodal baselines and show that the multimodal approach achieves lower equal-error-rates (EERs), while using only a fraction of the training data. We also show that low-dimensional specialized audio representations lead to lower EERs than high-dimensional general audio representations.
VANI: Very-lightweight Accent-controllable TTS for Native and Non-native speakers with Identity Preservation
We introduce VANI, a very lightweight multi-lingual accent controllable speech synthesis system. Our model builds upon disentanglement strategies proposed in RADMMM and supports explicit control of accent, language, speaker and fine-grained F_0 and energy features for speech synthesis. We utilize the Indic languages dataset, released for LIMMITS 2023 as part of ICASSP Signal Processing Grand Challenge, to synthesize speech in 3 different languages. Our model supports transferring the language of a speaker while retaining their voice and the native accent of the target language. We utilize the large-parameter RADMMM model for Track 1 and lightweight VANI model for Track 2 and 3 of the competition.
EDTalk: Efficient Disentanglement for Emotional Talking Head Synthesis
Achieving disentangled control over multiple facial motions and accommodating diverse input modalities greatly enhances the application and entertainment of the talking head generation. This necessitates a deep exploration of the decoupling space for facial features, ensuring that they a) operate independently without mutual interference and b) can be preserved to share with different modal input, both aspects often neglected in existing methods. To address this gap, this paper proposes a novel Efficient Disentanglement framework for Talking head generation (EDTalk). Our framework enables individual manipulation of mouth shape, head pose, and emotional expression, conditioned on video or audio inputs. Specifically, we employ three lightweight modules to decompose the facial dynamics into three distinct latent spaces representing mouth, pose, and expression, respectively. Each space is characterized by a set of learnable bases whose linear combinations define specific motions. To ensure independence and accelerate training, we enforce orthogonality among bases and devise an efficient training strategy to allocate motion responsibilities to each space without relying on external knowledge. The learned bases are then stored in corresponding banks, enabling shared visual priors with audio input. Furthermore, considering the properties of each space, we propose an Audio-to-Motion module for audio-driven talking head synthesis. Experiments are conducted to demonstrate the effectiveness of EDTalk. We recommend watching the project website: https://tanshuai0219.github.io/EDTalk/
Moshi: a speech-text foundation model for real-time dialogue
We introduce Moshi, a speech-text foundation model and full-duplex spoken dialogue framework. Current systems for spoken dialogue rely on pipelines of independent components, namely voice activity detection, speech recognition, textual dialogue and text-to-speech. Such frameworks cannot emulate the experience of real conversations. First, their complexity induces a latency of several seconds between interactions. Second, text being the intermediate modality for dialogue, non-linguistic information that modifies meaning -- such as emotion or non-speech sounds -- is lost in the interaction. Finally, they rely on a segmentation into speaker turns, which does not take into account overlapping speech, interruptions and interjections. Moshi solves these independent issues altogether by casting spoken dialogue as speech-to-speech generation. Starting from a text language model backbone, Moshi generates speech as tokens from the residual quantizer of a neural audio codec, while modeling separately its own speech and that of the user into parallel streams. This allows for the removal of explicit speaker turns, and the modeling of arbitrary conversational dynamics. We moreover extend the hierarchical semantic-to-acoustic token generation of previous work to first predict time-aligned text tokens as a prefix to audio tokens. Not only this "Inner Monologue" method significantly improves the linguistic quality of generated speech, but we also illustrate how it can provide streaming speech recognition and text-to-speech. Our resulting model is the first real-time full-duplex spoken large language model, with a theoretical latency of 160ms, 200ms in practice, and is available at https://github.com/kyutai-labs/moshi.
InteractDiffusion: Interaction Control in Text-to-Image Diffusion Models
Large-scale text-to-image (T2I) diffusion models have showcased incredible capabilities in generating coherent images based on textual descriptions, enabling vast applications in content generation. While recent advancements have introduced control over factors such as object localization, posture, and image contours, a crucial gap remains in our ability to control the interactions between objects in the generated content. Well-controlling interactions in generated images could yield meaningful applications, such as creating realistic scenes with interacting characters. In this work, we study the problems of conditioning T2I diffusion models with Human-Object Interaction (HOI) information, consisting of a triplet label (person, action, object) and corresponding bounding boxes. We propose a pluggable interaction control model, called InteractDiffusion that extends existing pre-trained T2I diffusion models to enable them being better conditioned on interactions. Specifically, we tokenize the HOI information and learn their relationships via interaction embeddings. A conditioning self-attention layer is trained to map HOI tokens to visual tokens, thereby conditioning the visual tokens better in existing T2I diffusion models. Our model attains the ability to control the interaction and location on existing T2I diffusion models, which outperforms existing baselines by a large margin in HOI detection score, as well as fidelity in FID and KID. Project page: https://jiuntian.github.io/interactdiffusion.
On the Effects of Heterogeneous Data Sources on Speech-to-Text Foundation Models
The Open Whisper-style Speech Model (OWSM) series was introduced to achieve full transparency in building advanced speech-to-text (S2T) foundation models. To this end, OWSM models are trained on 25 public speech datasets, which are heterogeneous in multiple ways. In this study, we advance the OWSM series by introducing OWSM v3.2, which improves on prior models by investigating and addressing the impacts of this data heterogeneity. Our study begins with a detailed analysis of each dataset, from which we derive two key strategies: data filtering with proxy task to enhance data quality, and the incorporation of punctuation and true-casing using an open large language model (LLM). With all other configurations staying the same, OWSM v3.2 improves performance over the OWSM v3.1 baseline while using 15% less training data.
Leveraging Content-based Features from Multiple Acoustic Models for Singing Voice Conversion
Singing voice conversion (SVC) is a technique to enable an arbitrary singer to sing an arbitrary song. To achieve that, it is important to obtain speaker-agnostic representations from source audio, which is a challenging task. A common solution is to extract content-based features (e.g., PPGs) from a pretrained acoustic model. However, the choices for acoustic models are vast and varied. It is yet to be explored what characteristics of content features from different acoustic models are, and whether integrating multiple content features can help each other. Motivated by that, this study investigates three distinct content features, sourcing from WeNet, Whisper, and ContentVec, respectively. We explore their complementary roles in intelligibility, prosody, and conversion similarity for SVC. By integrating the multiple content features with a diffusion-based SVC model, our SVC system achieves superior conversion performance on both objective and subjective evaluation in comparison to a single source of content features. Our demo page and code can be available https://www.zhangxueyao.com/data/MultipleContentsSVC/index.html.
PersonaTalk: Bring Attention to Your Persona in Visual Dubbing
For audio-driven visual dubbing, it remains a considerable challenge to uphold and highlight speaker's persona while synthesizing accurate lip synchronization. Existing methods fall short of capturing speaker's unique speaking style or preserving facial details. In this paper, we present PersonaTalk, an attention-based two-stage framework, including geometry construction and face rendering, for high-fidelity and personalized visual dubbing. In the first stage, we propose a style-aware audio encoding module that injects speaking style into audio features through a cross-attention layer. The stylized audio features are then used to drive speaker's template geometry to obtain lip-synced geometries. In the second stage, a dual-attention face renderer is introduced to render textures for the target geometries. It consists of two parallel cross-attention layers, namely Lip-Attention and Face-Attention, which respectively sample textures from different reference frames to render the entire face. With our innovative design, intricate facial details can be well preserved. Comprehensive experiments and user studies demonstrate our advantages over other state-of-the-art methods in terms of visual quality, lip-sync accuracy and persona preservation. Furthermore, as a person-generic framework, PersonaTalk can achieve competitive performance as state-of-the-art person-specific methods. Project Page: https://grisoon.github.io/PersonaTalk/.
Motion Control for Enhanced Complex Action Video Generation
Existing text-to-video (T2V) models often struggle with generating videos with sufficiently pronounced or complex actions. A key limitation lies in the text prompt's inability to precisely convey intricate motion details. To address this, we propose a novel framework, MVideo, designed to produce long-duration videos with precise, fluid actions. MVideo overcomes the limitations of text prompts by incorporating mask sequences as an additional motion condition input, providing a clearer, more accurate representation of intended actions. Leveraging foundational vision models such as GroundingDINO and SAM2, MVideo automatically generates mask sequences, enhancing both efficiency and robustness. Our results demonstrate that, after training, MVideo effectively aligns text prompts with motion conditions to produce videos that simultaneously meet both criteria. This dual control mechanism allows for more dynamic video generation by enabling alterations to either the text prompt or motion condition independently, or both in tandem. Furthermore, MVideo supports motion condition editing and composition, facilitating the generation of videos with more complex actions. MVideo thus advances T2V motion generation, setting a strong benchmark for improved action depiction in current video diffusion models. Our project page is available at https://mvideo-v1.github.io/.
VERSA: A Versatile Evaluation Toolkit for Speech, Audio, and Music
In this work, we introduce VERSA, a unified and standardized evaluation toolkit designed for various speech, audio, and music signals. The toolkit features a Pythonic interface with flexible configuration and dependency control, making it user-friendly and efficient. With full installation, VERSA offers 63 metrics with 711 metric variations based on different configurations. These metrics encompass evaluations utilizing diverse external resources, including matching and non-matching reference audio, text transcriptions, and text captions. As a lightweight yet comprehensive toolkit, VERSA is versatile to support the evaluation of a wide range of downstream scenarios. To demonstrate its capabilities, this work highlights example use cases for VERSA, including audio coding, speech synthesis, speech enhancement, singing synthesis, and music generation. The toolkit is available at https://github.com/shinjiwlab/versa.
Modular Deep Learning
Transfer learning has recently become the dominant paradigm of machine learning. Pre-trained models fine-tuned for downstream tasks achieve better performance with fewer labelled examples. Nonetheless, it remains unclear how to develop models that specialise towards multiple tasks without incurring negative interference and that generalise systematically to non-identically distributed tasks. Modular deep learning has emerged as a promising solution to these challenges. In this framework, units of computation are often implemented as autonomous parameter-efficient modules. Information is conditionally routed to a subset of modules and subsequently aggregated. These properties enable positive transfer and systematic generalisation by separating computation from routing and updating modules locally. We offer a survey of modular architectures, providing a unified view over several threads of research that evolved independently in the scientific literature. Moreover, we explore various additional purposes of modularity, including scaling language models, causal inference, programme induction, and planning in reinforcement learning. Finally, we report various concrete applications where modularity has been successfully deployed such as cross-lingual and cross-modal knowledge transfer. Related talks and projects to this survey, are available at https://www.modulardeeplearning.com/.
AV-DiT: Efficient Audio-Visual Diffusion Transformer for Joint Audio and Video Generation
Recent Diffusion Transformers (DiTs) have shown impressive capabilities in generating high-quality single-modality content, including images, videos, and audio. However, it is still under-explored whether the transformer-based diffuser can efficiently denoise the Gaussian noises towards superb multimodal content creation. To bridge this gap, we introduce AV-DiT, a novel and efficient audio-visual diffusion transformer designed to generate high-quality, realistic videos with both visual and audio tracks. To minimize model complexity and computational costs, AV-DiT utilizes a shared DiT backbone pre-trained on image-only data, with only lightweight, newly inserted adapters being trainable. This shared backbone facilitates both audio and video generation. Specifically, the video branch incorporates a trainable temporal attention layer into a frozen pre-trained DiT block for temporal consistency. Additionally, a small number of trainable parameters adapt the image-based DiT block for audio generation. An extra shared DiT block, equipped with lightweight parameters, facilitates feature interaction between audio and visual modalities, ensuring alignment. Extensive experiments on the AIST++ and Landscape datasets demonstrate that AV-DiT achieves state-of-the-art performance in joint audio-visual generation with significantly fewer tunable parameters. Furthermore, our results highlight that a single shared image generative backbone with modality-specific adaptations is sufficient for constructing a joint audio-video generator. Our source code and pre-trained models will be released.
Language Model Can Listen While Speaking
Dialogue serves as the most natural manner of human-computer interaction (HCI). Recent advancements in speech language models (SLM) have significantly enhanced speech-based conversational AI. However, these models are limited to turn-based conversation, lacking the ability to interact with humans in real-time spoken scenarios, for example, being interrupted when the generated content is not satisfactory. To address these limitations, we explore full duplex modeling (FDM) in interactive speech language models (iSLM), focusing on enhancing real-time interaction and, more explicitly, exploring the quintessential ability of interruption. We introduce a novel model design, namely listening-while-speaking language model (LSLM), an end-to-end system equipped with both listening and speaking channels. Our LSLM employs a token-based decoder-only TTS for speech generation and a streaming self-supervised learning (SSL) encoder for real-time audio input. LSLM fuses both channels for autoregressive generation and detects turn-taking in real time. Three fusion strategies -- early fusion, middle fusion, and late fusion -- are explored, with middle fusion achieving an optimal balance between speech generation and real-time interaction. Two experimental settings, command-based FDM and voice-based FDM, demonstrate LSLM's robustness to noise and sensitivity to diverse instructions. Our results highlight LSLM's capability to achieve duplex communication with minimal impact on existing systems. This study aims to advance the development of interactive speech dialogue systems, enhancing their applicability in real-world contexts.
EMOVA: Empowering Language Models to See, Hear and Speak with Vivid Emotions
GPT-4o, an omni-modal model that enables vocal conversations with diverse emotions and tones, marks a milestone for omni-modal foundation models. However, empowering Large Language Models to perceive and generate images, texts, and speeches end-to-end with publicly available data remains challenging in the open-source community. Existing vision-language models rely on external tools for the speech processing, while speech-language models still suffer from limited or even without vision-understanding abilities. To address this gap, we propose EMOVA (EMotionally Omni-present Voice Assistant), to enable Large Language Models with end-to-end speech capabilities while maintaining the leading vision-language performance. With a semantic-acoustic disentangled speech tokenizer, we notice surprisingly that omni-modal alignment can further enhance vision-language and speech abilities compared with the corresponding bi-modal aligned counterparts. Moreover, a lightweight style module is proposed for flexible speech style controls (e.g., emotions and pitches). For the first time, EMOVA achieves state-of-the-art performance on both the vision-language and speech benchmarks, and meanwhile, supporting omni-modal spoken dialogue with vivid emotions.
Let's Go Real Talk: Spoken Dialogue Model for Face-to-Face Conversation
In this paper, we introduce a novel Face-to-Face spoken dialogue model. It processes audio-visual speech from user input and generates audio-visual speech as the response, marking the initial step towards creating an avatar chatbot system without relying on intermediate text. To this end, we newly introduce MultiDialog, the first large-scale multimodal (i.e., audio and visual) spoken dialogue corpus containing 340 hours of approximately 9,000 dialogues, recorded based on the open domain dialogue dataset, TopicalChat. The MultiDialog contains parallel audio-visual recordings of conversation partners acting according to the given script with emotion annotations, which we expect to open up research opportunities in multimodal synthesis. Our Face-to-Face spoken dialogue model incorporates a textually pretrained large language model and adapts it into the audio-visual spoken dialogue domain by incorporating speech-text joint pretraining. Through extensive experiments, we validate the effectiveness of our model in facilitating a face-to-face conversation. Demo and data are available at https://multidialog.github.io and https://huggingface.co/datasets/IVLLab/MultiDialog, respectively.
VoiceCraft: Zero-Shot Speech Editing and Text-to-Speech in the Wild
We introduce VoiceCraft, a token infilling neural codec language model, that achieves state-of-the-art performance on both speech editing and zero-shot text-to-speech (TTS) on audiobooks, internet videos, and podcasts. VoiceCraft employs a Transformer decoder architecture and introduces a token rearrangement procedure that combines causal masking and delayed stacking to enable generation within an existing sequence. On speech editing tasks, VoiceCraft produces edited speech that is nearly indistinguishable from unedited recordings in terms of naturalness, as evaluated by humans; for zero-shot TTS, our model outperforms prior SotA models including VALLE and the popular commercial model XTTS-v2. Crucially, the models are evaluated on challenging and realistic datasets, that consist of diverse accents, speaking styles, recording conditions, and background noise and music, and our model performs consistently well compared to other models and real recordings. In particular, for speech editing evaluation, we introduce a high quality, challenging, and realistic dataset named RealEdit. We encourage readers to listen to the demos at https://jasonppy.github.io/VoiceCraft_web.
Moonshot: Towards Controllable Video Generation and Editing with Multimodal Conditions
Most existing video diffusion models (VDMs) are limited to mere text conditions. Thereby, they are usually lacking in control over visual appearance and geometry structure of the generated videos. This work presents Moonshot, a new video generation model that conditions simultaneously on multimodal inputs of image and text. The model builts upon a core module, called multimodal video block (MVB), which consists of conventional spatialtemporal layers for representing video features, and a decoupled cross-attention layer to address image and text inputs for appearance conditioning. In addition, we carefully design the model architecture such that it can optionally integrate with pre-trained image ControlNet modules for geometry visual conditions, without needing of extra training overhead as opposed to prior methods. Experiments show that with versatile multimodal conditioning mechanisms, Moonshot demonstrates significant improvement on visual quality and temporal consistency compared to existing models. In addition, the model can be easily repurposed for a variety of generative applications, such as personalized video generation, image animation and video editing, unveiling its potential to serve as a fundamental architecture for controllable video generation. Models will be made public on https://github.com/salesforce/LAVIS.
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.
Situated and Interactive Multimodal Conversations
Next generation virtual assistants are envisioned to handle multimodal inputs (e.g., vision, memories of previous interactions, in addition to the user's utterances), and perform multimodal actions (e.g., displaying a route in addition to generating the system's utterance). We introduce Situated Interactive MultiModal Conversations (SIMMC) as a new direction aimed at training agents that take multimodal actions grounded in a co-evolving multimodal input context in addition to the dialog history. We provide two SIMMC datasets totalling ~13K human-human dialogs (~169K utterances) using a multimodal Wizard-of-Oz (WoZ) setup, on two shopping domains: (a) furniture (grounded in a shared virtual environment) and, (b) fashion (grounded in an evolving set of images). We also provide logs of the items appearing in each scene, and contextual NLU and coreference annotations, using a novel and unified framework of SIMMC conversational acts for both user and assistant utterances. Finally, we present several tasks within SIMMC as objective evaluation protocols, such as Structural API Prediction and Response Generation. We benchmark a collection of existing models on these SIMMC tasks as strong baselines, and demonstrate rich multimodal conversational interactions. Our data, annotations, code, and models are publicly available.
Prompt-Singer: Controllable Singing-Voice-Synthesis with Natural Language Prompt
Recent singing-voice-synthesis (SVS) methods have achieved remarkable audio quality and naturalness, yet they lack the capability to control the style attributes of the synthesized singing explicitly. We propose Prompt-Singer, the first SVS method that enables attribute controlling on singer gender, vocal range and volume with natural language. We adopt a model architecture based on a decoder-only transformer with a multi-scale hierarchy, and design a range-melody decoupled pitch representation that enables text-conditioned vocal range control while keeping melodic accuracy. Furthermore, we explore various experiment settings, including different types of text representations, text encoder fine-tuning, and introducing speech data to alleviate data scarcity, aiming to facilitate further research. Experiments show that our model achieves favorable controlling ability and audio quality. Audio samples are available at http://prompt-singer.github.io .
Duplex Conversation: Towards Human-like Interaction in Spoken Dialogue Systems
In this paper, we present Duplex Conversation, a multi-turn, multimodal spoken dialogue system that enables telephone-based agents to interact with customers like a human. We use the concept of full-duplex in telecommunication to demonstrate what a human-like interactive experience should be and how to achieve smooth turn-taking through three subtasks: user state detection, backchannel selection, and barge-in detection. Besides, we propose semi-supervised learning with multimodal data augmentation to leverage unlabeled data to increase model generalization. Experimental results on three sub-tasks show that the proposed method achieves consistent improvements compared with baselines. We deploy the Duplex Conversation to Alibaba intelligent customer service and share lessons learned in production. Online A/B experiments show that the proposed system can significantly reduce response latency by 50%.
EasyAnimate: A High-Performance Long Video Generation Method based on Transformer Architecture
This paper presents EasyAnimate, an advanced method for video generation that leverages the power of transformer architecture for high-performance outcomes. We have expanded the DiT framework originally designed for 2D image synthesis to accommodate the complexities of 3D video generation by incorporating a motion module block. It is used to capture temporal dynamics, thereby ensuring the production of consistent frames and seamless motion transitions. The motion module can be adapted to various DiT baseline methods to generate video with different styles. It can also generate videos with different frame rates and resolutions during both training and inference phases, suitable for both images and videos. Moreover, we introduce slice VAE, a novel approach to condense the temporal axis, facilitating the generation of long duration videos. Currently, EasyAnimate exhibits the proficiency to generate videos with 144 frames. We provide a holistic ecosystem for video production based on DiT, encompassing aspects such as data pre-processing, VAE training, DiT models training (both the baseline model and LoRA model), and end-to-end video inference. Code is available at: https://github.com/aigc-apps/EasyAnimate. We are continuously working to enhance the performance of our method.
MM-VID: Advancing Video Understanding with GPT-4V(ision)
We present MM-VID, an integrated system that harnesses the capabilities of GPT-4V, combined with specialized tools in vision, audio, and speech, to facilitate advanced video understanding. MM-VID is designed to address the challenges posed by long-form videos and intricate tasks such as reasoning within hour-long content and grasping storylines spanning multiple episodes. MM-VID uses a video-to-script generation with GPT-4V to transcribe multimodal elements into a long textual script. The generated script details character movements, actions, expressions, and dialogues, paving the way for large language models (LLMs) to achieve video understanding. This enables advanced capabilities, including audio description, character identification, and multimodal high-level comprehension. Experimental results demonstrate the effectiveness of MM-VID in handling distinct video genres with various video lengths. Additionally, we showcase its potential when applied to interactive environments, such as video games and graphic user interfaces.
VANPY: Voice Analysis Framework
Voice data is increasingly being used in modern digital communications, yet there is still a lack of comprehensive tools for automated voice analysis and characterization. To this end, we developed the VANPY (Voice Analysis in Python) framework for automated pre-processing, feature extraction, and classification of voice data. The VANPY is an open-source end-to-end comprehensive framework that was developed for the purpose of speaker characterization from voice data. The framework is designed with extensibility in mind, allowing for easy integration of new components and adaptation to various voice analysis applications. It currently incorporates over fifteen voice analysis components - including music/speech separation, voice activity detection, speaker embedding, vocal feature extraction, and various classification models. Four of the VANPY's components were developed in-house and integrated into the framework to extend its speaker characterization capabilities: gender classification, emotion classification, age regression, and height regression. The models demonstrate robust performance across various datasets, although not surpassing state-of-the-art performance. As a proof of concept, we demonstrate the framework's ability to extract speaker characteristics on a use-case challenge of analyzing character voices from the movie "Pulp Fiction." The results illustrate the framework's capability to extract multiple speaker characteristics, including gender, age, height, emotion type, and emotion intensity measured across three dimensions: arousal, dominance, and valence.
Video-Guided Foley Sound Generation with Multimodal Controls
Generating sound effects for videos often requires creating artistic sound effects that diverge significantly from real-life sources and flexible control in the sound design. To address this problem, we introduce MultiFoley, a model designed for video-guided sound generation that supports multimodal conditioning through text, audio, and video. Given a silent video and a text prompt, MultiFoley allows users to create clean sounds (e.g., skateboard wheels spinning without wind noise) or more whimsical sounds (e.g., making a lion's roar sound like a cat's meow). MultiFoley also allows users to choose reference audio from sound effects (SFX) libraries or partial videos for conditioning. A key novelty of our model lies in its joint training on both internet video datasets with low-quality audio and professional SFX recordings, enabling high-quality, full-bandwidth (48kHz) audio generation. Through automated evaluations and human studies, we demonstrate that MultiFoley successfully generates synchronized high-quality sounds across varied conditional inputs and outperforms existing methods. Please see our project page for video results: https://ificl.github.io/MultiFoley/
VoxEval: Benchmarking the Knowledge Understanding Capabilities of End-to-End Spoken Language Models
With the growing demand for developing speech-based interaction models, end-to-end Spoken Language Models (SLMs) have emerged as a promising solution. When engaging in conversations with humans, it is essential for these models to comprehend a wide range of world knowledge. In this paper, we introduce VoxEval, a novel speech question-answering benchmark specifically designed to assess SLMs' knowledge understanding through purely speech-based interactions. Unlike existing AudioQA benchmarks, VoxEval maintains speech format for both questions and answers, evaluates model robustness across diverse audio conditions (varying timbres, audio qualities, and speaking styles), and pioneers the assessment of challenging domains like mathematical problem-solving in spoken format. Our comprehensive evaluation of recent SLMs using VoxEval reveals significant performance limitations in current models, highlighting crucial areas for future improvements.
BlendScape: Enabling Unified and Personalized Video-Conferencing Environments through Generative AI
Today's video-conferencing tools support a rich range of professional and social activities, but their generic, grid-based environments cannot be easily adapted to meet the varying needs of distributed collaborators. To enable end-user customization, we developed BlendScape, a system for meeting participants to compose video-conferencing environments tailored to their collaboration context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users' physical or virtual backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an evaluation with 15 end-users, we investigated their customization preferences for work and social scenarios. Participants could rapidly express their design intentions with BlendScape and envisioned using the system to structure collaboration in future meetings, but experienced challenges with preventing distracting elements. We implement scenarios to demonstrate BlendScape's expressiveness in supporting distributed collaboration techniques from prior work and propose composition techniques to improve the quality of environments.
Mini-Omni: Language Models Can Hear, Talk While Thinking in Streaming
Recent advances in language models have achieved significant progress. GPT-4o, as a new milestone, has enabled real-time conversations with humans, demonstrating near-human natural fluency. Such human-computer interaction necessitates models with the capability to perform reasoning directly with the audio modality and generate output in streaming. However, this remains beyond the reach of current academic models, as they typically depend on extra TTS systems for speech synthesis, resulting in undesirable latency. This paper introduces the Mini-Omni, an audio-based end-to-end conversational model, capable of real-time speech interaction. To achieve this capability, we propose a text-instructed speech generation method, along with batch-parallel strategies during inference to further boost the performance. Our method also helps to retain the original model's language capabilities with minimal degradation, enabling other works to establish real-time interaction capabilities. We call this training method "Any Model Can Talk". We also introduce the VoiceAssistant-400K dataset to fine-tune models optimized for speech output. To our best knowledge, Mini-Omni is the first fully end-to-end, open-source model for real-time speech interaction, offering valuable potential for future research.
Audio Dialogues: Dialogues dataset for audio and music understanding
Existing datasets for audio understanding primarily focus on single-turn interactions (i.e. audio captioning, audio question answering) for describing audio in natural language, thus limiting understanding audio via interactive dialogue. To address this gap, we introduce Audio Dialogues: a multi-turn dialogue dataset containing 163.8k samples for general audio sounds and music. In addition to dialogues, Audio Dialogues also has question-answer pairs to understand and compare multiple input audios together. Audio Dialogues leverages a prompting-based approach and caption annotations from existing datasets to generate multi-turn dialogues using a Large Language Model (LLM). We evaluate existing audio-augmented large language models on our proposed dataset to demonstrate the complexity and applicability of Audio Dialogues. Our code for generating the dataset will be made publicly available. Detailed prompts and generated dialogues can be found on the demo website https://audiodialogues.github.io/.
SynCamMaster: Synchronizing Multi-Camera Video Generation from Diverse Viewpoints
Recent advancements in video diffusion models have shown exceptional abilities in simulating real-world dynamics and maintaining 3D consistency. This progress inspires us to investigate the potential of these models to ensure dynamic consistency across various viewpoints, a highly desirable feature for applications such as virtual filming. Unlike existing methods focused on multi-view generation of single objects for 4D reconstruction, our interest lies in generating open-world videos from arbitrary viewpoints, incorporating 6 DoF camera poses. To achieve this, we propose a plug-and-play module that enhances a pre-trained text-to-video model for multi-camera video generation, ensuring consistent content across different viewpoints. Specifically, we introduce a multi-view synchronization module to maintain appearance and geometry consistency across these viewpoints. Given the scarcity of high-quality training data, we design a hybrid training scheme that leverages multi-camera images and monocular videos to supplement Unreal Engine-rendered multi-camera videos. Furthermore, our method enables intriguing extensions, such as re-rendering a video from novel viewpoints. We also release a multi-view synchronized video dataset, named SynCamVideo-Dataset. Project page: https://jianhongbai.github.io/SynCamMaster/.
SingMOS: An extensive Open-Source Singing Voice Dataset for MOS Prediction
In speech generation tasks, human subjective ratings, usually referred to as the opinion score, are considered the "gold standard" for speech quality evaluation, with the mean opinion score (MOS) serving as the primary evaluation metric. Due to the high cost of human annotation, several MOS prediction systems have emerged in the speech domain, demonstrating good performance. These MOS prediction models are trained using annotations from previous speech-related challenges. However, compared to the speech domain, the singing domain faces data scarcity and stricter copyright protections, leading to a lack of high-quality MOS-annotated datasets for singing. To address this, we propose SingMOS, a high-quality and diverse MOS dataset for singing, covering a range of Chinese and Japanese datasets. These synthesized vocals are generated using state-of-the-art models in singing synthesis, conversion, or resynthesis tasks and are rated by professional annotators alongside real vocals. Data analysis demonstrates the diversity and reliability of our dataset. Additionally, we conduct further exploration on SingMOS, providing insights for singing MOS prediction and guidance for the continued expansion of SingMOS.
One-Shot Pose-Driving Face Animation Platform
The objective of face animation is to generate dynamic and expressive talking head videos from a single reference face, utilizing driving conditions derived from either video or audio inputs. Current approaches often require fine-tuning for specific identities and frequently fail to produce expressive videos due to the limited effectiveness of Wav2Pose modules. To facilitate the generation of one-shot and more consecutive talking head videos, we refine an existing Image2Video model by integrating a Face Locator and Motion Frame mechanism. We subsequently optimize the model using extensive human face video datasets, significantly enhancing its ability to produce high-quality and expressive talking head videos. Additionally, we develop a demo platform using the Gradio framework, which streamlines the process, enabling users to quickly create customized talking head videos.
Nix-TTS: Lightweight and End-to-End Text-to-Speech via Module-wise Distillation
Several solutions for lightweight TTS have shown promising results. Still, they either rely on a hand-crafted design that reaches non-optimum size or use a neural architecture search but often suffer training costs. We present Nix-TTS, a lightweight TTS achieved via knowledge distillation to a high-quality yet large-sized, non-autoregressive, and end-to-end (vocoder-free) TTS teacher model. Specifically, we offer module-wise distillation, enabling flexible and independent distillation to the encoder and decoder module. The resulting Nix-TTS inherited the advantageous properties of being non-autoregressive and end-to-end from the teacher, yet significantly smaller in size, with only 5.23M parameters or up to 89.34% reduction of the teacher model; it also achieves over 3.04x and 8.36x inference speedup on Intel-i7 CPU and Raspberry Pi 3B respectively and still retains a fair voice naturalness and intelligibility compared to the teacher model. We provide pretrained models and audio samples of Nix-TTS.
SALMONN-omni: A Codec-free LLM for Full-duplex Speech Understanding and Generation
Full-duplex multimodal large language models (LLMs) provide a unified framework for addressing diverse speech understanding and generation tasks, enabling more natural and seamless human-machine conversations. Unlike traditional modularised conversational AI systems, which separate speech recognition, understanding, and text-to-speech generation into distinct components, multimodal LLMs operate as single end-to-end models. This streamlined design eliminates error propagation across components and fully leverages the rich non-verbal information embedded in input speech signals. We introduce SALMONN-omni, a codec-free, full-duplex speech understanding and generation model capable of simultaneously listening to its own generated speech and background sounds while speaking. To support this capability, we propose a novel duplex spoken dialogue framework incorporating a ``thinking'' mechanism that facilitates asynchronous text and speech generation relying on embeddings instead of codecs (quantized speech and audio tokens). Experimental results demonstrate SALMONN-omni's versatility across a broad range of streaming speech tasks, including speech recognition, speech enhancement, and spoken question answering. Additionally, SALMONN-omni excels at managing turn-taking, barge-in, and echo cancellation scenarios, establishing its potential as a robust prototype for full-duplex conversational AI systems. To the best of our knowledge, SALMONN-omni is the first codec-free model of its kind. A full technical report along with model checkpoints will be released soon.
Towards General-Purpose Speech Abilities for Large Language Models Using Unpaired Data
In this work, we extend the instruction-tuned Llama-2 model with end-to-end general-purpose speech processing and reasoning abilities while maintaining the wide range of LLM capabilities, without using any carefully curated paired data. The proposed model can utilize audio prompts as a replacement for text and sustain a conversation. Such a model also has extended cross-modal capabilities such as being able to perform speech question answering, speech translation, and audio summarization amongst many other closed and open-domain tasks. This is unlike prior approaches in speech, in which LLMs are extended to handle audio for a limited number of pre-designated tasks. Experiments show that our end-to-end approach is on par with or outperforms a cascaded system (speech recognizer + LLM) in terms of modeling the response to a prompt. Furthermore, unlike a cascade, our approach shows the ability to interchange text and audio modalities and utilize the prior context in a conversation to provide better results.
FADA: Fast Diffusion Avatar Synthesis with Mixed-Supervised Multi-CFG Distillation
Diffusion-based audio-driven talking avatar methods have recently gained attention for their high-fidelity, vivid, and expressive results. However, their slow inference speed limits practical applications. Despite the development of various distillation techniques for diffusion models, we found that naive diffusion distillation methods do not yield satisfactory results. Distilled models exhibit reduced robustness with open-set input images and a decreased correlation between audio and video compared to teacher models, undermining the advantages of diffusion models. To address this, we propose FADA (Fast Diffusion Avatar Synthesis with Mixed-Supervised Multi-CFG Distillation). We first designed a mixed-supervised loss to leverage data of varying quality and enhance the overall model capability as well as robustness. Additionally, we propose a multi-CFG distillation with learnable tokens to utilize the correlation between audio and reference image conditions, reducing the threefold inference runs caused by multi-CFG with acceptable quality degradation. Extensive experiments across multiple datasets show that FADA generates vivid videos comparable to recent diffusion model-based methods while achieving an NFE speedup of 4.17-12.5 times. Demos are available at our webpage http://fadavatar.github.io.
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.
Nexus-O: An Omni-Perceptive And -Interactive Model for Language, Audio, And Vision
Human beings perceive the real world through a spectrum of sensory modalities, encompassing auditory, visual, and linguistic faculties. The journey towards achieving Artificial General Intelligence (AGI) necessitates the development of models that can emulate these multifaceted perceptual capabilities and comprehensively understand these diversified data. To this end, we introduce Nexus-O, an industry-level omni-perceptive and -interactive model capable of efficiently processing Audio, Image, Video, and Text data in any combination and output audio/text in an end-to-end way. We systematically investigate Nexus-O by addressing three key research questions: First, how can models be efficiently designed and trained to achieve tri-modal alignment, understanding and reasoning capabilities across multiple modalities? Second, what approaches can be implemented to evaluate tri-modal model robustness, ensuring reliable performance and applicability in real-world scenarios? Third, what strategies can be employed to curate and obtain high-quality, real-life scenario speech datasets? For the first question, we design and pre-train Nexus-O based on the vision-language model, rather than the language model. By pre-training the model over high-quality synthetic audio data, our model is capable of tri-modal perception and interaction. For the second question, we introduce a new audio testbed, Nexus-O-audio, comprising diverse Automatic Speech Recognition (ASR) samples, spanning various real-world scenarios, such as corporate meetings and live stream. For the third question, we design the speech data synthesis pipeline to obtain high-quality speech training datasets, covering various real-world scenarios. Comprehensive experimentation and an in-depth analysis of tri-modal alignment over latent space demonstrate the advantages of our model on downstream tasks.
Listen, Chat, and Edit: Text-Guided Soundscape Modification for Enhanced Auditory Experience
In daily life, we encounter a variety of sounds, both desirable and undesirable, with limited control over their presence and volume. Our work introduces "Listen, Chat, and Edit" (LCE), a novel multimodal sound mixture editor that modifies each sound source in a mixture based on user-provided text instructions. LCE distinguishes itself with a user-friendly chat interface and its unique ability to edit multiple sound sources simultaneously within a mixture, without needing to separate them. Users input open-vocabulary text prompts, which are interpreted by a large language model to create a semantic filter for editing the sound mixture. The system then decomposes the mixture into its components, applies the semantic filter, and reassembles it into the desired output. We developed a 160-hour dataset with over 100k mixtures, including speech and various audio sources, along with text prompts for diverse editing tasks like extraction, removal, and volume control. Our experiments demonstrate significant improvements in signal quality across all editing tasks and robust performance in zero-shot scenarios with varying numbers and types of sound sources.
MODA: Mapping-Once Audio-driven Portrait Animation with Dual Attentions
Audio-driven portrait animation aims to synthesize portrait videos that are conditioned by given audio. Animating high-fidelity and multimodal video portraits has a variety of applications. Previous methods have attempted to capture different motion modes and generate high-fidelity portrait videos by training different models or sampling signals from given videos. However, lacking correlation learning between lip-sync and other movements (e.g., head pose/eye blinking) usually leads to unnatural results. In this paper, we propose a unified system for multi-person, diverse, and high-fidelity talking portrait generation. Our method contains three stages, i.e., 1) Mapping-Once network with Dual Attentions (MODA) generates talking representation from given audio. In MODA, we design a dual-attention module to encode accurate mouth movements and diverse modalities. 2) Facial composer network generates dense and detailed face landmarks, and 3) temporal-guided renderer syntheses stable videos. Extensive evaluations demonstrate that the proposed system produces more natural and realistic video portraits compared to previous methods.
Diff-A-Riff: Musical Accompaniment Co-creation via Latent Diffusion Models
Recent advancements in deep generative models present new opportunities for music production but also pose challenges, such as high computational demands and limited audio quality. Moreover, current systems frequently rely solely on text input and typically focus on producing complete musical pieces, which is incompatible with existing workflows in music production. To address these issues, we introduce "Diff-A-Riff," a Latent Diffusion Model designed to generate high-quality instrumental accompaniments adaptable to any musical context. This model offers control through either audio references, text prompts, or both, and produces 48kHz pseudo-stereo audio while significantly reducing inference time and memory usage. We demonstrate the model's capabilities through objective metrics and subjective listening tests, with extensive examples available on the accompanying website: sonycslparis.github.io/diffariff-companion/
LinguaLinker: Audio-Driven Portraits Animation with Implicit Facial Control Enhancement
This study delves into the intricacies of synchronizing facial dynamics with multilingual audio inputs, focusing on the creation of visually compelling, time-synchronized animations through diffusion-based techniques. Diverging from traditional parametric models for facial animation, our approach, termed LinguaLinker, adopts a holistic diffusion-based framework that integrates audio-driven visual synthesis to enhance the synergy between auditory stimuli and visual responses. We process audio features separately and derive the corresponding control gates, which implicitly govern the movements in the mouth, eyes, and head, irrespective of the portrait's origin. The advanced audio-driven visual synthesis mechanism provides nuanced control but keeps the compatibility of output video and input audio, allowing for a more tailored and effective portrayal of distinct personas across different languages. The significant improvements in the fidelity of animated portraits, the accuracy of lip-syncing, and the appropriate motion variations achieved by our method render it a versatile tool for animating any portrait in any language.
Training-Free Robust Interactive Video Object Segmentation
Interactive video object segmentation is a crucial video task, having various applications from video editing to data annotating. However, current approaches struggle to accurately segment objects across diverse domains. Recently, Segment Anything Model (SAM) introduces interactive visual prompts and demonstrates impressive performance across different domains. In this paper, we propose a training-free prompt tracking framework for interactive video object segmentation (I-PT), leveraging the powerful generalization of SAM. Although point tracking efficiently captures the pixel-wise information of objects in a video, points tend to be unstable when tracked over a long period, resulting in incorrect segmentation. Towards fast and robust interaction, we jointly adopt sparse points and boxes tracking, filtering out unstable points and capturing object-wise information. To better integrate reference information from multiple interactions, we introduce a cross-round space-time module (CRSTM), which adaptively aggregates mask features from previous rounds and frames, enhancing the segmentation stability. Our framework has demonstrated robust zero-shot video segmentation results on popular VOS datasets with interaction types, including DAVIS 2017, YouTube-VOS 2018, and MOSE 2023, maintaining a good tradeoff between performance and interaction time.
MuseChat: A Conversational Music Recommendation System for Videos
We introduce MuseChat, an innovative dialog-based music recommendation system. This unique platform not only offers interactive user engagement but also suggests music tailored for input videos, so that users can refine and personalize their music selections. In contrast, previous systems predominantly emphasized content compatibility, often overlooking the nuances of users' individual preferences. For example, all the datasets only provide basic music-video pairings or such pairings with textual music descriptions. To address this gap, our research offers three contributions. First, we devise a conversation-synthesis method that simulates a two-turn interaction between a user and a recommendation system, which leverages pre-trained music tags and artist information. In this interaction, users submit a video to the system, which then suggests a suitable music piece with a rationale. Afterwards, users communicate their musical preferences, and the system presents a refined music recommendation with reasoning. Second, we introduce a multi-modal recommendation engine that matches music either by aligning it with visual cues from the video or by harmonizing visual information, feedback from previously recommended music, and the user's textual input. Third, we bridge music representations and textual data with a Large Language Model(Vicuna-7B). This alignment equips MuseChat to deliver music recommendations and their underlying reasoning in a manner resembling human communication. Our evaluations show that MuseChat surpasses existing state-of-the-art models in music retrieval tasks and pioneers the integration of the recommendation process within a natural language framework.
Freeze-Omni: A Smart and Low Latency Speech-to-speech Dialogue Model with Frozen LLM
Rapidly developing large language models (LLMs) have brought tremendous intelligent applications. Especially, the GPT-4o's excellent duplex speech interaction ability has brought impressive experience to users. Researchers have recently proposed several multi-modal LLMs in this direction that can achieve user-agent speech-to-speech conversations. This paper proposes a novel speech-text multimodal LLM architecture called Freeze-Omni. Our main contribution is that the speech input and output modalities can be easily connected to a textual LLM while keeping the LLM's parameters frozen throughout the training process. We design a three-stage training strategy for modeling both the speech input and output, enabling Freeze-Omni to obtain speech-to-speech conversation ability using text-speech paired data (such as ASR and TTS data) and only 60,000 multi-round text Q&A data on 8 GPUs. Moreover, we can effectively ensure that the intelligence of the Freeze-Omni in the speech modality is at the same level compared with that in the text modality of its backbone LLM, while achieving low latency end-to-end spoken response. In addition, we also designed a method to achieve duplex dialogue ability through multi-task training, giving Freeze-Omni a more natural style of dialogue ability between users and agents. In summary, Freeze-Omni holds great potential to conduct speech-to-speech dialogue based on a multimodal LLM under the condition of a frozen LLM, avoiding the catastrophic forgetting problem caused by limited data and training resources.
MIO: A Foundation Model on Multimodal Tokens
In this paper, we introduce MIO, a novel foundation model built on multimodal tokens, capable of understanding and generating speech, text, images, and videos in an end-to-end, autoregressive manner. While the emergence of large language models (LLMs) and multimodal large language models (MM-LLMs) propels advancements in artificial general intelligence through their versatile capabilities, they still lack true any-to-any understanding and generation. Recently, the release of GPT-4o has showcased the remarkable potential of any-to-any LLMs for complex real-world tasks, enabling omnidirectional input and output across images, speech, and text. However, it is closed-source and does not support the generation of multimodal interleaved sequences. To address this gap, we present MIO, which is trained on a mixture of discrete tokens across four modalities using causal multimodal modeling. MIO undergoes a four-stage training process: (1) alignment pre-training, (2) interleaved pre-training, (3) speech-enhanced pre-training, and (4) comprehensive supervised fine-tuning on diverse textual, visual, and speech tasks. Our experimental results indicate that MIO exhibits competitive, and in some cases superior, performance compared to previous dual-modal baselines, any-to-any model baselines, and even modality-specific baselines. Moreover, MIO demonstrates advanced capabilities inherent to its any-to-any feature, such as interleaved video-text generation, chain-of-visual-thought reasoning, visual guideline generation, instructional image editing, etc.
Audio-Visual LLM for Video Understanding
This paper presents Audio-Visual LLM, a Multimodal Large Language Model that takes both visual and auditory inputs for holistic video understanding. A key design is the modality-augmented training, which involves the integration of modality-specific tokens engineered to activate the appropriate visual and/or auditory encoder selectively. This mechanism is pivotal in enabling end-to-end joint training with video data at different modalities, including visual-only, audio-only, and audio-visual formats. Moreover, we introduce a high-quality video instruction dataset, derived from GPT-4. This dataset allows Audio-Visual LLM to adeptly process a variety of task-oriented video instructions, ranging from multi-turn conversations and audio-visual narratives to complex reasoning tasks. Extensive experiments demonstrate that Audio-Visual LLM impressively achieves strong zero-shot results across a range of video understanding tasks. For example, Audio-Visual LLM achieves an accuracy of 53.7% on MSRVTT-QA, outperforming non-LLM-based InterVideo by 6.6% and LLM-based Valley by 4.4%, respectively. Additionally, our Audio-Visual LLM also achieves competitive performance on audio tasks (e.g., AudioCaps).
WavLLM: Towards Robust and Adaptive Speech Large Language Model
The recent advancements in large language models (LLMs) have revolutionized the field of natural language processing, progressively broadening their scope to multimodal perception and generation. However, effectively integrating listening capabilities into LLMs poses significant challenges, particularly with respect to generalizing across varied contexts and executing complex auditory tasks. In this work, we introduce WavLLM, a robust and adaptive speech large language model with dual encoders, and a prompt-aware LoRA weight adapter, optimized by a two-stage curriculum learning approach. Leveraging dual encoders, we decouple different types of speech information, utilizing a Whisper encoder to process the semantic content of speech, and a WavLM encoder to capture the unique characteristics of the speaker's identity. Within the curriculum learning framework, WavLLM first builds its foundational capabilities by optimizing on mixed elementary single tasks, followed by advanced multi-task training on more complex tasks such as combinations of the elementary tasks. To enhance the flexibility and adherence to different tasks and instructions, a prompt-aware LoRA weight adapter is introduced in the second advanced multi-task training stage. We validate the proposed model on universal speech benchmarks including tasks such as ASR, ST, SV, ER, and also apply it to specialized datasets like Gaokao English listening comprehension set for SQA, and speech Chain-of-Thought (CoT) evaluation set. Experiments demonstrate that the proposed model achieves state-of-the-art performance across a range of speech tasks on the same model size, exhibiting robust generalization capabilities in executing complex tasks using CoT approach. Furthermore, our model successfully completes Gaokao tasks without specialized training. The codes, models, audio, and Gaokao evaluation set can be accessed at aka.ms/wavllm.
Real-time One-Step Diffusion-based Expressive Portrait Videos Generation
Latent diffusion models have made great strides in generating expressive portrait videos with accurate lip-sync and natural motion from a single reference image and audio input. However, these models are far from real-time, often requiring many sampling steps that take minutes to generate even one second of video-significantly limiting practical use. We introduce OSA-LCM (One-Step Avatar Latent Consistency Model), paving the way for real-time diffusion-based avatars. Our method achieves comparable video quality to existing methods but requires only one sampling step, making it more than 10x faster. To accomplish this, we propose a novel avatar discriminator design that guides lip-audio consistency and motion expressiveness to enhance video quality in limited sampling steps. Additionally, we employ a second-stage training architecture using an editing fine-tuned method (EFT), transforming video generation into an editing task during training to effectively address the temporal gap challenge in single-step generation. Experiments demonstrate that OSA-LCM outperforms existing open-source portrait video generation models while operating more efficiently with a single sampling step.
S3PRL-VC: Open-source Voice Conversion Framework with Self-supervised Speech Representations
This paper introduces S3PRL-VC, an open-source voice conversion (VC) framework based on the S3PRL toolkit. In the context of recognition-synthesis VC, self-supervised speech representation (S3R) is valuable in its potential to replace the expensive supervised representation adopted by state-of-the-art VC systems. Moreover, we claim that VC is a good probing task for S3R analysis. In this work, we provide a series of in-depth analyses by benchmarking on the two tasks in VCC2020, namely intra-/cross-lingual any-to-one (A2O) VC, as well as an any-to-any (A2A) setting. We also provide comparisons between not only different S3Rs but also top systems in VCC2020 with supervised representations. Systematic objective and subjective evaluation were conducted, and we show that S3R is comparable with VCC2020 top systems in the A2O setting in terms of similarity, and achieves state-of-the-art in S3R-based A2A VC. We believe the extensive analysis, as well as the toolkit itself, contribute to not only the S3R community but also the VC community. The codebase is now open-sourced.
Instruct Once, Chat Consistently in Multiple Rounds: An Efficient Tuning Framework for Dialogue
Tuning language models for dialogue generation has been a prevalent paradigm for building capable dialogue agents. Yet, traditional tuning narrowly views dialogue generation as resembling other language generation tasks, ignoring the role disparities between two speakers and the multi-round interactive process that dialogues ought to be. Such a manner often leads to unsatisfactory chat consistency for the built agent. In this work, we emphasize the interactive, communicative nature of dialogue and argue that it is more feasible to model the speaker roles of agent and user separately, enabling the agent to adhere to its role consistently. With this in mind, we propose an efficient Multi-round Interactive Dialogue Tuning (Midi-Tuning) framework. It models the agent and user individually with two adapters built upon large language models. The adapters make use of respective utterances round by round in alternating order and they are tuned via a round-level memory caching mechanism. Extensive experiments demonstrate that, our framework performs superior to traditional fine-tuning and harbors the tremendous potential for improving dialogue consistency.
A Comparative Study of Self-supervised Speech Representation Based Voice Conversion
We present a large-scale comparative study of self-supervised speech representation (S3R)-based voice conversion (VC). In the context of recognition-synthesis VC, S3Rs are attractive owing to their potential to replace expensive supervised representations such as phonetic posteriorgrams (PPGs), which are commonly adopted by state-of-the-art VC systems. Using S3PRL-VC, an open-source VC software we previously developed, we provide a series of in-depth objective and subjective analyses under three VC settings: intra-/cross-lingual any-to-one (A2O) and any-to-any (A2A) VC, using the voice conversion challenge 2020 (VCC2020) dataset. We investigated S3R-based VC in various aspects, including model type, multilinguality, and supervision. We also studied the effect of a post-discretization process with k-means clustering and showed how it improves in the A2A setting. Finally, the comparison with state-of-the-art VC systems demonstrates the competitiveness of S3R-based VC and also sheds light on the possible improving directions.
mPLUG-2: A Modularized Multi-modal Foundation Model Across Text, Image and Video
Recent years have witnessed a big convergence of language, vision, and multi-modal pretraining. In this work, we present mPLUG-2, a new unified paradigm with modularized design for multi-modal pretraining, which can benefit from modality collaboration while addressing the problem of modality entanglement. In contrast to predominant paradigms of solely relying on sequence-to-sequence generation or encoder-based instance discrimination, mPLUG-2 introduces a multi-module composition network by sharing common universal modules for modality collaboration and disentangling different modality modules to deal with modality entanglement. It is flexible to select different modules for different understanding and generation tasks across all modalities including text, image, and video. Empirical study shows that mPLUG-2 achieves state-of-the-art or competitive results on a broad range of over 30 downstream tasks, spanning multi-modal tasks of image-text and video-text understanding and generation, and uni-modal tasks of text-only, image-only, and video-only understanding. Notably, mPLUG-2 shows new state-of-the-art results of 48.0 top-1 accuracy and 80.3 CIDEr on the challenging MSRVTT video QA and video caption tasks with a far smaller model size and data scale. It also demonstrates strong zero-shot transferability on vision-language and video-language tasks. Code and models will be released in https://github.com/alibaba/AliceMind.
^RFLAV: Rolling Flow matching for infinite Audio Video generation
Joint audio-video (AV) generation is still a significant challenge in generative AI, primarily due to three critical requirements: quality of the generated samples, seamless multimodal synchronization and temporal coherence, with audio tracks that match the visual data and vice versa, and limitless video duration. In this paper, we present , a novel transformer-based architecture that addresses all the key challenges of AV generation. We explore three distinct cross modality interaction modules, with our lightweight temporal fusion module emerging as the most effective and computationally efficient approach for aligning audio and visual modalities. Our experimental results demonstrate that outperforms existing state-of-the-art models in multimodal AV generation tasks. Our code and checkpoints are available at https://github.com/ErgastiAlex/R-FLAV.
OpenVoice: Versatile Instant Voice Cloning
We introduce OpenVoice, a versatile voice cloning approach that requires only a short audio clip from the reference speaker to replicate their voice and generate speech in multiple languages. OpenVoice represents a significant advancement in addressing the following open challenges in the field: 1) Flexible Voice Style Control. OpenVoice enables granular control over voice styles, including emotion, accent, rhythm, pauses, and intonation, in addition to replicating the tone color of the reference speaker. The voice styles are not directly copied from and constrained by the style of the reference speaker. Previous approaches lacked the ability to flexibly manipulate voice styles after cloning. 2) Zero-Shot Cross-Lingual Voice Cloning. OpenVoice achieves zero-shot cross-lingual voice cloning for languages not included in the massive-speaker training set. Unlike previous approaches, which typically require extensive massive-speaker multi-lingual (MSML) dataset for all languages, OpenVoice can clone voices into a new language without any massive-speaker training data for that language. OpenVoice is also computationally efficient, costing tens of times less than commercially available APIs that offer even inferior performance. To foster further research in the field, we have made the source code and trained model publicly accessible. We also provide qualitative results in our demo website. Prior to its public release, our internal version of OpenVoice was used tens of millions of times by users worldwide between May and October 2023, serving as the backend of MyShell.
Tango 2: Aligning Diffusion-based Text-to-Audio Generations through Direct Preference Optimization
Generative multimodal content is increasingly prevalent in much of the content creation arena, as it has the potential to allow artists and media personnel to create pre-production mockups by quickly bringing their ideas to life. The generation of audio from text prompts is an important aspect of such processes in the music and film industry. Many of the recent diffusion-based text-to-audio models focus on training increasingly sophisticated diffusion models on a large set of datasets of prompt-audio pairs. These models do not explicitly focus on the presence of concepts or events and their temporal ordering in the output audio with respect to the input prompt. Our hypothesis is focusing on how these aspects of audio generation could improve audio generation performance in the presence of limited data. As such, in this work, using an existing text-to-audio model Tango, we synthetically create a preference dataset where each prompt has a winner audio output and some loser audio outputs for the diffusion model to learn from. The loser outputs, in theory, have some concepts from the prompt missing or in an incorrect order. We fine-tune the publicly available Tango text-to-audio model using diffusion-DPO (direct preference optimization) loss on our preference dataset and show that it leads to improved audio output over Tango and AudioLDM2, in terms of both automatic- and manual-evaluation metrics.
Singing Voice Data Scaling-up: An Introduction to ACE-Opencpop and KiSing-v2
In singing voice synthesis (SVS), generating singing voices from musical scores faces challenges due to limited data availability, a constraint less common in text-to-speech (TTS). This study proposes a new approach to address this data scarcity. We utilize an existing singing voice synthesizer for data augmentation and apply precise manual tuning to reduce unnatural voice synthesis. Our development of two extensive singing voice corpora, ACE-Opencpop and KiSing-v2, facilitates large-scale, multi-singer voice synthesis. Utilizing pre-trained models derived from these corpora, we achieve notable improvements in voice quality, evident in both in-domain and out-of-domain scenarios. The corpora, pre-trained models, and their related training recipes are publicly available at Muskits-ESPnet (https://github.com/espnet/espnet).
MMoT: Mixture-of-Modality-Tokens Transformer for Composed Multimodal Conditional Image Synthesis
Existing multimodal conditional image synthesis (MCIS) methods generate images conditioned on any combinations of various modalities that require all of them must be exactly conformed, hindering the synthesis controllability and leaving the potential of cross-modality under-exploited. To this end, we propose to generate images conditioned on the compositions of multimodal control signals, where modalities are imperfectly complementary, i.e., composed multimodal conditional image synthesis (CMCIS). Specifically, we observe two challenging issues of the proposed CMCIS task, i.e., the modality coordination problem and the modality imbalance problem. To tackle these issues, we introduce a Mixture-of-Modality-Tokens Transformer (MMoT) that adaptively fuses fine-grained multimodal control signals, a multimodal balanced training loss to stabilize the optimization of each modality, and a multimodal sampling guidance to balance the strength of each modality control signal. Comprehensive experimental results demonstrate that MMoT achieves superior performance on both unimodal conditional image synthesis (UCIS) and MCIS tasks with high-quality and faithful image synthesis on complex multimodal conditions. The project website is available at https://jabir-zheng.github.io/MMoT.
MM-TTS: Multi-modal Prompt based Style Transfer for Expressive Text-to-Speech Synthesis
The style transfer task in Text-to-Speech refers to the process of transferring style information into text content to generate corresponding speech with a specific style. However, most existing style transfer approaches are either based on fixed emotional labels or reference speech clips, which cannot achieve flexible style transfer. Recently, some methods have adopted text descriptions to guide style transfer. In this paper, we propose a more flexible multi-modal and style controllable TTS framework named MM-TTS. It can utilize any modality as the prompt in unified multi-modal prompt space, including reference speech, emotional facial images, and text descriptions, to control the style of the generated speech in a system. The challenges of modeling such a multi-modal style controllable TTS mainly lie in two aspects:1)aligning the multi-modal information into a unified style space to enable the input of arbitrary modality as the style prompt in a single system, and 2)efficiently transferring the unified style representation into the given text content, thereby empowering the ability to generate prompt style-related voice. To address these problems, we propose an aligned multi-modal prompt encoder that embeds different modalities into a unified style space, supporting style transfer for different modalities. Additionally, we present a new adaptive style transfer method named Style Adaptive Convolutions to achieve a better style representation. Furthermore, we design a Rectified Flow based Refiner to solve the problem of over-smoothing Mel-spectrogram and generate audio of higher fidelity. Since there is no public dataset for multi-modal TTS, we construct a dataset named MEAD-TTS, which is related to the field of expressive talking head. Our experiments on the MEAD-TTS dataset and out-of-domain datasets demonstrate that MM-TTS can achieve satisfactory results based on multi-modal prompts.
MovieCharacter: A Tuning-Free Framework for Controllable Character Video Synthesis
Recent advancements in character video synthesis still depend on extensive fine-tuning or complex 3D modeling processes, which can restrict accessibility and hinder real-time applicability. To address these challenges, we propose a simple yet effective tuning-free framework for character video synthesis, named MovieCharacter, designed to streamline the synthesis process while ensuring high-quality outcomes. Our framework decomposes the synthesis task into distinct, manageable modules: character segmentation and tracking, video object removal, character motion imitation, and video composition. This modular design not only facilitates flexible customization but also ensures that each component operates collaboratively to effectively meet user needs. By leveraging existing open-source models and integrating well-established techniques, MovieCharacter achieves impressive synthesis results without necessitating substantial resources or proprietary datasets. Experimental results demonstrate that our framework enhances the efficiency, accessibility, and adaptability of character video synthesis, paving the way for broader creative and interactive applications.
TencentPretrain: A Scalable and Flexible Toolkit for Pre-training Models of Different Modalities
Recently, the success of pre-training in text domain has been fully extended to vision, audio, and cross-modal scenarios. The proposed pre-training models of different modalities are showing a rising trend of homogeneity in their model structures, which brings the opportunity to implement different pre-training models within a uniform framework. In this paper, we present TencentPretrain, a toolkit supporting pre-training models of different modalities. The core feature of TencentPretrain is the modular design. The toolkit uniformly divides pre-training models into 5 components: embedding, encoder, target embedding, decoder, and target. As almost all of common modules are provided in each component, users can choose the desired modules from different components to build a complete pre-training model. The modular design enables users to efficiently reproduce existing pre-training models or build brand-new one. We test the toolkit on text, vision, and audio benchmarks and show that it can match the performance of the original implementations.
Vec-Tok-VC+: Residual-enhanced Robust Zero-shot Voice Conversion with Progressive Constraints in a Dual-mode Training Strategy
Zero-shot voice conversion (VC) aims to transform source speech into arbitrary unseen target voice while keeping the linguistic content unchanged. Recent VC methods have made significant progress, but semantic losses in the decoupling process as well as training-inference mismatch still hinder conversion performance. In this paper, we propose Vec-Tok-VC+, a novel prompt-based zero-shot VC model improved from Vec-Tok Codec, achieving voice conversion given only a 3s target speaker prompt. We design a residual-enhanced K-Means decoupler to enhance the semantic content extraction with a two-layer clustering process. Besides, we employ teacher-guided refinement to simulate the conversion process to eliminate the training-inference mismatch, forming a dual-mode training strategy. Furthermore, we design a multi-codebook progressive loss function to constrain the layer-wise output of the model from coarse to fine to improve speaker similarity and content accuracy. Objective and subjective evaluations demonstrate that Vec-Tok-VC+ outperforms the strong baselines in naturalness, intelligibility, and speaker similarity.
Muskits-ESPnet: A Comprehensive Toolkit for Singing Voice Synthesis in New Paradigm
This research presents Muskits-ESPnet, a versatile toolkit that introduces new paradigms to Singing Voice Synthesis (SVS) through the application of pretrained audio models in both continuous and discrete approaches. Specifically, we explore discrete representations derived from SSL models and audio codecs and offer significant advantages in versatility and intelligence, supporting multi-format inputs and adaptable data processing workflows for various SVS models. The toolkit features automatic music score error detection and correction, as well as a perception auto-evaluation module to imitate human subjective evaluating scores. Muskits-ESPnet is available at https://github.com/espnet/espnet.
Nerfstudio: A Modular Framework for Neural Radiance Field Development
Neural Radiance Fields (NeRF) are a rapidly growing area of research with wide-ranging applications in computer vision, graphics, robotics, and more. In order to streamline the development and deployment of NeRF research, we propose a modular PyTorch framework, Nerfstudio. Our framework includes plug-and-play components for implementing NeRF-based methods, which make it easy for researchers and practitioners to incorporate NeRF into their projects. Additionally, the modular design enables support for extensive real-time visualization tools, streamlined pipelines for importing captured in-the-wild data, and tools for exporting to video, point cloud and mesh representations. The modularity of Nerfstudio enables the development of Nerfacto, our method that combines components from recent papers to achieve a balance between speed and quality, while also remaining flexible to future modifications. To promote community-driven development, all associated code and data are made publicly available with open-source licensing at https://nerf.studio.
OmnixR: Evaluating Omni-modality Language Models on Reasoning across Modalities
We introduce OmnixR, an evaluation suite designed to benchmark SoTA Omni-modality Language Models, such as GPT-4o and Gemini. Evaluating OLMs, which integrate multiple modalities such as text, vision, and audio, presents unique challenges. Particularly, the user message might often consist of multiple modalities, such that OLMs have to establish holistic understanding and reasoning across modalities to accomplish the task. Existing benchmarks are limited to single modality or dual-modality tasks, overlooking comprehensive multi-modal assessments of model reasoning. To address this, OmnixR offers two evaluation variants: (1)synthetic subset: a synthetic dataset generated automatically by translating text into multiple modalities--audio, images, video, and hybrids (Omnify). (2)realistic subset: a real-world dataset, manually curated and annotated by experts, for evaluating cross-modal reasoning in natural settings. OmnixR presents a unique evaluation towards assessing OLMs over a diverse mix of modalities, such as a question that involves video, audio, and text, providing a rigorous cross-modal reasoning testbed unlike any existing benchmarks. Our experiments find that all state-of-the-art OLMs struggle with OmnixR questions that require integrating information from multiple modalities to answer. Further analysis highlights differences in reasoning behavior, underscoring the challenges of omni-modal AI alignment.
DDSP: Differentiable Digital Signal Processing
Most generative models of audio directly generate samples in one of two domains: time or frequency. While sufficient to express any signal, these representations are inefficient, as they do not utilize existing knowledge of how sound is generated and perceived. A third approach (vocoders/synthesizers) successfully incorporates strong domain knowledge of signal processing and perception, but has been less actively researched due to limited expressivity and difficulty integrating with modern auto-differentiation-based machine learning methods. In this paper, we introduce the Differentiable Digital Signal Processing (DDSP) library, which enables direct integration of classic signal processing elements with deep learning methods. Focusing on audio synthesis, we achieve high-fidelity generation without the need for large autoregressive models or adversarial losses, demonstrating that DDSP enables utilizing strong inductive biases without losing the expressive power of neural networks. Further, we show that combining interpretable modules permits manipulation of each separate model component, with applications such as independent control of pitch and loudness, realistic extrapolation to pitches not seen during training, blind dereverberation of room acoustics, transfer of extracted room acoustics to new environments, and transformation of timbre between disparate sources. In short, DDSP enables an interpretable and modular approach to generative modeling, without sacrificing the benefits of deep learning. The library is publicly available at https://github.com/magenta/ddsp and we welcome further contributions from the community and domain experts.
InterBERT: Vision-and-Language Interaction for Multi-modal Pretraining
Multi-modal pretraining for learning high-level multi-modal representation is a further step towards deep learning and artificial intelligence. In this work, we propose a novel model, namely InterBERT (BERT for Interaction), which is the first model of our series of multimodal pretraining methods M6 (MultiModality-to-MultiModality Multitask Mega-transformer). The model owns strong capability of modeling interaction between the information flows of different modalities. The single-stream interaction module is capable of effectively processing information of multiple modalilties, and the two-stream module on top preserves the independence of each modality to avoid performance downgrade in single-modal tasks. We pretrain the model with three pretraining tasks, including masked segment modeling (MSM), masked region modeling (MRM) and image-text matching (ITM); and finetune the model on a series of vision-and-language downstream tasks. Experimental results demonstrate that InterBERT outperforms a series of strong baselines, including the most recent multi-modal pretraining methods, and the analysis shows that MSM and MRM are effective for pretraining and our method can achieve performances comparable to BERT in single-modal tasks. Besides, we propose a large-scale dataset for multi-modal pretraining in Chinese, and we develop the Chinese InterBERT which is the first Chinese multi-modal pretrained model. We pretrain the Chinese InterBERT on our proposed dataset of 3.1M image-text pairs from the mobile Taobao, the largest Chinese e-commerce platform. We finetune the model for text-based image retrieval, and recently we deployed the model online for topic-based recommendation.
Exploring Recommendation Capabilities of GPT-4V(ision): A Preliminary Case Study
Large Multimodal Models (LMMs) have demonstrated impressive performance across various vision and language tasks, yet their potential applications in recommendation tasks with visual assistance remain unexplored. To bridge this gap, we present a preliminary case study investigating the recommendation capabilities of GPT-4V(ison), a recently released LMM by OpenAI. We construct a series of qualitative test samples spanning multiple domains and employ these samples to assess the quality of GPT-4V's responses within recommendation scenarios. Evaluation results on these test samples prove that GPT-4V has remarkable zero-shot recommendation abilities across diverse domains, thanks to its robust visual-text comprehension capabilities and extensive general knowledge. However, we have also identified some limitations in using GPT-4V for recommendations, including a tendency to provide similar responses when given similar inputs. This report concludes with an in-depth discussion of the challenges and research opportunities associated with utilizing GPT-4V in recommendation scenarios. Our objective is to explore the potential of extending LMMs from vision and language tasks to recommendation tasks. We hope to inspire further research into next-generation multimodal generative recommendation models, which can enhance user experiences by offering greater diversity and interactivity. All images and prompts used in this report will be accessible at https://github.com/PALIN2018/Evaluate_GPT-4V_Rec.
Vocos: Closing the gap between time-domain and Fourier-based neural vocoders for high-quality audio synthesis
Recent advancements in neural vocoding are predominantly driven by Generative Adversarial Networks (GANs) operating in the time-domain. While effective, this approach neglects the inductive bias offered by time-frequency representations, resulting in reduntant and computionally-intensive upsampling operations. Fourier-based time-frequency representation is an appealing alternative, aligning more accurately with human auditory perception, and benefitting from well-established fast algorithms for its computation. Nevertheless, direct reconstruction of complex-valued spectrograms has been historically problematic, primarily due to phase recovery issues. This study seeks to close this gap by presenting Vocos, a new model that directly generates Fourier spectral coefficients. Vocos not only matches the state-of-the-art in audio quality, as demonstrated in our evaluations, but it also substantially improves computational efficiency, achieving an order of magnitude increase in speed compared to prevailing time-domain neural vocoding approaches. The source code and model weights have been open-sourced at https://github.com/charactr-platform/vocos.
Zipper: A Multi-Tower Decoder Architecture for Fusing Modalities
Integrating multiple generative foundation models, especially those trained on different modalities, into something greater than the sum of its parts poses significant challenges. Two key hurdles are the availability of aligned data (concepts that contain similar meaning but is expressed differently in different modalities), and effectively leveraging unimodal representations in cross-domain generative tasks, without compromising their original unimodal capabilities. We propose Zipper, a multi-tower decoder architecture that addresses these concerns by using cross-attention to flexibly compose multimodal generative models from independently pre-trained unimodal decoders. In our experiments fusing speech and text modalities, we show the proposed architecture performs very competitively in scenarios with limited aligned text-speech data. We also showcase the flexibility of our model to selectively maintain unimodal (e.g., text-to-text generation) generation performance by freezing the corresponding modal tower (e.g. text). In cross-modal tasks such as automatic speech recognition (ASR) where the output modality is text, we show that freezing the text backbone results in negligible performance degradation. In cross-modal tasks such as text-to-speech generation (TTS) where the output modality is speech, we show that using a pre-trained speech backbone results in superior performance to the baseline.
TaleCrafter: Interactive Story Visualization with Multiple Characters
Accurate Story visualization requires several necessary elements, such as identity consistency across frames, the alignment between plain text and visual content, and a reasonable layout of objects in images. Most previous works endeavor to meet these requirements by fitting a text-to-image (T2I) model on a set of videos in the same style and with the same characters, e.g., the FlintstonesSV dataset. However, the learned T2I models typically struggle to adapt to new characters, scenes, and styles, and often lack the flexibility to revise the layout of the synthesized images. This paper proposes a system for generic interactive story visualization, capable of handling multiple novel characters and supporting the editing of layout and local structure. It is developed by leveraging the prior knowledge of large language and T2I models, trained on massive corpora. The system comprises four interconnected components: story-to-prompt generation (S2P), text-to-layout generation (T2L), controllable text-to-image generation (C-T2I), and image-to-video animation (I2V). First, the S2P module converts concise story information into detailed prompts required for subsequent stages. Next, T2L generates diverse and reasonable layouts based on the prompts, offering users the ability to adjust and refine the layout to their preference. The core component, C-T2I, enables the creation of images guided by layouts, sketches, and actor-specific identifiers to maintain consistency and detail across visualizations. Finally, I2V enriches the visualization process by animating the generated images. Extensive experiments and a user study are conducted to validate the effectiveness and flexibility of interactive editing of the proposed system.
Any-to-Any Generation via Composable Diffusion
We present Composable Diffusion (CoDi), a novel generative model capable of generating any combination of output modalities, such as language, image, video, or audio, from any combination of input modalities. Unlike existing generative AI systems, CoDi can generate multiple modalities in parallel and its input is not limited to a subset of modalities like text or image. Despite the absence of training datasets for many combinations of modalities, we propose to align modalities in both the input and output space. This allows CoDi to freely condition on any input combination and generate any group of modalities, even if they are not present in the training data. CoDi employs a novel composable generation strategy which involves building a shared multimodal space by bridging alignment in the diffusion process, enabling the synchronized generation of intertwined modalities, such as temporally aligned video and audio. Highly customizable and flexible, CoDi achieves strong joint-modality generation quality, and outperforms or is on par with the unimodal state-of-the-art for single-modality synthesis. The project page with demonstrations and code is at https://codi-gen.github.io
A Multimodal Approach to Device-Directed Speech Detection with Large Language Models
Interactions with virtual assistants typically start with a predefined trigger phrase followed by the user command. To make interactions with the assistant more intuitive, we explore whether it is feasible to drop the requirement that users must begin each command with a trigger phrase. We explore this task in three ways: First, we train classifiers using only acoustic information obtained from the audio waveform. Second, we take the decoder outputs of an automatic speech recognition (ASR) system, such as 1-best hypotheses, as input features to a large language model (LLM). Finally, we explore a multimodal system that combines acoustic and lexical features, as well as ASR decoder signals in an LLM. Using multimodal information yields relative equal-error-rate improvements over text-only and audio-only models of up to 39% and 61%. Increasing the size of the LLM and training with low-rank adaption leads to further relative EER reductions of up to 18% on our dataset.
Interactive3D: Create What You Want by Interactive 3D Generation
3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.
Unified Model for Image, Video, Audio and Language Tasks
Large Language Models (LLMs) have made the ambitious quest for generalist agents significantly far from being a fantasy. A key hurdle for building such general models is the diversity and heterogeneity of tasks and modalities. A promising solution is unification, allowing the support of a myriad of tasks and modalities within one unified framework. While few large models (e.g., Flamingo (Alayrac et al., 2022), trained on massive datasets, can support more than two modalities, current small to mid-scale unified models are still limited to 2 modalities, usually image-text or video-text. The question that we ask is: is it possible to build efficiently a unified model that can support all modalities? To answer this, we propose UnIVAL, a step further towards this ambitious goal. Without relying on fancy datasets sizes or models with billions of parameters, the ~ 0.25B parameter UnIVAL model goes beyond two modalities and unifies text, images, video, and audio into a single model. Our model is efficiently pretrained on many tasks, based on task balancing and multimodal curriculum learning. UnIVAL shows competitive performance to existing state-of-the-art approaches, across image and video-text tasks. The feature representations learned from image and video-text modalities, allows the model to achieve competitive performance when finetuned on audio-text tasks, despite not being pretrained on audio. Thanks to the unified model, we propose a novel study on multimodal model merging via weight interpolation of models trained on different multimodal tasks, showing their benefits in particular for out-of-distribution generalization. Finally, we motivate unification by showing the synergy between tasks. The model weights and code are released here: https://github.com/mshukor/UnIVAL.
Gotta Hear Them All: Sound Source Aware Vision to Audio Generation
Vision-to-audio (V2A) synthesis has broad applications in multimedia. Recent advancements of V2A methods have made it possible to generate relevant audios from inputs of videos or still images. However, the immersiveness and expressiveness of the generation are limited. One possible problem is that existing methods solely rely on the global scene and overlook details of local sounding objects (i.e., sound sources). To address this issue, we propose a Sound Source-Aware V2A (SSV2A) generator. SSV2A is able to locally perceive multimodal sound sources from a scene with visual detection and cross-modality translation. It then contrastively learns a Cross-Modal Sound Source (CMSS) Manifold to semantically disambiguate each source. Finally, we attentively mix their CMSS semantics into a rich audio representation, from which a pretrained audio generator outputs the sound. To model the CMSS manifold, we curate a novel single-sound-source visual-audio dataset VGGS3 from VGGSound. We also design a Sound Source Matching Score to measure localized audio relevance. This is to our knowledge the first work to address V2A generation at the sound-source level. Extensive experiments show that SSV2A surpasses state-of-the-art methods in both generation fidelity and relevance. We further demonstrate SSV2A's ability to achieve intuitive V2A control by compositing vision, text, and audio conditions. Our SSV2A generation can be tried and heard at https://ssv2a.github.io/SSV2A-demo .
Speaking Style Conversion in the Waveform Domain Using Discrete Self-Supervised Units
We introduce DISSC, a novel, lightweight method that converts the rhythm, pitch contour and timbre of a recording to a target speaker in a textless manner. Unlike DISSC, most voice conversion (VC) methods focus primarily on timbre, and ignore people's unique speaking style (prosody). The proposed approach uses a pretrained, self-supervised model for encoding speech to discrete units, which makes it simple, effective, and fast to train. All conversion modules are only trained on reconstruction like tasks, thus suitable for any-to-many VC with no paired data. We introduce a suite of quantitative and qualitative evaluation metrics for this setup, and empirically demonstrate that DISSC significantly outperforms the evaluated baselines. Code and samples are available at https://pages.cs.huji.ac.il/adiyoss-lab/dissc/.
Baichuan-Omni-1.5 Technical Report
We introduce Baichuan-Omni-1.5, an omni-modal model that not only has omni-modal understanding capabilities but also provides end-to-end audio generation capabilities. To achieve fluent and high-quality interaction across modalities without compromising the capabilities of any modality, we prioritized optimizing three key aspects. First, we establish a comprehensive data cleaning and synthesis pipeline for multimodal data, obtaining about 500B high-quality data (text, audio, and vision). Second, an audio-tokenizer (Baichuan-Audio-Tokenizer) has been designed to capture both semantic and acoustic information from audio, enabling seamless integration and enhanced compatibility with MLLM. Lastly, we designed a multi-stage training strategy that progressively integrates multimodal alignment and multitask fine-tuning, ensuring effective synergy across all modalities. Baichuan-Omni-1.5 leads contemporary models (including GPT4o-mini and MiniCPM-o 2.6) in terms of comprehensive omni-modal capabilities. Notably, it achieves results comparable to leading models such as Qwen2-VL-72B across various multimodal medical benchmarks.
MUTEX: Learning Unified Policies from Multimodal Task Specifications
Humans use different modalities, such as speech, text, images, videos, etc., to communicate their intent and goals with teammates. For robots to become better assistants, we aim to endow them with the ability to follow instructions and understand tasks specified by their human partners. Most robotic policy learning methods have focused on one single modality of task specification while ignoring the rich cross-modal information. We present MUTEX, a unified approach to policy learning from multimodal task specifications. It trains a transformer-based architecture to facilitate cross-modal reasoning, combining masked modeling and cross-modal matching objectives in a two-stage training procedure. After training, MUTEX can follow a task specification in any of the six learned modalities (video demonstrations, goal images, text goal descriptions, text instructions, speech goal descriptions, and speech instructions) or a combination of them. We systematically evaluate the benefits of MUTEX in a newly designed dataset with 100 tasks in simulation and 50 tasks in the real world, annotated with multiple instances of task specifications in different modalities, and observe improved performance over methods trained specifically for any single modality. More information at https://ut-austin-rpl.github.io/MUTEX/
HIMO: A New Benchmark for Full-Body Human Interacting with Multiple Objects
Generating human-object interactions (HOIs) is critical with the tremendous advances of digital avatars. Existing datasets are typically limited to humans interacting with a single object while neglecting the ubiquitous manipulation of multiple objects. Thus, we propose HIMO, a large-scale MoCap dataset of full-body human interacting with multiple objects, containing 3.3K 4D HOI sequences and 4.08M 3D HOI frames. We also annotate HIMO with detailed textual descriptions and temporal segments, benchmarking two novel tasks of HOI synthesis conditioned on either the whole text prompt or the segmented text prompts as fine-grained timeline control. To address these novel tasks, we propose a dual-branch conditional diffusion model with a mutual interaction module for HOI synthesis. Besides, an auto-regressive generation pipeline is also designed to obtain smooth transitions between HOI segments. Experimental results demonstrate the generalization ability to unseen object geometries and temporal compositions.
(Ab)using Images and Sounds for Indirect Instruction Injection in Multi-Modal LLMs
We demonstrate how images and sounds can be used for indirect prompt and instruction injection in multi-modal LLMs. An attacker generates an adversarial perturbation corresponding to the prompt and blends it into an image or audio recording. When the user asks the (unmodified, benign) model about the perturbed image or audio, the perturbation steers the model to output the attacker-chosen text and/or make the subsequent dialog follow the attacker's instruction. We illustrate this attack with several proof-of-concept examples targeting LLaVa and PandaGPT.
Zero-shot Cross-lingual Voice Transfer for TTS
In this paper, we introduce a zero-shot Voice Transfer (VT) module that can be seamlessly integrated into a multi-lingual Text-to-speech (TTS) system to transfer an individual's voice across languages. Our proposed VT module comprises a speaker-encoder that processes reference speech, a bottleneck layer, and residual adapters, connected to preexisting TTS layers. We compare the performance of various configurations of these components and report Mean Opinion Score (MOS) and Speaker Similarity across languages. Using a single English reference speech per speaker, we achieve an average voice transfer similarity score of 73% across nine target languages. Vocal characteristics contribute significantly to the construction and perception of individual identity. The loss of one's voice, due to physical or neurological conditions, can lead to a profound sense of loss, impacting one's core identity. As a case study, we demonstrate that our approach can not only transfer typical speech but also restore the voices of individuals with dysarthria, even when only atypical speech samples are available - a valuable utility for those who have never had typical speech or banked their voice. Cross-lingual typical audio samples, plus videos demonstrating voice restoration for dysarthric speakers are available here (google.github.io/tacotron/publications/zero_shot_voice_transfer).
ReCorD: Reasoning and Correcting Diffusion for HOI Generation
Diffusion models revolutionize image generation by leveraging natural language to guide the creation of multimedia content. Despite significant advancements in such generative models, challenges persist in depicting detailed human-object interactions, especially regarding pose and object placement accuracy. We introduce a training-free method named Reasoning and Correcting Diffusion (ReCorD) to address these challenges. Our model couples Latent Diffusion Models with Visual Language Models to refine the generation process, ensuring precise depictions of HOIs. We propose an interaction-aware reasoning module to improve the interpretation of the interaction, along with an interaction correcting module to refine the output image for more precise HOI generation delicately. Through a meticulous process of pose selection and object positioning, ReCorD achieves superior fidelity in generated images while efficiently reducing computational requirements. We conduct comprehensive experiments on three benchmarks to demonstrate the significant progress in solving text-to-image generation tasks, showcasing ReCorD's ability to render complex interactions accurately by outperforming existing methods in HOI classification score, as well as FID and Verb CLIP-Score. Project website is available at https://alberthkyhky.github.io/ReCorD/ .
Towards Diverse and Efficient Audio Captioning via Diffusion Models
We introduce Diffusion-based Audio Captioning (DAC), a non-autoregressive diffusion model tailored for diverse and efficient audio captioning. Although existing captioning models relying on language backbones have achieved remarkable success in various captioning tasks, their insufficient performance in terms of generation speed and diversity impede progress in audio understanding and multimedia applications. Our diffusion-based framework offers unique advantages stemming from its inherent stochasticity and holistic context modeling in captioning. Through rigorous evaluation, we demonstrate that DAC not only achieves SOTA performance levels compared to existing benchmarks in the caption quality, but also significantly outperforms them in terms of generation speed and diversity. The success of DAC illustrates that text generation can also be seamlessly integrated with audio and visual generation tasks using a diffusion backbone, paving the way for a unified, audio-related generative model across different modalities.
VoxInstruct: Expressive Human Instruction-to-Speech Generation with Unified Multilingual Codec Language Modelling
Recent AIGC systems possess the capability to generate digital multimedia content based on human language instructions, such as text, image and video. However, when it comes to speech, existing methods related to human instruction-to-speech generation exhibit two limitations. Firstly, they require the division of inputs into content prompt (transcript) and description prompt (style and speaker), instead of directly supporting human instruction. This division is less natural in form and does not align with other AIGC models. Secondly, the practice of utilizing an independent description prompt to model speech style, without considering the transcript content, restricts the ability to control speech at a fine-grained level. To address these limitations, we propose VoxInstruct, a novel unified multilingual codec language modeling framework that extends traditional text-to-speech tasks into a general human instruction-to-speech task. Our approach enhances the expressiveness of human instruction-guided speech generation and aligns the speech generation paradigm with other modalities. To enable the model to automatically extract the content of synthesized speech from raw text instructions, we introduce speech semantic tokens as an intermediate representation for instruction-to-content guidance. We also incorporate multiple Classifier-Free Guidance (CFG) strategies into our codec language model, which strengthens the generated speech following human instructions. Furthermore, our model architecture and training strategies allow for the simultaneous support of combining speech prompt and descriptive human instruction for expressive speech synthesis, which is a first-of-its-kind attempt. Codes, models and demos are at: https://github.com/thuhcsi/VoxInstruct.
Tell What You Hear From What You See -- Video to Audio Generation Through Text
The content of visual and audio scenes is multi-faceted such that a video can be paired with various audio and vice-versa. Thereby, in video-to-audio generation task, it is imperative to introduce steering approaches for controlling the generated audio. While Video-to-Audio generation is a well-established generative task, existing methods lack such controllability. In this work, we propose VATT, a multi-modal generative framework that takes a video and an optional text prompt as input, and generates audio and optional textual description of the audio. Such a framework has two advantages: i) Video-to-Audio generation process can be refined and controlled via text which complements the context of visual information, and ii) The model can suggest what audio to generate for the video by generating audio captions. VATT consists of two key modules: VATT Converter, a LLM that is fine-tuned for instructions and includes a projection layer that maps video features to the LLM vector space; and VATT Audio, a transformer that generates audio tokens from visual frames and from optional text prompt using iterative parallel decoding. The audio tokens are converted to a waveform by pretrained neural codec. Experiments show that when VATT is compared to existing video-to-audio generation methods in objective metrics, it achieves competitive performance when the audio caption is not provided. When the audio caption is provided as a prompt, VATT achieves even more refined performance (lowest KLD score of 1.41). Furthermore, subjective studies show that VATT Audio has been chosen as preferred generated audio than audio generated by existing methods. VATT enables controllable video-to-audio generation through text as well as suggesting text prompts for videos through audio captions, unlocking novel applications such as text-guided video-to-audio generation and video-to-audio captioning.
Fake it to make it: Using synthetic data to remedy the data shortage in joint multimodal speech-and-gesture synthesis
Although humans engaged in face-to-face conversation simultaneously communicate both verbally and non-verbally, methods for joint and unified synthesis of speech audio and co-speech 3D gesture motion from text are a new and emerging field. These technologies hold great promise for more human-like, efficient, expressive, and robust synthetic communication, but are currently held back by the lack of suitably large datasets, as existing methods are trained on parallel data from all constituent modalities. Inspired by student-teacher methods, we propose a straightforward solution to the data shortage, by simply synthesising additional training material. Specifically, we use unimodal synthesis models trained on large datasets to create multimodal (but synthetic) parallel training data, and then pre-train a joint synthesis model on that material. In addition, we propose a new synthesis architecture that adds better and more controllable prosody modelling to the state-of-the-art method in the field. Our results confirm that pre-training on large amounts of synthetic data improves the quality of both the speech and the motion synthesised by the multimodal model, with the proposed architecture yielding further benefits when pre-trained on the synthetic data. See https://shivammehta25.github.io/MAGI/ for example output.
NarrativePlay: Interactive Narrative Understanding
In this paper, we introduce NarrativePlay, a novel system that allows users to role-play a fictional character and interact with other characters in narratives such as novels in an immersive environment. We leverage Large Language Models (LLMs) to generate human-like responses, guided by personality traits extracted from narratives. The system incorporates auto-generated visual display of narrative settings, character portraits, and character speech, greatly enhancing user experience. Our approach eschews predefined sandboxes, focusing instead on main storyline events extracted from narratives from the perspective of a user-selected character. NarrativePlay has been evaluated on two types of narratives, detective and adventure stories, where users can either explore the world or improve their favorability with the narrative characters through conversations.
ScanTalk: 3D Talking Heads from Unregistered Scans
Speech-driven 3D talking heads generation has emerged as a significant area of interest among researchers, presenting numerous challenges. Existing methods are constrained by animating faces with fixed topologies, wherein point-wise correspondence is established, and the number and order of points remains consistent across all identities the model can animate. In this work, we present ScanTalk, a novel framework capable of animating 3D faces in arbitrary topologies including scanned data. Our approach relies on the DiffusionNet architecture to overcome the fixed topology constraint, offering promising avenues for more flexible and realistic 3D animations. By leveraging the power of DiffusionNet, ScanTalk not only adapts to diverse facial structures but also maintains fidelity when dealing with scanned data, thereby enhancing the authenticity and versatility of generated 3D talking heads. Through comprehensive comparisons with state-of-the-art methods, we validate the efficacy of our approach, demonstrating its capacity to generate realistic talking heads comparable to existing techniques. While our primary objective is to develop a generic method free from topological constraints, all state-of-the-art methodologies are bound by such limitations. Code for reproducing our results, and the pre-trained model will be made available.
Tune In, Act Up: Exploring the Impact of Audio Modality-Specific Edits on Large Audio Language Models in Jailbreak
Large Language Models (LLMs) demonstrate remarkable zero-shot performance across various natural language processing tasks. The integration of multimodal encoders extends their capabilities, enabling the development of Multimodal Large Language Models that process vision, audio, and text. However, these capabilities also raise significant security concerns, as these models can be manipulated to generate harmful or inappropriate content through jailbreak. While extensive research explores the impact of modality-specific input edits on text-based LLMs and Large Vision-Language Models in jailbreak, the effects of audio-specific edits on Large Audio-Language Models (LALMs) remain underexplored. Hence, this paper addresses this gap by investigating how audio-specific edits influence LALMs inference regarding jailbreak. We introduce the Audio Editing Toolbox (AET), which enables audio-modality edits such as tone adjustment, word emphasis, and noise injection, and the Edited Audio Datasets (EADs), a comprehensive audio jailbreak benchmark. We also conduct extensive evaluations of state-of-the-art LALMs to assess their robustness under different audio edits. This work lays the groundwork for future explorations on audio-modality interactions in LALMs security.
X-LLM: Bootstrapping Advanced Large Language Models by Treating Multi-Modalities as Foreign Languages
Large language models (LLMs) have demonstrated remarkable language abilities. GPT-4, based on advanced LLMs, exhibits extraordinary multimodal capabilities beyond previous visual language models. We attribute this to the use of more advanced LLMs compared with previous multimodal models. Unfortunately, the model architecture and training strategies of GPT-4 are unknown. To endow LLMs with multimodal capabilities, we propose X-LLM, which converts Multi-modalities (images, speech, videos) into foreign languages using X2L interfaces and inputs them into a large Language model (ChatGLM). Specifically, X-LLM aligns multiple frozen single-modal encoders and a frozen LLM using X2L interfaces, where ``X'' denotes multi-modalities such as image, speech, and videos, and ``L'' denotes languages. X-LLM's training consists of three stages: (1) Converting Multimodal Information: The first stage trains each X2L interface to align with its respective single-modal encoder separately to convert multimodal information into languages. (2) Aligning X2L representations with the LLM: single-modal encoders are aligned with the LLM through X2L interfaces independently. (3) Integrating multiple modalities: all single-modal encoders are aligned with the LLM through X2L interfaces to integrate multimodal capabilities into the LLM. Our experiments show that X-LLM demonstrates impressive multimodel chat abilities, sometimes exhibiting the behaviors of multimodal GPT-4 on unseen images/instructions, and yields a 84.5\% relative score compared with GPT-4 on a synthetic multimodal instruction-following dataset. And we also conduct quantitative tests on using LLM for ASR and multimodal ASR, hoping to promote the era of LLM-based speech recognition.
Discovering Sounding Objects by Audio Queries for Audio Visual Segmentation
Audio visual segmentation (AVS) aims to segment the sounding objects for each frame of a given video. To distinguish the sounding objects from silent ones, both audio-visual semantic correspondence and temporal interaction are required. The previous method applies multi-frame cross-modal attention to conduct pixel-level interactions between audio features and visual features of multiple frames simultaneously, which is both redundant and implicit. In this paper, we propose an Audio-Queried Transformer architecture, AQFormer, where we define a set of object queries conditioned on audio information and associate each of them to particular sounding objects. Explicit object-level semantic correspondence between audio and visual modalities is established by gathering object information from visual features with predefined audio queries. Besides, an Audio-Bridged Temporal Interaction module is proposed to exchange sounding object-relevant information among multiple frames with the bridge of audio features. Extensive experiments are conducted on two AVS benchmarks to show that our method achieves state-of-the-art performances, especially 7.1% M_J and 7.6% M_F gains on the MS3 setting.
LLaMA-Omni: Seamless Speech Interaction with Large Language Models
Models like GPT-4o enable real-time interaction with large language models (LLMs) through speech, significantly enhancing user experience compared to traditional text-based interaction. However, there is still a lack of exploration on how to build speech interaction models based on open-source LLMs. To address this, we propose LLaMA-Omni, a novel model architecture designed for low-latency and high-quality speech interaction with LLMs. LLaMA-Omni integrates a pretrained speech encoder, a speech adaptor, an LLM, and a streaming speech decoder. It eliminates the need for speech transcription, and can simultaneously generate text and speech responses directly from speech instructions with extremely low latency. We build our model based on the latest Llama-3.1-8B-Instruct model. To align the model with speech interaction scenarios, we construct a dataset named InstructS2S-200K, which includes 200K speech instructions and corresponding speech responses. Experimental results show that compared to previous speech-language models, LLaMA-Omni provides better responses in both content and style, with a response latency as low as 226ms. Additionally, training LLaMA-Omni takes less than 3 days on just 4 GPUs, paving the way for the efficient development of speech-language models in the future.
Benchmarking Open-ended Audio Dialogue Understanding for Large Audio-Language Models
Large Audio-Language Models (LALMs) have unclocked audio dialogue capabilities, where audio dialogues are a direct exchange of spoken language between LALMs and humans. Recent advances, such as GPT-4o, have enabled LALMs in back-and-forth audio dialogues with humans. This progression not only underscores the potential of LALMs but also broadens their applicability across a wide range of practical scenarios supported by audio dialogues. However, given these advancements, a comprehensive benchmark to evaluate the performance of LALMs in the open-ended audio dialogue understanding remains absent currently. To address this gap, we propose an Audio Dialogue Understanding Benchmark (ADU-Bench), which consists of 4 benchmark datasets. They assess the open-ended audio dialogue ability for LALMs in 3 general scenarios, 12 skills, 9 multilingual languages, and 4 categories of ambiguity handling. Notably, we firstly propose the evaluation of ambiguity handling in audio dialogues that expresses different intentions beyond the same literal meaning of sentences, e.g., "Really!?" with different intonations. In summary, ADU-Bench includes over 20,000 open-ended audio dialogues for the assessment of LALMs. Through extensive experiments conducted on 13 LALMs, our analysis reveals that there is still considerable room for improvement in the audio dialogue understanding abilities of existing LALMs. In particular, they struggle with mathematical symbols and formulas, understanding human behavior such as roleplay, comprehending multiple languages, and handling audio dialogue ambiguities from different phonetic elements, such as intonations, pause positions, and homophones.
A Modular End-to-End Multimodal Learning Method for Structured and Unstructured Data
Multimodal learning is a rapidly growing research field that has revolutionized multitasking and generative modeling in AI. While much of the research has focused on dealing with unstructured data (e.g., language, images, audio, or video), structured data (e.g., tabular data, time series, or signals) has received less attention. However, many industry-relevant use cases involve or can be benefited from both types of data. In this work, we propose a modular, end-to-end multimodal learning method called MAGNUM, which can natively handle both structured and unstructured data. MAGNUM is flexible enough to employ any specialized unimodal module to extract, compress, and fuse information from all available modalities.
Hearing voices at the National Library -- a speech corpus and acoustic model for the Swedish language
This paper explains our work in developing new acoustic models for automated speech recognition (ASR) at KBLab, the infrastructure for data-driven research at the National Library of Sweden (KB). We evaluate different approaches for a viable speech-to-text pipeline for audiovisual resources in Swedish, using the wav2vec 2.0 architecture in combination with speech corpuses created from KB's collections. These approaches include pretraining an acoustic model for Swedish from the ground up, and fine-tuning existing monolingual and multilingual models. The collections-based corpuses we use have been sampled from millions of hours of speech, with a conscious attempt to balance regional dialects to produce a more representative, and thus more democratic, model. The acoustic model this enabled, "VoxRex", outperforms existing models for Swedish ASR. We also evaluate combining this model with various pretrained language models, which further enhanced performance. We conclude by highlighting the potential of such technology for cultural heritage institutions with vast collections of previously unlabelled audiovisual data. Our models are released for further exploration and research here: https://huggingface.co/KBLab.
DialogPaint: A Dialog-based Image Editing Model
We present DialogPaint, an innovative framework that employs an interactive conversational approach for image editing. The framework comprises a pretrained dialogue model (Blenderbot) and a diffusion model (Stable Diffusion). The dialogue model engages in conversation with users to understand their requirements and generates concise instructions based on the dialogue. Subsequently, the Stable Diffusion model employs these instructions, along with the input image, to produce the desired output. Due to the difficulty of acquiring fine-tuning data for such models, we leverage multiple large-scale models to generate simulated dialogues and corresponding image pairs. After fine-tuning our framework with the synthesized data, we evaluate its performance in real application scenes. The results demonstrate that DialogPaint excels in both objective and subjective evaluation metrics effectively handling ambiguous instructions and performing tasks such as object replacement, style transfer, color modification. Moreover, our framework supports multi-round editing, allowing for the completion of complicated editing tasks.
VoxHakka: A Dialectally Diverse Multi-speaker Text-to-Speech System for Taiwanese Hakka
This paper introduces VoxHakka, a text-to-speech (TTS) system designed for Taiwanese Hakka, a critically under-resourced language spoken in Taiwan. Leveraging the YourTTS framework, VoxHakka achieves high naturalness and accuracy and low real-time factor in speech synthesis while supporting six distinct Hakka dialects. This is achieved by training the model with dialect-specific data, allowing for the generation of speaker-aware Hakka speech. To address the scarcity of publicly available Hakka speech corpora, we employed a cost-effective approach utilizing a web scraping pipeline coupled with automatic speech recognition (ASR)-based data cleaning techniques. This process ensured the acquisition of a high-quality, multi-speaker, multi-dialect dataset suitable for TTS training. Subjective listening tests conducted using comparative mean opinion scores (CMOS) demonstrate that VoxHakka significantly outperforms existing publicly available Hakka TTS systems in terms of pronunciation accuracy, tone correctness, and overall naturalness. This work represents a significant advancement in Hakka language technology and provides a valuable resource for language preservation and revitalization efforts.
TED-VITON: Transformer-Empowered Diffusion Models for Virtual Try-On
Recent advancements in Virtual Try-On (VTO) have demonstrated exceptional efficacy in generating realistic images and preserving garment details, largely attributed to the robust generative capabilities of text-to-image (T2I) diffusion backbones. However, the T2I models that underpin these methods have become outdated, thereby limiting the potential for further improvement in VTO. Additionally, current methods face notable challenges in accurately rendering text on garments without distortion and preserving fine-grained details, such as textures and material fidelity. The emergence of Diffusion Transformer (DiT) based T2I models has showcased impressive performance and offers a promising opportunity for advancing VTO. Directly applying existing VTO techniques to transformer-based T2I models is ineffective due to substantial architectural differences, which hinder their ability to fully leverage the models' advanced capabilities for improved text generation. To address these challenges and unlock the full potential of DiT-based T2I models for VTO, we propose TED-VITON, a novel framework that integrates a Garment Semantic (GS) Adapter for enhancing garment-specific features, a Text Preservation Loss to ensure accurate and distortion-free text rendering, and a constraint mechanism to generate prompts by optimizing Large Language Model (LLM). These innovations enable state-of-the-art (SOTA) performance in visual quality and text fidelity, establishing a new benchmark for VTO task.
NExT-GPT: Any-to-Any Multimodal LLM
While recently Multimodal Large Language Models (MM-LLMs) have made exciting strides, they mostly fall prey to the limitation of only input-side multimodal understanding, without the ability to produce content in multiple modalities. As we humans always perceive the world and communicate with people through various modalities, developing any-to-any MM-LLMs capable of accepting and delivering content in any modality becomes essential to human-level AI. To fill the gap, we present an end-to-end general-purpose any-to-any MM-LLM system, NExT-GPT. We connect an LLM with multimodal adaptors and different diffusion decoders, enabling NExT-GPT to perceive inputs and generate outputs in arbitrary combinations of text, images, videos, and audio. By leveraging the existing well-trained highly-performing encoders and decoders, NExT-GPT is tuned with only a small amount of parameter (1%) of certain projection layers, which not only benefits low-cost training and also facilitates convenient expansion to more potential modalities. Moreover, we introduce a modality-switching instruction tuning (MosIT) and manually curate a high-quality dataset for MosIT, based on which NExT-GPT is empowered with complex cross-modal semantic understanding and content generation. Overall, our research showcases the promising possibility of building an AI agent capable of modeling universal modalities, paving the way for more human-like AI research in the community.
The Dawn of LMMs: Preliminary Explorations with GPT-4V(ision)
Large multimodal models (LMMs) extend large language models (LLMs) with multi-sensory skills, such as visual understanding, to achieve stronger generic intelligence. In this paper, we analyze the latest model, GPT-4V(ision), to deepen the understanding of LMMs. The analysis focuses on the intriguing tasks that GPT-4V can perform, containing test samples to probe the quality and genericity of GPT-4V's capabilities, its supported inputs and working modes, and the effective ways to prompt the model. In our approach to exploring GPT-4V, we curate and organize a collection of carefully designed qualitative samples spanning a variety of domains and tasks. Observations from these samples demonstrate that GPT-4V's unprecedented ability in processing arbitrarily interleaved multimodal inputs and the genericity of its capabilities together make GPT-4V a powerful multimodal generalist system. Furthermore, GPT-4V's unique capability of understanding visual markers drawn on input images can give rise to new human-computer interaction methods such as visual referring prompting. We conclude the report with in-depth discussions on the emerging application scenarios and the future research directions for GPT-4V-based systems. We hope that this preliminary exploration will inspire future research on the next-generation multimodal task formulation, new ways to exploit and enhance LMMs to solve real-world problems, and gaining better understanding of multimodal foundation models.
Socratic Models: Composing Zero-Shot Multimodal Reasoning with Language
Large pretrained (e.g., "foundation") models exhibit distinct capabilities depending on the domain of data they are trained on. While these domains are generic, they may only barely overlap. For example, visual-language models (VLMs) are trained on Internet-scale image captions, but large language models (LMs) are further trained on Internet-scale text with no images (e.g., spreadsheets, SAT questions, code). As a result, these models store different forms of commonsense knowledge across different domains. In this work, we show that this diversity is symbiotic, and can be leveraged through Socratic Models (SMs): a modular framework in which multiple pretrained models may be composed zero-shot i.e., via multimodal-informed prompting, to exchange information with each other and capture new multimodal capabilities, without requiring finetuning. With minimal engineering, SMs are not only competitive with state-of-the-art zero-shot image captioning and video-to-text retrieval, but also enable new applications such as (i) answering free-form questions about egocentric video, (ii) engaging in multimodal assistive dialogue with people (e.g., for cooking recipes) by interfacing with external APIs and databases (e.g., web search), and (iii) robot perception and planning.
Adaptive Audio-Visual Speech Recognition via Matryoshka-Based Multimodal LLMs
Audio-Visual Speech Recognition (AVSR) leverages both audio and visual modalities to enhance speech recognition robustness, particularly in noisy environments. Recent advancements in Large Language Models (LLMs) have demonstrated their effectiveness in speech recognition, including AVSR. However, due to the significant length of speech representations, direct integration with LLMs imposes substantial computational costs. Prior approaches address this by compressing speech representations before feeding them into LLMs. However, higher compression ratios often lead to performance degradation, necessitating a trade-off between computational efficiency and recognition accuracy. To address this challenge, we propose Llama-MTSK, the first Matryoshka-based Multimodal LLM for AVSR, which enables flexible adaptation of the audio-visual token allocation based on specific computational constraints while preserving high performance. Our approach, inspired by Matryoshka Representation Learning, encodes audio-visual representations at multiple granularities within a single model, eliminating the need to train separate models for different compression levels. Moreover, to efficiently fine-tune the LLM, we introduce three LoRA-based Matryoshka strategies using global and scale-specific LoRA modules. Extensive evaluations on the two largest AVSR datasets demonstrate that Llama-MTSK achieves state-of-the-art results, matching or surpassing models trained independently at fixed compression levels.
Speakerly: A Voice-based Writing Assistant for Text Composition
We present Speakerly, a new real-time voice-based writing assistance system that helps users with text composition across various use cases such as emails, instant messages, and notes. The user can interact with the system through instructions or dictation, and the system generates a well-formatted and coherent document. We describe the system architecture and detail how we address the various challenges while building and deploying such a system at scale. More specifically, our system uses a combination of small, task-specific models as well as pre-trained language models for fast and effective text composition while supporting a variety of input modes for better usability.
Taming Multimodal Joint Training for High-Quality Video-to-Audio Synthesis
We propose to synthesize high-quality and synchronized audio, given video and optional text conditions, using a novel multimodal joint training framework MMAudio. In contrast to single-modality training conditioned on (limited) video data only, MMAudio is jointly trained with larger-scale, readily available text-audio data to learn to generate semantically aligned high-quality audio samples. Additionally, we improve audio-visual synchrony with a conditional synchronization module that aligns video conditions with audio latents at the frame level. Trained with a flow matching objective, MMAudio achieves new video-to-audio state-of-the-art among public models in terms of audio quality, semantic alignment, and audio-visual synchronization, while having a low inference time (1.23s to generate an 8s clip) and just 157M parameters. MMAudio also achieves surprisingly competitive performance in text-to-audio generation, showing that joint training does not hinder single-modality performance. Code and demo are available at: https://hkchengrex.github.io/MMAudio
AudioLDM 2: Learning Holistic Audio Generation with Self-supervised Pretraining
Although audio generation shares commonalities across different types of audio, such as speech, music, and sound effects, designing models for each type requires careful consideration of specific objectives and biases that can significantly differ from those of other types. To bring us closer to a unified perspective of audio generation, this paper proposes a framework that utilizes the same learning method for speech, music, and sound effect generation. Our framework introduces a general representation of audio, called language of audio (LOA). Any audio can be translated into LOA based on AudioMAE, a self-supervised pre-trained representation learning model. In the generation process, we translate any modalities into LOA by using a GPT-2 model, and we perform self-supervised audio generation learning with a latent diffusion model conditioned on LOA. The proposed framework naturally brings advantages such as in-context learning abilities and reusable self-supervised pretrained AudioMAE and latent diffusion models. Experiments on the major benchmarks of text-to-audio, text-to-music, and text-to-speech demonstrate new state-of-the-art or competitive performance to previous approaches. Our demo and code are available at https://audioldm.github.io/audioldm2.
ESPnet-SPK: full pipeline speaker embedding toolkit with reproducible recipes, self-supervised front-ends, and off-the-shelf models
This paper introduces ESPnet-SPK, a toolkit designed with several objectives for training speaker embedding extractors. First, we provide an open-source platform for researchers in the speaker recognition community to effortlessly build models. We provide several models, ranging from x-vector to recent SKA-TDNN. Through the modularized architecture design, variants can be developed easily. We also aspire to bridge developed models with other domains, facilitating the broad research community to effortlessly incorporate state-of-the-art embedding extractors. Pre-trained embedding extractors can be accessed in an off-the-shelf manner and we demonstrate the toolkit's versatility by showcasing its integration with two tasks. Another goal is to integrate with diverse self-supervised learning features. We release a reproducible recipe that achieves an equal error rate of 0.39% on the Vox1-O evaluation protocol using WavLM-Large with ECAPA-TDNN.
Read, Watch and Scream! Sound Generation from Text and Video
Multimodal generative models have shown impressive advances with the help of powerful diffusion models. Despite the progress, generating sound solely from text poses challenges in ensuring comprehensive scene depiction and temporal alignment. Meanwhile, video-to-sound generation limits the flexibility to prioritize sound synthesis for specific objects within the scene. To tackle these challenges, we propose a novel video-and-text-to-sound generation method, called ReWaS, where video serves as a conditional control for a text-to-audio generation model. Our method estimates the structural information of audio (namely, energy) from the video while receiving key content cues from a user prompt. We employ a well-performing text-to-sound model to consolidate the video control, which is much more efficient for training multimodal diffusion models with massive triplet-paired (audio-video-text) data. In addition, by separating the generative components of audio, it becomes a more flexible system that allows users to freely adjust the energy, surrounding environment, and primary sound source according to their preferences. Experimental results demonstrate that our method shows superiority in terms of quality, controllability, and training efficiency. Our demo is available at https://naver-ai.github.io/rewas
Item-Language Model for Conversational Recommendation
Large-language Models (LLMs) have been extremely successful at tasks like complex dialogue understanding, reasoning and coding due to their emergent abilities. These emergent abilities have been extended with multi-modality to include image, audio, and video capabilities. Recommender systems, on the other hand, have been critical for information seeking and item discovery needs. Recently, there have been attempts to apply LLMs for recommendations. One difficulty of current attempts is that the underlying LLM is usually not trained on the recommender system data, which largely contains user interaction signals and is often not publicly available. Another difficulty is user interaction signals often have a different pattern from natural language text, and it is currently unclear if the LLM training setup can learn more non-trivial knowledge from interaction signals compared with traditional recommender system methods. Finally, it is difficult to train multiple LLMs for different use-cases, and to retain the original language and reasoning abilities when learning from recommender system data. To address these three limitations, we propose an Item-Language Model (ILM), which is composed of an item encoder to produce text-aligned item representations that encode user interaction signals, and a frozen LLM that can understand those item representations with preserved pretrained knowledge. We conduct extensive experiments which demonstrate both the importance of the language-alignment and of user interaction knowledge in the item encoder.
Headset: Human emotion awareness under partial occlusions multimodal dataset
The volumetric representation of human interactions is one of the fundamental domains in the development of immersive media productions and telecommunication applications. Particularly in the context of the rapid advancement of Extended Reality (XR) applications, this volumetric data has proven to be an essential technology for future XR elaboration. In this work, we present a new multimodal database to help advance the development of immersive technologies. Our proposed database provides ethically compliant and diverse volumetric data, in particular 27 participants displaying posed facial expressions and subtle body movements while speaking, plus 11 participants wearing head-mounted displays (HMDs). The recording system consists of a volumetric capture (VoCap) studio, including 31 synchronized modules with 62 RGB cameras and 31 depth cameras. In addition to textured meshes, point clouds, and multi-view RGB-D data, we use one Lytro Illum camera for providing light field (LF) data simultaneously. Finally, we also provide an evaluation of our dataset employment with regard to the tasks of facial expression classification, HMDs removal, and point cloud reconstruction. The dataset can be helpful in the evaluation and performance testing of various XR algorithms, including but not limited to facial expression recognition and reconstruction, facial reenactment, and volumetric video. HEADSET and its all associated raw data and license agreement will be publicly available for research purposes.
Stable Audio Open
Open generative models are vitally important for the community, allowing for fine-tunes and serving as baselines when presenting new models. However, most current text-to-audio models are private and not accessible for artists and researchers to build upon. Here we describe the architecture and training process of a new open-weights text-to-audio model trained with Creative Commons data. Our evaluation shows that the model's performance is competitive with the state-of-the-art across various metrics. Notably, the reported FDopenl3 results (measuring the realism of the generations) showcase its potential for high-quality stereo sound synthesis at 44.1kHz.
MMDialog: A Large-scale Multi-turn Dialogue Dataset Towards Multi-modal Open-domain Conversation
Responding with multi-modal content has been recognized as an essential capability for an intelligent conversational agent. In this paper, we introduce the MMDialog dataset to better facilitate multi-modal conversation. MMDialog is composed of a curated set of 1.08 million real-world dialogues with 1.53 million unique images across 4,184 topics. MMDialog has two main and unique advantages. First, it is the largest multi-modal conversation dataset by the number of dialogues by 88x. Second, it contains massive topics to generalize the open-domain. To build engaging dialogue system with this dataset, we propose and normalize two response producing tasks based on retrieval and generative scenarios. In addition, we build two baselines for above tasks with state-of-the-art techniques and report their experimental performance. We also propose a novel evaluation metric MM-Relevance to measure the multi-modal responses. Our dataset and scripts are available in https://github.com/victorsungo/MMDialog.
Multimodal Music Generation with Explicit Bridges and Retrieval Augmentation
Multimodal music generation aims to produce music from diverse input modalities, including text, videos, and images. Existing methods use a common embedding space for multimodal fusion. Despite their effectiveness in other modalities, their application in multimodal music generation faces challenges of data scarcity, weak cross-modal alignment, and limited controllability. This paper addresses these issues by using explicit bridges of text and music for multimodal alignment. We introduce a novel method named Visuals Music Bridge (VMB). Specifically, a Multimodal Music Description Model converts visual inputs into detailed textual descriptions to provide the text bridge; a Dual-track Music Retrieval module that combines broad and targeted retrieval strategies to provide the music bridge and enable user control. Finally, we design an Explicitly Conditioned Music Generation framework to generate music based on the two bridges. We conduct experiments on video-to-music, image-to-music, text-to-music, and controllable music generation tasks, along with experiments on controllability. The results demonstrate that VMB significantly enhances music quality, modality, and customization alignment compared to previous methods. VMB sets a new standard for interpretable and expressive multimodal music generation with applications in various multimedia fields. Demos and code are available at https://github.com/wbs2788/VMB.
Generative Rendering: Controllable 4D-Guided Video Generation with 2D Diffusion Models
Traditional 3D content creation tools empower users to bring their imagination to life by giving them direct control over a scene's geometry, appearance, motion, and camera path. Creating computer-generated videos, however, is a tedious manual process, which can be automated by emerging text-to-video diffusion models. Despite great promise, video diffusion models are difficult to control, hindering a user to apply their own creativity rather than amplifying it. To address this challenge, we present a novel approach that combines the controllability of dynamic 3D meshes with the expressivity and editability of emerging diffusion models. For this purpose, our approach takes an animated, low-fidelity rendered mesh as input and injects the ground truth correspondence information obtained from the dynamic mesh into various stages of a pre-trained text-to-image generation model to output high-quality and temporally consistent frames. We demonstrate our approach on various examples where motion can be obtained by animating rigged assets or changing the camera path.
The CHiME-7 Challenge: System Description and Performance of NeMo Team's DASR System
We present the NVIDIA NeMo team's multi-channel speech recognition system for the 7th CHiME Challenge Distant Automatic Speech Recognition (DASR) Task, focusing on the development of a multi-channel, multi-speaker speech recognition system tailored to transcribe speech from distributed microphones and microphone arrays. The system predominantly comprises of the following integral modules: the Speaker Diarization Module, Multi-channel Audio Front-End Processing Module, and the ASR Module. These components collectively establish a cascading system, meticulously processing multi-channel and multi-speaker audio input. Moreover, this paper highlights the comprehensive optimization process that significantly enhanced our system's performance. Our team's submission is largely based on NeMo toolkits and will be publicly available.
SEE-2-SOUND: Zero-Shot Spatial Environment-to-Spatial Sound
Generating combined visual and auditory sensory experiences is critical for the consumption of immersive content. Recent advances in neural generative models have enabled the creation of high-resolution content across multiple modalities such as images, text, speech, and videos. Despite these successes, there remains a significant gap in the generation of high-quality spatial audio that complements generated visual content. Furthermore, current audio generation models excel in either generating natural audio or speech or music but fall short in integrating spatial audio cues necessary for immersive experiences. In this work, we introduce SEE-2-SOUND, a zero-shot approach that decomposes the task into (1) identifying visual regions of interest; (2) locating these elements in 3D space; (3) generating mono-audio for each; and (4) integrating them into spatial audio. Using our framework, we demonstrate compelling results for generating spatial audio for high-quality videos, images, and dynamic images from the internet, as well as media generated by learned approaches.
I2VControl: Disentangled and Unified Video Motion Synthesis Control
Video synthesis techniques are undergoing rapid progress, with controllability being a significant aspect of practical usability for end-users. Although text condition is an effective way to guide video synthesis, capturing the correct joint distribution between text descriptions and video motion remains a substantial challenge. In this paper, we present a disentangled and unified framework, namely I2VControl, that unifies multiple motion control tasks in image-to-video synthesis. Our approach partitions the video into individual motion units and represents each unit with disentangled control signals, which allows for various control types to be flexibly combined within our single system. Furthermore, our methodology seamlessly integrates as a plug-in for pre-trained models and remains agnostic to specific model architectures. We conduct extensive experiments, achieving excellent performance on various control tasks, and our method further facilitates user-driven creative combinations, enhancing innovation and creativity. The project page is: https://wanquanf.github.io/I2VControl .
Spider: Any-to-Many Multimodal LLM
Multimodal LLMs (MLLMs) have emerged as an extension of Large Language Models (LLMs), enabling the integration of various modalities. However, Any-to-Any MLLMs are limited to generating pairwise modalities 'Text + X' within a single response, such as Text + {Image or Audio or Video}. To address this limitation, we introduce Spider, a novel efficient Any-to-Many Modalities Generation (AMMG) framework, which can generate an arbitrary combination of modalities 'Text + Xs', such as Text + {Image and Audio and Video}. To achieve efficient AMMG, our Spider integrates three core components: a Base Model for basic X-to-X (i.e., Any-to-Any) modality processing, a novel Efficient Decoders-Controller for controlling multimodal Decoders to generate Xs (many-modal) contents, and an Any-to-Many Instruction Template designed for producing Xs signal prompts. To train Spider, we constructed a novel Text-formatted Many-Modal (TMM) dataset, which facilitates the learning of the X-to-Xs (i.e., Any-to-Many) capability necessary for AMMG. Ultimately, the well-trained Spider generates a pseudo X-to-Xs dataset, the first-ever X-to-Xs many-modal dataset, enhancing the potential for AMMG task in future research. Overall, this work not only pushes the boundary of multimodal interaction but also provides rich data support for advancing the field.
An Image Grid Can Be Worth a Video: Zero-shot Video Question Answering Using a VLM
Stimulated by the sophisticated reasoning capabilities of recent Large Language Models (LLMs), a variety of strategies for bridging video modality have been devised. A prominent strategy involves Video Language Models (VideoLMs), which train a learnable interface with video data to connect advanced vision encoders with LLMs. Recently, an alternative strategy has surfaced, employing readily available foundation models, such as VideoLMs and LLMs, across multiple stages for modality bridging. In this study, we introduce a simple yet novel strategy where only a single Vision Language Model (VLM) is utilized. Our starting point is the plain insight that a video comprises a series of images, or frames, interwoven with temporal information. The essence of video comprehension lies in adeptly managing the temporal aspects along with the spatial details of each frame. Initially, we transform a video into a single composite image by arranging multiple frames in a grid layout. The resulting single image is termed as an image grid. This format, while maintaining the appearance of a solitary image, effectively retains temporal information within the grid structure. Therefore, the image grid approach enables direct application of a single high-performance VLM without necessitating any video-data training. Our extensive experimental analysis across ten zero-shot video question answering benchmarks, including five open-ended and five multiple-choice benchmarks, reveals that the proposed Image Grid Vision Language Model (IG-VLM) surpasses the existing methods in nine out of ten benchmarks.
PodAgent: A Comprehensive Framework for Podcast Generation
Existing Existing automatic audio generation methods struggle to generate podcast-like audio programs effectively. The key challenges lie in in-depth content generation, appropriate and expressive voice production. This paper proposed PodAgent, a comprehensive framework for creating audio programs. PodAgent 1) generates informative topic-discussion content by designing a Host-Guest-Writer multi-agent collaboration system, 2) builds a voice pool for suitable voice-role matching and 3) utilizes LLM-enhanced speech synthesis method to generate expressive conversational speech. Given the absence of standardized evaluation criteria for podcast-like audio generation, we developed comprehensive assessment guidelines to effectively evaluate the model's performance. Experimental results demonstrate PodAgent's effectiveness, significantly surpassing direct GPT-4 generation in topic-discussion dialogue content, achieving an 87.4% voice-matching accuracy, and producing more expressive speech through LLM-guided synthesis. Demo page: https://podcast-agent.github.io/demo/. Source code: https://github.com/yujxx/PodAgent.
Beyond Turn-Based Interfaces: Synchronous LLMs as Full-Duplex Dialogue Agents
Despite broad interest in modeling spoken dialogue agents, most approaches are inherently "half-duplex" -- restricted to turn-based interaction with responses requiring explicit prompting by the user or implicit tracking of interruption or silence events. Human dialogue, by contrast, is "full-duplex" allowing for rich synchronicity in the form of quick and dynamic turn-taking, overlapping speech, and backchanneling. Technically, the challenge of achieving full-duplex dialogue with LLMs lies in modeling synchrony as pre-trained LLMs do not have a sense of "time". To bridge this gap, we propose Synchronous LLMs for full-duplex spoken dialogue modeling. We design a novel mechanism to integrate time information into Llama3-8b so that they run synchronously with the real-world clock. We also introduce a training recipe that uses 212k hours of synthetic spoken dialogue data generated from text dialogue data to create a model that generates meaningful and natural spoken dialogue, with just 2k hours of real-world spoken dialogue data. Synchronous LLMs outperform state-of-the-art in dialogue meaningfulness while maintaining naturalness. Finally, we demonstrate the model's ability to participate in full-duplex dialogue by simulating interaction between two agents trained on different datasets, while considering Internet-scale latencies of up to 240 ms. Webpage: https://syncllm.cs.washington.edu/.
MiniGPT-5: Interleaved Vision-and-Language Generation via Generative Vokens
Large Language Models (LLMs) have garnered significant attention for their advancements in natural language processing, demonstrating unparalleled prowess in text comprehension and generation. Yet, the simultaneous generation of images with coherent textual narratives remains an evolving frontier. In response, we introduce an innovative interleaved vision-and-language generation technique anchored by the concept of "generative vokens," acting as the bridge for harmonized image-text outputs. Our approach is characterized by a distinctive two-staged training strategy focusing on description-free multimodal generation, where the training requires no comprehensive descriptions of images. To bolster model integrity, classifier-free guidance is incorporated, enhancing the effectiveness of vokens on image generation. Our model, MiniGPT-5, exhibits substantial improvement over the baseline Divter model on the MMDialog dataset and consistently delivers superior or comparable multimodal outputs in human evaluations on the VIST dataset, highlighting its efficacy across diverse benchmarks.
ReactGenie: A Development Framework for Complex Multimodal Interactions Using Large Language Models
By combining voice and touch interactions, multimodal interfaces can surpass the efficiency of either modality alone. Traditional multimodal frameworks require laborious developer work to support rich multimodal commands where the user's multimodal command involves possibly exponential combinations of actions/function invocations. This paper presents ReactGenie, a programming framework that better separates multimodal input from the computational model to enable developers to create efficient and capable multimodal interfaces with ease. ReactGenie translates multimodal user commands into NLPL (Natural Language Programming Language), a programming language we created, using a neural semantic parser based on large-language models. The ReactGenie runtime interprets the parsed NLPL and composes primitives in the computational model to implement complex user commands. As a result, ReactGenie allows easy implementation and unprecedented richness in commands for end-users of multimodal apps. Our evaluation showed that 12 developers can learn and build a nontrivial ReactGenie application in under 2.5 hours on average. In addition, compared with a traditional GUI, end-users can complete tasks faster and with less task load using ReactGenie apps.
GlitchBench: Can large multimodal models detect video game glitches?
Large multimodal models (LMMs) have evolved from large language models (LLMs) to integrate multiple input modalities, such as visual inputs. This integration augments the capacity of LLMs for tasks requiring visual comprehension and reasoning. However, the extent and limitations of their enhanced abilities are not fully understood, especially when it comes to real-world tasks. To address this gap, we introduce GlitchBench, a novel benchmark derived from video game quality assurance tasks, to test and evaluate the reasoning capabilities of LMMs. Our benchmark is curated from a variety of unusual and glitched scenarios from video games and aims to challenge both the visual and linguistic reasoning powers of LMMs in detecting and interpreting out-of-the-ordinary events. We evaluate multiple state-of-the-art LMMs, and we show that GlitchBench presents a new challenge for these models. Code and data are available at: https://glitchbench.github.io/
EfficientDreamer: High-Fidelity and Robust 3D Creation via Orthogonal-view Diffusion Prior
While the image diffusion model has made significant strides in text-driven 3D content creation, it often falls short in accurately capturing the intended meaning of the text prompt, particularly with respect to direction information. This shortcoming gives rise to the Janus problem, where multi-faced 3D models are produced with the guidance of such diffusion models. In this paper, we present a robust pipeline for generating high-fidelity 3D content with orthogonal-view image guidance. Specifically, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images for the given text prompt. The 3D content is then created with this diffusion model, which enhances 3D consistency and provides strong structured semantic priors. This addresses the infamous Janus problem and significantly promotes generation efficiency. Additionally, we employ a progressive 3D synthesis strategy that results in substantial improvement in the quality of the created 3D contents. Both quantitative and qualitative evaluations show that our method demonstrates a significant improvement over previous text-to-3D techniques.
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/
Fine-grained Audio-Visual Joint Representations for Multimodal Large Language Models
Audio-visual large language models (LLM) have drawn significant attention, yet the fine-grained combination of both input streams is rather under-explored, which is challenging but necessary for LLMs to understand general video inputs. To this end, a fine-grained audio-visual joint representation (FAVOR) learning framework for multimodal LLMs is proposed in this paper, which extends a text-based LLM to simultaneously perceive speech and audio events in the audio input stream and images or videos in the visual input stream, at the frame level. To fuse the audio and visual feature streams into joint representations and to align the joint space with the LLM input embedding space, we propose a causal Q-Former structure with a causal attention module to enhance the capture of causal relations of the audio-visual frames across time. An audio-visual evaluation benchmark (AVEB) is also proposed which comprises six representative single-modal tasks with five cross-modal tasks reflecting audio-visual co-reasoning abilities. While achieving competitive single-modal performance on audio, speech and image tasks in AVEB, FAVOR achieved over 20% accuracy improvements on the video question-answering task when fine-grained information or temporal causal reasoning is required. FAVOR, in addition, demonstrated remarkable video comprehension and reasoning abilities on tasks that are unprecedented by other multimodal LLMs. An interactive demo of FAVOR is available at https://github.com/BriansIDP/AudioVisualLLM.git, and the training code and model checkpoints will be released soon.
Voxtlm: unified decoder-only models for consolidating speech recognition/synthesis and speech/text continuation tasks
We propose a decoder-only language model, VoxtLM, that can perform four tasks: speech recognition, speech synthesis, text generation, and speech continuation. VoxtLM integrates text vocabulary with discrete speech tokens from self-supervised speech features and uses special tokens to enable multitask learning. Compared to a single-task model, VoxtLM exhibits a significant improvement in speech synthesis, with improvements in both speech intelligibility from 28.9 to 5.6 and objective quality from 2.68 to 3.90. VoxtLM also improves speech generation and speech recognition performance over the single-task counterpart. VoxtLM is trained with publicly available data and training recipes and model checkpoints will be open-sourced to make fully reproducible work.
CosyVoice 2: Scalable Streaming Speech Synthesis with Large Language Models
In our previous work, we introduced CosyVoice, a multilingual speech synthesis model based on supervised discrete speech tokens. By employing progressive semantic decoding with two popular generative models, language models (LMs) and Flow Matching, CosyVoice demonstrated high prosody naturalness, content consistency, and speaker similarity in speech in-context learning. Recently, significant progress has been made in multi-modal large language models (LLMs), where the response latency and real-time factor of speech synthesis play a crucial role in the interactive experience. Therefore, in this report, we present an improved streaming speech synthesis model, CosyVoice 2, which incorporates comprehensive and systematic optimizations. Specifically, we introduce finite-scalar quantization to improve the codebook utilization of speech tokens. For the text-speech LM, we streamline the model architecture to allow direct use of a pre-trained LLM as the backbone. In addition, we develop a chunk-aware causal flow matching model to support various synthesis scenarios, enabling both streaming and non-streaming synthesis within a single model. By training on a large-scale multilingual dataset, CosyVoice 2 achieves human-parity naturalness, minimal response latency, and virtually lossless synthesis quality in the streaming mode. We invite readers to listen to the demos at https://funaudiollm.github.io/cosyvoice2.
MuVi: Video-to-Music Generation with Semantic Alignment and Rhythmic Synchronization
Generating music that aligns with the visual content of a video has been a challenging task, as it requires a deep understanding of visual semantics and involves generating music whose melody, rhythm, and dynamics harmonize with the visual narratives. This paper presents MuVi, a novel framework that effectively addresses these challenges to enhance the cohesion and immersive experience of audio-visual content. MuVi analyzes video content through a specially designed visual adaptor to extract contextually and temporally relevant features. These features are used to generate music that not only matches the video's mood and theme but also its rhythm and pacing. We also introduce a contrastive music-visual pre-training scheme to ensure synchronization, based on the periodicity nature of music phrases. In addition, we demonstrate that our flow-matching-based music generator has in-context learning ability, allowing us to control the style and genre of the generated music. Experimental results show that MuVi demonstrates superior performance in both audio quality and temporal synchronization. The generated music video samples are available at https://muvi-v2m.github.io.
ReSee: Responding through Seeing Fine-grained Visual Knowledge in Open-domain Dialogue
Incorporating visual knowledge into text-only dialogue systems has become a potential direction to imitate the way humans think, imagine, and communicate. However, existing multimodal dialogue systems are either confined by the scale and quality of available datasets or the coarse concept of visual knowledge. To address these issues, we provide a new paradigm of constructing multimodal dialogues as well as two datasets extended from text-only dialogues under such paradigm (ReSee-WoW, ReSee-DD). We propose to explicitly split the visual knowledge into finer granularity (``turn-level'' and ``entity-level''). To further boost the accuracy and diversity of augmented visual information, we retrieve them from the Internet or a large image dataset. To demonstrate the superiority and universality of the provided visual knowledge, we propose a simple but effective framework ReSee to add visual representation into vanilla dialogue models by modality concatenations. We also conduct extensive experiments and ablations w.r.t. different model configurations and visual knowledge settings. Empirical, encouraging results not only demonstrate the effectiveness of introducing visual knowledge at both entity and turn level but also verify the proposed model ReSee outperforms several state-of-the-art methods on automatic and human evaluations. By leveraging text and vision knowledge, ReSee can produce informative responses with real-world visual concepts. Our code is available at https://github.com/ImKeTT/ReSee.
V-Zen: Efficient GUI Understanding and Precise Grounding With A Novel Multimodal LLM
In the rapidly evolving landscape of AI research and application, Multimodal Large Language Models (MLLMs) have emerged as a transformative force, adept at interpreting and integrating information from diverse modalities such as text, images, and Graphical User Interfaces (GUIs). Despite these advancements, the nuanced interaction and understanding of GUIs pose a significant challenge, limiting the potential of existing models to enhance automation levels. To bridge this gap, this paper presents V-Zen, an innovative Multimodal Large Language Model (MLLM) meticulously crafted to revolutionise the domain of GUI understanding and grounding. Equipped with dual-resolution image encoders, V-Zen establishes new benchmarks in efficient grounding and next-action prediction, thereby laying the groundwork for self-operating computer systems. Complementing V-Zen is the GUIDE dataset, an extensive collection of real-world GUI elements and task-based sequences, serving as a catalyst for specialised fine-tuning. The successful integration of V-Zen and GUIDE marks the dawn of a new era in multimodal AI research, opening the door to intelligent, autonomous computing experiences. This paper extends an invitation to the research community to join this exciting journey, shaping the future of GUI automation. In the spirit of open science, our code, data, and model will be made publicly available, paving the way for multimodal dialogue scenarios with intricate and precise interactions.
Audio Flamingo: A Novel Audio Language Model with Few-Shot Learning and Dialogue Abilities
Augmenting large language models (LLMs) to understand audio -- including non-speech sounds and non-verbal speech -- is critically important for diverse real-world applications of LLMs. In this paper, we propose Audio Flamingo, a novel audio language model with 1) strong audio understanding abilities, 2) the ability to quickly adapt to unseen tasks via in-context learning and retrieval, and 3) strong multi-turn dialogue abilities. We introduce a series of training techniques, architecture design, and data strategies to enhance our model with these abilities. Extensive evaluations across various audio understanding tasks confirm the efficacy of our method, setting new state-of-the-art benchmarks.
InterFeedback: Unveiling Interactive Intelligence of Large Multimodal Models via Human Feedback
Existing benchmarks do not test Large Multimodal Models (LMMs) on their interactive intelligence with human users which is vital for developing general-purpose AI assistants. We design InterFeedback, an interactive framework, which can be applied to any LMM and dataset to assess this ability autonomously. On top of this, we introduce InterFeedback-Bench which evaluates interactive intelligence using two representative datasets, MMMU-Pro and MathVerse, to test 10 different open-source LMMs. Additionally, we present InterFeedback-Human, a newly collected dataset of 120 cases designed for manually testing interactive performance in leading models such as OpenAI-o1 and Claude-3.5-Sonnet. Our evaluation results show that even state-of-the-art LMM (like OpenAI-o1) can correct their results through human feedback less than 50%. Our findings point to the need for methods that can enhance the LMMs' capability to interpret and benefit from feedback.
A Probabilistic Framework for Modular Continual Learning
Modular approaches, which use a different composition of modules for each problem and avoid forgetting by design, have been shown to be a promising direction in continual learning (CL). However, searching through the large, discrete space of possible module compositions is a challenge because evaluating a composition's performance requires a round of neural network training. To address this challenge, we develop a modular CL framework, called PICLE, that accelerates search by using a probabilistic model to cheaply compute the fitness of each composition. The model combines prior knowledge about good module compositions with dataset-specific information. Its use is complemented by splitting up the search space into subsets, such as perceptual and latent subsets. We show that PICLE is the first modular CL algorithm to achieve different types of transfer while scaling to large search spaces. We evaluate it on two benchmark suites designed to capture different desiderata of CL techniques. On these benchmarks, PICLE offers significantly better performance than state-of-the-art CL baselines.
StyleDubber: Towards Multi-Scale Style Learning for Movie Dubbing
Given a script, the challenge in Movie Dubbing (Visual Voice Cloning, V2C) is to generate speech that aligns well with the video in both time and emotion, based on the tone of a reference audio track. Existing state-of-the-art V2C models break the phonemes in the script according to the divisions between video frames, which solves the temporal alignment problem but leads to incomplete phoneme pronunciation and poor identity stability. To address this problem, we propose StyleDubber, which switches dubbing learning from the frame level to phoneme level. It contains three main components: (1) A multimodal style adaptor operating at the phoneme level to learn pronunciation style from the reference audio, and generate intermediate representations informed by the facial emotion presented in the video; (2) An utterance-level style learning module, which guides both the mel-spectrogram decoding and the refining processes from the intermediate embeddings to improve the overall style expression; And (3) a phoneme-guided lip aligner to maintain lip sync. Extensive experiments on two of the primary benchmarks, V2C and Grid, demonstrate the favorable performance of the proposed method as compared to the current state-of-the-art. The source code and trained models will be released to the public.
Autonomous In-Situ Soundscape Augmentation via Joint Selection of Masker and Gain
The selection of maskers and playback gain levels in a soundscape augmentation system is crucial to its effectiveness in improving the overall acoustic comfort of a given environment. Traditionally, the selection of appropriate maskers and gain levels has been informed by expert opinion, which may not representative of the target population, or by listening tests, which can be time-consuming and labour-intensive. Furthermore, the resulting static choices of masker and gain are often inflexible to the dynamic nature of real-world soundscapes. In this work, we utilized a deep learning model to perform joint selection of the optimal masker and its gain level for a given soundscape. The proposed model was designed with highly modular building blocks, allowing for an optimized inference process that can quickly search through a large number of masker and gain combinations. In addition, we introduced the use of feature-domain soundscape augmentation conditioned on the digital gain level, eliminating the computationally expensive waveform-domain mixing process during inference time, as well as the tedious pre-calibration process required for new maskers. The proposed system was validated on a large-scale dataset of subjective responses to augmented soundscapes with more than 440 participants, ensuring the ability of the model to predict combined effect of the masker and its gain level on the perceptual pleasantness level.
VITA-1.5: Towards GPT-4o Level Real-Time Vision and Speech Interaction
Recent Multimodal Large Language Models (MLLMs) have typically focused on integrating visual and textual modalities, with less emphasis placed on the role of speech in enhancing interaction. However, speech plays a crucial role in multimodal dialogue systems, and implementing high-performance in both vision and speech tasks remains a significant challenge due to the fundamental modality differences. In this paper, we propose a carefully designed multi-stage training methodology that progressively trains LLM to understand both visual and speech information, ultimately enabling fluent vision and speech interaction. Our approach not only preserves strong vision-language capacity, but also enables efficient speech-to-speech dialogue capabilities without separate ASR and TTS modules, significantly accelerating multimodal end-to-end response speed. By comparing our method against state-of-the-art counterparts across benchmarks for image, video, and speech tasks, we demonstrate that our model is equipped with both strong visual and speech capabilities, making near real-time vision and speech interaction.
VLOGGER: Multimodal Diffusion for Embodied Avatar Synthesis
We propose VLOGGER, a method for audio-driven human video generation from a single input image of a person, which builds on the success of recent generative diffusion models. Our method consists of 1) a stochastic human-to-3d-motion diffusion model, and 2) a novel diffusion-based architecture that augments text-to-image models with both spatial and temporal controls. This supports the generation of high quality video of variable length, easily controllable through high-level representations of human faces and bodies. In contrast to previous work, our method does not require training for each person, does not rely on face detection and cropping, generates the complete image (not just the face or the lips), and considers a broad spectrum of scenarios (e.g. visible torso or diverse subject identities) that are critical to correctly synthesize humans who communicate. We also curate MENTOR, a new and diverse dataset with 3d pose and expression annotations, one order of magnitude larger than previous ones (800,000 identities) and with dynamic gestures, on which we train and ablate our main technical contributions. VLOGGER outperforms state-of-the-art methods in three public benchmarks, considering image quality, identity preservation and temporal consistency while also generating upper-body gestures. We analyze the performance of VLOGGER with respect to multiple diversity metrics, showing that our architectural choices and the use of MENTOR benefit training a fair and unbiased model at scale. Finally we show applications in video editing and personalization.
From Audio to Photoreal Embodiment: Synthesizing Humans in Conversations
We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an individual, including face, body, and hands. The key behind our method is in combining the benefits of sample diversity from vector quantization with the high-frequency details obtained through diffusion to generate more dynamic, expressive motion. We visualize the generated motion using highly photorealistic avatars that can express crucial nuances in gestures (e.g. sneers and smirks). To facilitate this line of research, we introduce a first-of-its-kind multi-view conversational dataset that allows for photorealistic reconstruction. Experiments show our model generates appropriate and diverse gestures, outperforming both diffusion- and VQ-only methods. Furthermore, our perceptual evaluation highlights the importance of photorealism (vs. meshes) in accurately assessing subtle motion details in conversational gestures. Code and dataset available online.
CoMoSVC: Consistency Model-based Singing Voice Conversion
The diffusion-based Singing Voice Conversion (SVC) methods have achieved remarkable performances, producing natural audios with high similarity to the target timbre. However, the iterative sampling process results in slow inference speed, and acceleration thus becomes crucial. In this paper, we propose CoMoSVC, a consistency model-based SVC method, which aims to achieve both high-quality generation and high-speed sampling. A diffusion-based teacher model is first specially designed for SVC, and a student model is further distilled under self-consistency properties to achieve one-step sampling. Experiments on a single NVIDIA GTX4090 GPU reveal that although CoMoSVC has a significantly faster inference speed than the state-of-the-art (SOTA) diffusion-based SVC system, it still achieves comparable or superior conversion performance based on both subjective and objective metrics. Audio samples and codes are available at https://comosvc.github.io/.
OmniFlatten: An End-to-end GPT Model for Seamless Voice Conversation
Full-duplex spoken dialogue systems significantly advance over traditional turn-based dialogue systems, as they allow simultaneous bidirectional communication, closely mirroring human-human interactions. However, achieving low latency and natural interactions in full-duplex dialogue systems remains a significant challenge, especially considering human conversation dynamics such as interruptions, backchannels, and overlapping speech. In this paper, we introduce a novel End-to-End GPT-based model OmniFlatten for full-duplex conversation, capable of effectively modeling the complex behaviors inherent to natural conversations with low latency. To achieve full-duplex communication capabilities, we propose a multi-stage post-training scheme that progressively adapts a text-based large language model (LLM) backbone into a speech-text dialogue LLM, capable of generating text and speech in real time, without modifying the architecture of the backbone LLM. The training process comprises three stages: modality alignment, half-duplex dialogue learning, and full-duplex dialogue learning. Throughout all training stages, we standardize the data using a flattening operation, which allows us to unify the training methods and the model architecture across different modalities and tasks. Our approach offers a straightforward modeling technique and a promising research direction for developing efficient and natural end-to-end full-duplex spoken dialogue systems. Audio samples of dialogues generated by OmniFlatten can be found at this web site (https://omniflatten.github.io/).
EgoSonics: Generating Synchronized Audio for Silent Egocentric Videos
We introduce EgoSonics, a method to generate semantically meaningful and synchronized audio tracks conditioned on silent egocentric videos. Generating audio for silent egocentric videos could open new applications in virtual reality, assistive technologies, or for augmenting existing datasets. Existing work has been limited to domains like speech, music, or impact sounds and cannot easily capture the broad range of audio frequencies found in egocentric videos. EgoSonics addresses these limitations by building on the strength of latent diffusion models for conditioned audio synthesis. We first encode and process audio and video data into a form that is suitable for generation. The encoded data is used to train our model to generate audio tracks that capture the semantics of the input video. Our proposed SyncroNet builds on top of ControlNet to provide control signals that enables temporal synchronization to the synthesized audio. Extensive evaluations show that our model outperforms existing work in audio quality, and in our newly proposed synchronization evaluation method. Furthermore, we demonstrate downstream applications of our model in improving video summarization.
Neeko: Leveraging Dynamic LoRA for Efficient Multi-Character Role-Playing Agent
Large Language Models (LLMs) have revolutionized open-domain dialogue agents but encounter challenges in multi-character role-playing (MCRP) scenarios. To address the issue, we present Neeko, an innovative framework designed for efficient multiple characters imitation. Unlike existing methods, Neeko employs a dynamic low-rank adapter (LoRA) strategy, enabling it to adapt seamlessly to diverse characters. Our framework breaks down the role-playing process into agent pre-training, multiple characters playing, and character incremental learning, effectively handling both seen and unseen roles. This dynamic approach, coupled with distinct LoRA blocks for each character, enhances Neeko's adaptability to unique attributes, personalities, and speaking patterns. As a result, Neeko demonstrates superior performance in MCRP over most existing methods, offering more engaging and versatile user interaction experiences. Code and data are available at https://github.com/weiyifan1023/Neeko.
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: (1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. (2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. (3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user studies demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.
UniMuMo: Unified Text, Music and Motion Generation
We introduce UniMuMo, a unified multimodal model capable of taking arbitrary text, music, and motion data as input conditions to generate outputs across all three modalities. To address the lack of time-synchronized data, we align unpaired music and motion data based on rhythmic patterns to leverage existing large-scale music-only and motion-only datasets. By converting music, motion, and text into token-based representation, our model bridges these modalities through a unified encoder-decoder transformer architecture. To support multiple generation tasks within a single framework, we introduce several architectural improvements. We propose encoding motion with a music codebook, mapping motion into the same feature space as music. We introduce a music-motion parallel generation scheme that unifies all music and motion generation tasks into a single transformer decoder architecture with a single training task of music-motion joint generation. Moreover, the model is designed by fine-tuning existing pre-trained single-modality models, significantly reducing computational demands. Extensive experiments demonstrate that UniMuMo achieves competitive results on all unidirectional generation benchmarks across music, motion, and text modalities. Quantitative results are available in the https://hanyangclarence.github.io/unimumo_demo/{project page}.
VISITRON: Visual Semantics-Aligned Interactively Trained Object-Navigator
Interactive robots navigating photo-realistic environments need to be trained to effectively leverage and handle the dynamic nature of dialogue in addition to the challenges underlying vision-and-language navigation (VLN). In this paper, we present VISITRON, a multi-modal Transformer-based navigator better suited to the interactive regime inherent to Cooperative Vision-and-Dialog Navigation (CVDN). VISITRON is trained to: i) identify and associate object-level concepts and semantics between the environment and dialogue history, ii) identify when to interact vs. navigate via imitation learning of a binary classification head. We perform extensive pre-training and fine-tuning ablations with VISITRON to gain empirical insights and improve performance on CVDN. VISITRON's ability to identify when to interact leads to a natural generalization of the game-play mode introduced by Roman et al. (arXiv:2005.00728) for enabling the use of such models in different environments. VISITRON is competitive with models on the static CVDN leaderboard and attains state-of-the-art performance on the Success weighted by Path Length (SPL) metric.
InfoVisDial: An Informative Visual Dialogue Dataset by Bridging Large Multimodal and Language Models
In this paper, we build a visual dialogue dataset, named InfoVisDial, which provides rich informative answers in each round even with external knowledge related to the visual content. Different from existing datasets where the answer is compact and short, InfoVisDial contains long free-form answers with rich information in each round of dialogue. For effective data collection, the key idea is to bridge the large-scale multimodal model (e.g., GIT) and the language models (e.g., GPT-3). GIT can describe the image content even with scene text, while GPT-3 can generate informative dialogue based on the image description and appropriate prompting techniques. With such automatic pipeline, we can readily generate informative visual dialogue data at scale. Then, we ask human annotators to rate the generated dialogues to filter the low-quality conversations.Human analyses show that InfoVisDial covers informative and diverse dialogue topics: 54.4% of the dialogue rounds are related to image scene texts, and 36.7% require external knowledge. Each round's answer is also long and open-ended: 87.3% of answers are unique with an average length of 8.9, compared with 27.37% and 2.9 in VisDial. Last, we propose a strong baseline by adapting the GIT model for the visual dialogue task and fine-tune the model on InfoVisDial. Hopefully, our work can motivate more effort on this direction.
How "Real" is Your Real-Time Simultaneous Speech-to-Text Translation System?
Simultaneous speech-to-text translation (SimulST) translates source-language speech into target-language text concurrently with the speaker's speech, ensuring low latency for better user comprehension. Despite its intended application to unbounded speech, most research has focused on human pre-segmented speech, simplifying the task and overlooking significant challenges. This narrow focus, coupled with widespread terminological inconsistencies, is limiting the applicability of research outcomes to real-world applications, ultimately hindering progress in the field. Our extensive literature review of 110 papers not only reveals these critical issues in current research but also serves as the foundation for our key contributions. We 1) define the steps and core components of a SimulST system, proposing a standardized terminology and taxonomy; 2) conduct a thorough analysis of community trends, and 3) offer concrete recommendations and future directions to bridge the gaps in existing literature, from evaluation frameworks to system architectures, for advancing the field towards more realistic and effective SimulST solutions.
VoiceGRPO: Modern MoE Transformers with Group Relative Policy Optimization GRPO for AI Voice Health Care Applications on Voice Pathology Detection
This research introduces a novel AI techniques as Mixture-of-Experts Transformers with Group Relative Policy Optimization (GRPO) for voice health care applications on voice pathology detection. With the architectural innovations, we adopt advanced training paradigms inspired by reinforcement learning, namely Proximal Policy Optimization (PPO) and Group-wise Regularized Policy Optimization (GRPO), to enhance model stability and performance. Experiments conducted on a synthetically generated voice pathology dataset demonstrate that our proposed models significantly improve diagnostic accuracy, F1 score, and ROC-AUC compared to conventional approaches. These findings underscore the potential of integrating transformer architectures with novel training strategies to advance automated voice pathology detection and ultimately contribute to more effective healthcare delivery. The code we used to train and evaluate our models is available at https://github.com/enkhtogtokh/voicegrpo
VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior
Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid expression motion and rigid head motion. For expression motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For natural head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons.
Ada-TTA: Towards Adaptive High-Quality Text-to-Talking Avatar Synthesis
We are interested in a novel task, namely low-resource text-to-talking avatar. Given only a few-minute-long talking person video with the audio track as the training data and arbitrary texts as the driving input, we aim to synthesize high-quality talking portrait videos corresponding to the input text. This task has broad application prospects in the digital human industry but has not been technically achieved yet due to two challenges: (1) It is challenging to mimic the timbre from out-of-domain audio for a traditional multi-speaker Text-to-Speech system. (2) It is hard to render high-fidelity and lip-synchronized talking avatars with limited training data. In this paper, we introduce Adaptive Text-to-Talking Avatar (Ada-TTA), which (1) designs a generic zero-shot multi-speaker TTS model that well disentangles the text content, timbre, and prosody; and (2) embraces recent advances in neural rendering to achieve realistic audio-driven talking face video generation. With these designs, our method overcomes the aforementioned two challenges and achieves to generate identity-preserving speech and realistic talking person video. Experiments demonstrate that our method could synthesize realistic, identity-preserving, and audio-visual synchronized talking avatar videos.
MobileSpeech: A Fast and High-Fidelity Framework for Mobile Zero-Shot Text-to-Speech
Zero-shot text-to-speech (TTS) has gained significant attention due to its powerful voice cloning capabilities, requiring only a few seconds of unseen speaker voice prompts. However, all previous work has been developed for cloud-based systems. Taking autoregressive models as an example, although these approaches achieve high-fidelity voice cloning, they fall short in terms of inference speed, model size, and robustness. Therefore, we propose MobileSpeech, which is a fast, lightweight, and robust zero-shot text-to-speech system based on mobile devices for the first time. Specifically: 1) leveraging discrete codec, we design a parallel speech mask decoder module called SMD, which incorporates hierarchical information from the speech codec and weight mechanisms across different codec layers during the generation process. Moreover, to bridge the gap between text and speech, we introduce a high-level probabilistic mask that simulates the progression of information flow from less to more during speech generation. 2) For speaker prompts, we extract fine-grained prompt duration from the prompt speech and incorporate text, prompt speech by cross attention in SMD. We demonstrate the effectiveness of MobileSpeech on multilingual datasets at different levels, achieving state-of-the-art results in terms of generating speed and speech quality. MobileSpeech achieves RTF of 0.09 on a single A100 GPU and we have successfully deployed MobileSpeech on mobile devices. Audio samples are available at https://mobilespeech.github.io/ .
The Codec Language Model-based Zero-Shot Spontaneous Style TTS System for CoVoC Challenge 2024
This paper describes the zero-shot spontaneous style TTS system for the ISCSLP 2024 Conversational Voice Clone Challenge (CoVoC). We propose a LLaMA-based codec language model with a delay pattern to achieve spontaneous style voice cloning. To improve speech intelligibility, we introduce the Classifier-Free Guidance (CFG) strategy in the language model to strengthen conditional guidance on token prediction. To generate high-quality utterances, we adopt effective data preprocessing operations and fine-tune our model with selected high-quality spontaneous speech data. The official evaluations in the CoVoC constrained track show that our system achieves the best speech naturalness MOS of 3.80 and obtains considerable speech quality and speaker similarity results.
AVI-Talking: Learning Audio-Visual Instructions for Expressive 3D Talking Face Generation
While considerable progress has been made in achieving accurate lip synchronization for 3D speech-driven talking face generation, the task of incorporating expressive facial detail synthesis aligned with the speaker's speaking status remains challenging. Our goal is to directly leverage the inherent style information conveyed by human speech for generating an expressive talking face that aligns with the speaking status. In this paper, we propose AVI-Talking, an Audio-Visual Instruction system for expressive Talking face generation. This system harnesses the robust contextual reasoning and hallucination capability offered by Large Language Models (LLMs) to instruct the realistic synthesis of 3D talking faces. Instead of directly learning facial movements from human speech, our two-stage strategy involves the LLMs first comprehending audio information and generating instructions implying expressive facial details seamlessly corresponding to the speech. Subsequently, a diffusion-based generative network executes these instructions. This two-stage process, coupled with the incorporation of LLMs, enhances model interpretability and provides users with flexibility to comprehend instructions and specify desired operations or modifications. Extensive experiments showcase the effectiveness of our approach in producing vivid talking faces with expressive facial movements and consistent emotional status.
Phi-4-Mini Technical Report: Compact yet Powerful Multimodal Language Models via Mixture-of-LoRAs
We introduce Phi-4-Mini and Phi-4-Multimodal, compact yet highly capable language and multimodal models. Phi-4-Mini is a 3.8-billion-parameter language model trained on high-quality web and synthetic data, significantly outperforming recent open-source models of similar size and matching the performance of models twice its size on math and coding tasks requiring complex reasoning. This achievement is driven by a carefully curated synthetic data recipe emphasizing high-quality math and coding datasets. Compared to its predecessor, Phi-3.5-Mini, Phi-4-Mini features an expanded vocabulary size of 200K tokens to better support multilingual applications, as well as group query attention for more efficient long-sequence generation. Phi-4-Multimodal is a multimodal model that integrates text, vision, and speech/audio input modalities into a single model. Its novel modality extension approach leverages LoRA adapters and modality-specific routers to allow multiple inference modes combining various modalities without interference. For example, it now ranks first in the OpenASR leaderboard to date, although the LoRA component of the speech/audio modality has just 460 million parameters. Phi-4-Multimodal supports scenarios involving (vision + language), (vision + speech), and (speech/audio) inputs, outperforming larger vision-language and speech-language models on a wide range of tasks. Additionally, we experiment to further train Phi-4-Mini to enhance its reasoning capabilities. Despite its compact 3.8-billion-parameter size, this experimental version achieves reasoning performance on par with or surpassing significantly larger models, including DeepSeek-R1-Distill-Qwen-7B and DeepSeek-R1-Distill-Llama-8B.
DiffSVC: A Diffusion Probabilistic Model for Singing Voice Conversion
Singing voice conversion (SVC) is one promising technique which can enrich the way of human-computer interaction by endowing a computer the ability to produce high-fidelity and expressive singing voice. In this paper, we propose DiffSVC, an SVC system based on denoising diffusion probabilistic model. DiffSVC uses phonetic posteriorgrams (PPGs) as content features. A denoising module is trained in DiffSVC, which takes destroyed mel spectrogram produced by the diffusion/forward process and its corresponding step information as input to predict the added Gaussian noise. We use PPGs, fundamental frequency features and loudness features as auxiliary input to assist the denoising process. Experiments show that DiffSVC can achieve superior conversion performance in terms of naturalness and voice similarity to current state-of-the-art SVC approaches.
MulliVC: Multi-lingual Voice Conversion With Cycle Consistency
Voice conversion aims to modify the source speaker's voice to resemble the target speaker while preserving the original speech content. Despite notable advancements in voice conversion these days, multi-lingual voice conversion (including both monolingual and cross-lingual scenarios) has yet to be extensively studied. It faces two main challenges: 1) the considerable variability in prosody and articulation habits across languages; and 2) the rarity of paired multi-lingual datasets from the same speaker. In this paper, we propose MulliVC, a novel voice conversion system that only converts timbre and keeps original content and source language prosody without multi-lingual paired data. Specifically, each training step of MulliVC contains three substeps: In step one the model is trained with monolingual speech data; then, steps two and three take inspiration from back translation, construct a cyclical process to disentangle the timbre and other information (content, prosody, and other language-related information) in the absence of multi-lingual data from the same speaker. Both objective and subjective results indicate that MulliVC significantly surpasses other methods in both monolingual and cross-lingual contexts, demonstrating the system's efficacy and the viability of the three-step approach with cycle consistency. Audio samples can be found on our demo page (mullivc.github.io).
KeyFace: Expressive Audio-Driven Facial Animation for Long Sequences via KeyFrame Interpolation
Current audio-driven facial animation methods achieve impressive results for short videos but suffer from error accumulation and identity drift when extended to longer durations. Existing methods attempt to mitigate this through external spatial control, increasing long-term consistency but compromising the naturalness of motion. We propose KeyFace, a novel two-stage diffusion-based framework, to address these issues. In the first stage, keyframes are generated at a low frame rate, conditioned on audio input and an identity frame, to capture essential facial expressions and movements over extended periods of time. In the second stage, an interpolation model fills in the gaps between keyframes, ensuring smooth transitions and temporal coherence. To further enhance realism, we incorporate continuous emotion representations and handle a wide range of non-speech vocalizations (NSVs), such as laughter and sighs. We also introduce two new evaluation metrics for assessing lip synchronization and NSV generation. Experimental results show that KeyFace outperforms state-of-the-art methods in generating natural, coherent facial animations over extended durations, successfully encompassing NSVs and continuous emotions.
AgentAvatar: Disentangling Planning, Driving and Rendering for Photorealistic Avatar Agents
In this study, our goal is to create interactive avatar agents that can autonomously plan and animate nuanced facial movements realistically, from both visual and behavioral perspectives. Given high-level inputs about the environment and agent profile, our framework harnesses LLMs to produce a series of detailed text descriptions of the avatar agents' facial motions. These descriptions are then processed by our task-agnostic driving engine into motion token sequences, which are subsequently converted into continuous motion embeddings that are further consumed by our standalone neural-based renderer to generate the final photorealistic avatar animations. These streamlined processes allow our framework to adapt to a variety of non-verbal avatar interactions, both monadic and dyadic. Our extensive study, which includes experiments on both newly compiled and existing datasets featuring two types of agents -- one capable of monadic interaction with the environment, and the other designed for dyadic conversation -- validates the effectiveness and versatility of our approach. To our knowledge, we advanced a leap step by combining LLMs and neural rendering for generalized non-verbal prediction and photo-realistic rendering of avatar agents.
Make-A-Voice: Unified Voice Synthesis With Discrete Representation
Various applications of voice synthesis have been developed independently despite the fact that they generate "voice" as output in common. In addition, the majority of voice synthesis models currently rely on annotated audio data, but it is crucial to scale them to self-supervised datasets in order to effectively capture the wide range of acoustic variations present in human voice, including speaker identity, emotion, and prosody. In this work, we propose Make-A-Voice, a unified framework for synthesizing and manipulating voice signals from discrete representations. Make-A-Voice leverages a "coarse-to-fine" approach to model the human voice, which involves three stages: 1) semantic stage: model high-level transformation between linguistic content and self-supervised semantic tokens, 2) acoustic stage: introduce varying control signals as acoustic conditions for semantic-to-acoustic modeling, and 3) generation stage: synthesize high-fidelity waveforms from acoustic tokens. Make-A-Voice offers notable benefits as a unified voice synthesis framework: 1) Data scalability: the major backbone (i.e., acoustic and generation stage) does not require any annotations, and thus the training data could be scaled up. 2) Controllability and conditioning flexibility: we investigate different conditioning mechanisms and effectively handle three voice synthesis applications, including text-to-speech (TTS), voice conversion (VC), and singing voice synthesis (SVS) by re-synthesizing the discrete voice representations with prompt guidance. Experimental results demonstrate that Make-A-Voice exhibits superior audio quality and style similarity compared with competitive baseline models. Audio samples are available at https://Make-A-Voice.github.io