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SubscribeVisual Anagrams: Generating Multi-View Optical Illusions with Diffusion Models
We address the problem of synthesizing multi-view optical illusions: images that change appearance upon a transformation, such as a flip or rotation. We propose a simple, zero-shot method for obtaining these illusions from off-the-shelf text-to-image diffusion models. During the reverse diffusion process, we estimate the noise from different views of a noisy image, and then combine these noise estimates together and denoise the image. A theoretical analysis suggests that this method works precisely for views that can be written as orthogonal transformations, of which permutations are a subset. This leads to the idea of a visual anagram--an image that changes appearance under some rearrangement of pixels. This includes rotations and flips, but also more exotic pixel permutations such as a jigsaw rearrangement. Our approach also naturally extends to illusions with more than two views. We provide both qualitative and quantitative results demonstrating the effectiveness and flexibility of our method. Please see our project webpage for additional visualizations and results: https://dangeng.github.io/visual_anagrams/
DeepPermNet: Visual Permutation Learning
We present a principled approach to uncover the structure of visual data by solving a novel deep learning task coined visual permutation learning. The goal of this task is to find the permutation that recovers the structure of data from shuffled versions of it. In the case of natural images, this task boils down to recovering the original image from patches shuffled by an unknown permutation matrix. Unfortunately, permutation matrices are discrete, thereby posing difficulties for gradient-based methods. To this end, we resort to a continuous approximation of these matrices using doubly-stochastic matrices which we generate from standard CNN predictions using Sinkhorn iterations. Unrolling these iterations in a Sinkhorn network layer, we propose DeepPermNet, an end-to-end CNN model for this task. The utility of DeepPermNet is demonstrated on two challenging computer vision problems, namely, (i) relative attributes learning and (ii) self-supervised representation learning. Our results show state-of-the-art performance on the Public Figures and OSR benchmarks for (i) and on the classification and segmentation tasks on the PASCAL VOC dataset for (ii).
Neural Space-filling Curves
We present Neural Space-filling Curves (SFCs), a data-driven approach to infer a context-based scan order for a set of images. Linear ordering of pixels forms the basis for many applications such as video scrambling, compression, and auto-regressive models that are used in generative modeling for images. Existing algorithms resort to a fixed scanning algorithm such as Raster scan or Hilbert scan. Instead, our work learns a spatially coherent linear ordering of pixels from the dataset of images using a graph-based neural network. The resulting Neural SFC is optimized for an objective suitable for the downstream task when the image is traversed along with the scan line order. We show the advantage of using Neural SFCs in downstream applications such as image compression. Code and additional results will be made available at https://hywang66.github.io/publication/neuralsfc.
Point2Point : A Framework for Efficient Deep Learning on Hilbert sorted Point Clouds with applications in Spatio-Temporal Occupancy Prediction
The irregularity and permutation invariance of point cloud data pose challenges for effective learning. Conventional methods for addressing this issue involve converting raw point clouds to intermediate representations such as 3D voxel grids or range images. While such intermediate representations solve the problem of permutation invariance, they can result in significant loss of information. Approaches that do learn on raw point clouds either have trouble in resolving neighborhood relationships between points or are too complicated in their formulation. In this paper, we propose a novel approach to representing point clouds as a locality preserving 1D ordering induced by the Hilbert space-filling curve. We also introduce Point2Point, a neural architecture that can effectively learn on Hilbert-sorted point clouds. We show that Point2Point shows competitive performance on point cloud segmentation and generation tasks. Finally, we show the performance of Point2Point on Spatio-temporal Occupancy prediction from Point clouds.
Good Colour Maps: How to Design Them
Many colour maps provided by vendors have highly uneven perceptual contrast over their range. It is not uncommon for colour maps to have perceptual flat spots that can hide a feature as large as one tenth of the total data range. Colour maps may also have perceptual discontinuities that induce the appearance of false features. Previous work in the design of perceptually uniform colour maps has mostly failed to recognise that CIELAB space is only designed to be perceptually uniform at very low spatial frequencies. The most important factor in designing a colour map is to ensure that the magnitude of the incremental change in perceptual lightness of the colours is uniform. The specific requirements for linear, diverging, rainbow and cyclic colour maps are developed in detail. To support this work two test images for evaluating colour maps are presented. The use of colour maps in combination with relief shading is considered and the conditions under which colour can enhance or disrupt relief shading are identified. Finally, a set of new basis colours for the construction of ternary images are presented. Unlike the RGB primaries these basis colours produce images whereby the salience of structures are consistent irrespective of the assignment of basis colours to data channels.
Towards Content-based Pixel Retrieval in Revisited Oxford and Paris
This paper introduces the first two pixel retrieval benchmarks. Pixel retrieval is segmented instance retrieval. Like semantic segmentation extends classification to the pixel level, pixel retrieval is an extension of image retrieval and offers information about which pixels are related to the query object. In addition to retrieving images for the given query, it helps users quickly identify the query object in true positive images and exclude false positive images by denoting the correlated pixels. Our user study results show pixel-level annotation can significantly improve the user experience. Compared with semantic and instance segmentation, pixel retrieval requires a fine-grained recognition capability for variable-granularity targets. To this end, we propose pixel retrieval benchmarks named PROxford and PRParis, which are based on the widely used image retrieval datasets, ROxford and RParis. Three professional annotators label 5,942 images with two rounds of double-checking and refinement. Furthermore, we conduct extensive experiments and analysis on the SOTA methods in image search, image matching, detection, segmentation, and dense matching using our pixel retrieval benchmarks. Results show that the pixel retrieval task is challenging to these approaches and distinctive from existing problems, suggesting that further research can advance the content-based pixel-retrieval and thus user search experience. The datasets can be downloaded from https://github.com/anguoyuan/Pixel_retrieval-Segmented_instance_retrieval{this link}.
DAVINCI: A Single-Stage Architecture for Constrained CAD Sketch Inference
This work presents DAVINCI, a unified architecture for single-stage Computer-Aided Design (CAD) sketch parameterization and constraint inference directly from raster sketch images. By jointly learning both outputs, DAVINCI minimizes error accumulation and enhances the performance of constrained CAD sketch inference. Notably, DAVINCI achieves state-of-the-art results on the large-scale SketchGraphs dataset, demonstrating effectiveness on both precise and hand-drawn raster CAD sketches. To reduce DAVINCI's reliance on large-scale annotated datasets, we explore the efficacy of CAD sketch augmentations. We introduce Constraint-Preserving Transformations (CPTs), i.e. random permutations of the parametric primitives of a CAD sketch that preserve its constraints. This data augmentation strategy allows DAVINCI to achieve reasonable performance when trained with only 0.1% of the SketchGraphs dataset. Furthermore, this work contributes a new version of SketchGraphs, augmented with CPTs. The newly introduced CPTSketchGraphs dataset includes 80 million CPT-augmented sketches, thus providing a rich resource for future research in the CAD sketch domain.
Networks bijective to permutations
We study the set of networks, which consist of sources, sinks and neutral points, bijective to the permutations. The set of directed edges, which characterizes a network, is constructed from a polyomino or a Rothe diagram of a permutation through a Dyck tiling on a ribbon. We introduce a new combinatorial object similar to a tree-like tableau, which we call a forest. A forest is shown to give a permutation, and be bijective to a network corresponding to the inverse of the permutation. We show that the poset of networks is a finite graded lattice and admits an EL-labeling. By use of this EL-labeling, we show the lattice is supersolvable and compute the M\"obius function of an interval of the poset.
The Impact of Element Ordering on LM Agent Performance
There has been a surge of interest in language model agents that can navigate virtual environments such as the web or desktop. To navigate such environments, agents benefit from information on the various elements (e.g., buttons, text, or images) present. It remains unclear which element attributes have the greatest impact on agent performance, especially in environments that only provide a graphical representation (i.e., pixels). Here we find that the ordering in which elements are presented to the language model is surprisingly impactful--randomizing element ordering in a webpage degrades agent performance comparably to removing all visible text from an agent's state representation. While a webpage provides a hierarchical ordering of elements, there is no such ordering when parsing elements directly from pixels. Moreover, as tasks become more challenging and models more sophisticated, our experiments suggest that the impact of ordering increases. Finding an effective ordering is non-trivial. We investigate the impact of various element ordering methods in web and desktop environments. We find that dimensionality reduction provides a viable ordering for pixel-only environments. We train a UI element detection model to derive elements from pixels and apply our findings to an agent benchmark--OmniACT--where we only have access to pixels. Our method completes more than two times as many tasks on average relative to the previous state-of-the-art.
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
iColoriT: Towards Propagating Local Hint to the Right Region in Interactive Colorization by Leveraging Vision Transformer
Point-interactive image colorization aims to colorize grayscale images when a user provides the colors for specific locations. It is essential for point-interactive colorization methods to appropriately propagate user-provided colors (i.e., user hints) in the entire image to obtain a reasonably colorized image with minimal user effort. However, existing approaches often produce partially colorized results due to the inefficient design of stacking convolutional layers to propagate hints to distant relevant regions. To address this problem, we present iColoriT, a novel point-interactive colorization Vision Transformer capable of propagating user hints to relevant regions, leveraging the global receptive field of Transformers. The self-attention mechanism of Transformers enables iColoriT to selectively colorize relevant regions with only a few local hints. Our approach colorizes images in real-time by utilizing pixel shuffling, an efficient upsampling technique that replaces the decoder architecture. Also, in order to mitigate the artifacts caused by pixel shuffling with large upsampling ratios, we present the local stabilizing layer. Extensive quantitative and qualitative results demonstrate that our approach highly outperforms existing methods for point-interactive colorization, producing accurately colorized images with a user's minimal effort. Official codes are available at https://pmh9960.github.io/research/iColoriT
Painting Outside as Inside: Edge Guided Image Outpainting via Bidirectional Rearrangement with Progressive Step Learning
Image outpainting is a very intriguing problem as the outside of a given image can be continuously filled by considering as the context of the image. This task has two main challenges. The first is to maintain the spatial consistency in contents of generated regions and the original input. The second is to generate a high-quality large image with a small amount of adjacent information. Conventional image outpainting methods generate inconsistent, blurry, and repeated pixels. To alleviate the difficulty of an outpainting problem, we propose a novel image outpainting method using bidirectional boundary region rearrangement. We rearrange the image to benefit from the image inpainting task by reflecting more directional information. The bidirectional boundary region rearrangement enables the generation of the missing region using bidirectional information similar to that of the image inpainting task, thereby generating the higher quality than the conventional methods using unidirectional information. Moreover, we use the edge map generator that considers images as original input with structural information and hallucinates the edges of unknown regions to generate the image. Our proposed method is compared with other state-of-the-art outpainting and inpainting methods both qualitatively and quantitatively. We further compared and evaluated them using BRISQUE, one of the No-Reference image quality assessment (IQA) metrics, to evaluate the naturalness of the output. The experimental results demonstrate that our method outperforms other methods and generates new images with 360{\deg}panoramic characteristics.
PCB-Fire: Automated Classification and Fault Detection in PCB
Printed Circuit Boards are the foundation for the functioning of any electronic device, and therefore are an essential component for various industries such as automobile, communication, computation, etc. However, one of the challenges faced by the PCB manufacturers in the process of manufacturing of the PCBs is the faulty placement of its components including missing components. In the present scenario the infrastructure required to ensure adequate quality of the PCB requires a lot of time and effort. The authors present a novel solution for detecting missing components and classifying them in a resourceful manner. The presented algorithm focuses on pixel theory and object detection, which has been used in combination to optimize the results from the given dataset.
Semantic Image Manipulation Using Scene Graphs
Image manipulation can be considered a special case of image generation where the image to be produced is a modification of an existing image. Image generation and manipulation have been, for the most part, tasks that operate on raw pixels. However, the remarkable progress in learning rich image and object representations has opened the way for tasks such as text-to-image or layout-to-image generation that are mainly driven by semantics. In our work, we address the novel problem of image manipulation from scene graphs, in which a user can edit images by merely applying changes in the nodes or edges of a semantic graph that is generated from the image. Our goal is to encode image information in a given constellation and from there on generate new constellations, such as replacing objects or even changing relationships between objects, while respecting the semantics and style from the original image. We introduce a spatio-semantic scene graph network that does not require direct supervision for constellation changes or image edits. This makes it possible to train the system from existing real-world datasets with no additional annotation effort.
PixelCNN++: Improving the PixelCNN with Discretized Logistic Mixture Likelihood and Other Modifications
PixelCNNs are a recently proposed class of powerful generative models with tractable likelihood. Here we discuss our implementation of PixelCNNs which we make available at https://github.com/openai/pixel-cnn. Our implementation contains a number of modifications to the original model that both simplify its structure and improve its performance. 1) We use a discretized logistic mixture likelihood on the pixels, rather than a 256-way softmax, which we find to speed up training. 2) We condition on whole pixels, rather than R/G/B sub-pixels, simplifying the model structure. 3) We use downsampling to efficiently capture structure at multiple resolutions. 4) We introduce additional short-cut connections to further speed up optimization. 5) We regularize the model using dropout. Finally, we present state-of-the-art log likelihood results on CIFAR-10 to demonstrate the usefulness of these modifications.
Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation
We show how to transform a non-differentiable rasterizer into a differentiable one with minimal engineering efforts and no external dependencies (no Pytorch/Tensorflow). We rely on Stochastic Gradient Estimation, a technique that consists of rasterizing after randomly perturbing the scene's parameters such that their gradient can be stochastically estimated and descended. This method is simple and robust but does not scale in dimensionality (number of scene parameters). Our insight is that the number of parameters contributing to a given rasterized pixel is bounded. Estimating and averaging gradients on a per-pixel basis hence bounds the dimensionality of the underlying optimization problem and makes the method scalable. Furthermore, it is simple to track per-pixel contributing parameters by rasterizing ID- and UV-buffers, which are trivial additions to a rasterization engine if not already available. With these minor modifications, we obtain an in-engine optimizer for 3D assets with millions of geometry and texture parameters.
Generalized Neural Sorting Networks with Error-Free Differentiable Swap Functions
Sorting is a fundamental operation of all computer systems, having been a long-standing significant research topic. Beyond the problem formulation of traditional sorting algorithms, we consider sorting problems for more abstract yet expressive inputs, e.g., multi-digit images and image fragments, through a neural sorting network. To learn a mapping from a high-dimensional input to an ordinal variable, the differentiability of sorting networks needs to be guaranteed. In this paper we define a softening error by a differentiable swap function, and develop an error-free swap function that holds a non-decreasing condition and differentiability. Furthermore, a permutation-equivariant Transformer network with multi-head attention is adopted to capture dependency between given inputs and also leverage its model capacity with self-attention. Experiments on diverse sorting benchmarks show that our methods perform better than or comparable to baseline methods.
Learning Fine-Grained Features for Pixel-wise Video Correspondences
Video analysis tasks rely heavily on identifying the pixels from different frames that correspond to the same visual target. To tackle this problem, recent studies have advocated feature learning methods that aim to learn distinctive representations to match the pixels, especially in a self-supervised fashion. Unfortunately, these methods have difficulties for tiny or even single-pixel visual targets. Pixel-wise video correspondences were traditionally related to optical flows, which however lead to deterministic correspondences and lack robustness on real-world videos. We address the problem of learning features for establishing pixel-wise correspondences. Motivated by optical flows as well as the self-supervised feature learning, we propose to use not only labeled synthetic videos but also unlabeled real-world videos for learning fine-grained representations in a holistic framework. We adopt an adversarial learning scheme to enhance the generalization ability of the learned features. Moreover, we design a coarse-to-fine framework to pursue high computational efficiency. Our experimental results on a series of correspondence-based tasks demonstrate that the proposed method outperforms state-of-the-art rivals in both accuracy and efficiency.
PixelMan: Consistent Object Editing with Diffusion Models via Pixel Manipulation and Generation
Recent research explores the potential of Diffusion Models (DMs) for consistent object editing, which aims to modify object position, size, and composition, etc., while preserving the consistency of objects and background without changing their texture and attributes. Current inference-time methods often rely on DDIM inversion, which inherently compromises efficiency and the achievable consistency of edited images. Recent methods also utilize energy guidance which iteratively updates the predicted noise and can drive the latents away from the original image, resulting in distortions. In this paper, we propose PixelMan, an inversion-free and training-free method for achieving consistent object editing via Pixel Manipulation and generation, where we directly create a duplicate copy of the source object at target location in the pixel space, and introduce an efficient sampling approach to iteratively harmonize the manipulated object into the target location and inpaint its original location, while ensuring image consistency by anchoring the edited image to be generated to the pixel-manipulated image as well as by introducing various consistency-preserving optimization techniques during inference. Experimental evaluations based on benchmark datasets as well as extensive visual comparisons show that in as few as 16 inference steps, PixelMan outperforms a range of state-of-the-art training-based and training-free methods (usually requiring 50 steps) on multiple consistent object editing tasks.
Results and findings of the 2021 Image Similarity Challenge
The 2021 Image Similarity Challenge introduced a dataset to serve as a new benchmark to evaluate recent image copy detection methods. There were 200 participants to the competition. This paper presents a quantitative and qualitative analysis of the top submissions. It appears that the most difficult image transformations involve either severe image crops or hiding into unrelated images, combined with local pixel perturbations. The key algorithmic elements in the winning submissions are: training on strong augmentations, self-supervised learning, score normalization, explicit overlay detection, and global descriptor matching followed by pairwise image comparison.
Don't Lie to Me! Robust and Efficient Explainability with Verified Perturbation Analysis
A variety of methods have been proposed to try to explain how deep neural networks make their decisions. Key to those approaches is the need to sample the pixel space efficiently in order to derive importance maps. However, it has been shown that the sampling methods used to date introduce biases and other artifacts, leading to inaccurate estimates of the importance of individual pixels and severely limit the reliability of current explainability methods. Unfortunately, the alternative -- to exhaustively sample the image space is computationally prohibitive. In this paper, we introduce EVA (Explaining using Verified perturbation Analysis) -- the first explainability method guarantee to have an exhaustive exploration of a perturbation space. Specifically, we leverage the beneficial properties of verified perturbation analysis -- time efficiency, tractability and guaranteed complete coverage of a manifold -- to efficiently characterize the input variables that are most likely to drive the model decision. We evaluate the approach systematically and demonstrate state-of-the-art results on multiple benchmarks.
Polynomial Width is Sufficient for Set Representation with High-dimensional Features
Set representation has become ubiquitous in deep learning for modeling the inductive bias of neural networks that are insensitive to the input order. DeepSets is the most widely used neural network architecture for set representation. It involves embedding each set element into a latent space with dimension L, followed by a sum pooling to obtain a whole-set embedding, and finally mapping the whole-set embedding to the output. In this work, we investigate the impact of the dimension L on the expressive power of DeepSets. Previous analyses either oversimplified high-dimensional features to be one-dimensional features or were limited to analytic activations, thereby diverging from practical use or resulting in L that grows exponentially with the set size N and feature dimension D. To investigate the minimal value of L that achieves sufficient expressive power, we present two set-element embedding layers: (a) linear + power activation (LP) and (b) linear + exponential activations (LE). We demonstrate that L being poly(N, D) is sufficient for set representation using both embedding layers. We also provide a lower bound of L for the LP embedding layer. Furthermore, we extend our results to permutation-equivariant set functions and the complex field.
Information-Theoretic Segmentation by Inpainting Error Maximization
We study image segmentation from an information-theoretic perspective, proposing a novel adversarial method that performs unsupervised segmentation by partitioning images into maximally independent sets. More specifically, we group image pixels into foreground and background, with the goal of minimizing predictability of one set from the other. An easily computed loss drives a greedy search process to maximize inpainting error over these partitions. Our method does not involve training deep networks, is computationally cheap, class-agnostic, and even applicable in isolation to a single unlabeled image. Experiments demonstrate that it achieves a new state-of-the-art in unsupervised segmentation quality, while being substantially faster and more general than competing approaches.
Compact 3D Scene Representation via Self-Organizing Gaussian Grids
3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/
Is One GPU Enough? Pushing Image Generation at Higher-Resolutions with Foundation Models
In this work, we introduce Pixelsmith, a zero-shot text-to-image generative framework to sample images at higher resolutions with a single GPU. We are the first to show that it is possible to scale the output of a pre-trained diffusion model by a factor of 1000, opening the road for gigapixel image generation at no additional cost. Our cascading method uses the image generated at the lowest resolution as a baseline to sample at higher resolutions. For the guidance, we introduce the Slider, a tunable mechanism that fuses the overall structure contained in the first-generated image with enhanced fine details. At each inference step, we denoise patches rather than the entire latent space, minimizing memory demands such that a single GPU can handle the process, regardless of the image's resolution. Our experimental results show that Pixelsmith not only achieves higher quality and diversity compared to existing techniques, but also reduces sampling time and artifacts. The code for our work is available at https://github.com/Thanos-DB/Pixelsmith.
Fast View Synthesis of Casual Videos
Novel view synthesis from an in-the-wild video is difficult due to challenges like scene dynamics and lack of parallax. While existing methods have shown promising results with implicit neural radiance fields, they are slow to train and render. This paper revisits explicit video representations to synthesize high-quality novel views from a monocular video efficiently. We treat static and dynamic video content separately. Specifically, we build a global static scene model using an extended plane-based scene representation to synthesize temporally coherent novel video. Our plane-based scene representation is augmented with spherical harmonics and displacement maps to capture view-dependent effects and model non-planar complex surface geometry. We opt to represent the dynamic content as per-frame point clouds for efficiency. While such representations are inconsistency-prone, minor temporal inconsistencies are perceptually masked due to motion. We develop a method to quickly estimate such a hybrid video representation and render novel views in real time. Our experiments show that our method can render high-quality novel views from an in-the-wild video with comparable quality to state-of-the-art methods while being 100x faster in training and enabling real-time rendering.
PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation
Point cloud is an important type of geometric data structure. Due to its irregular format, most researchers transform such data to regular 3D voxel grids or collections of images. This, however, renders data unnecessarily voluminous and causes issues. In this paper, we design a novel type of neural network that directly consumes point clouds and well respects the permutation invariance of points in the input. Our network, named PointNet, provides a unified architecture for applications ranging from object classification, part segmentation, to scene semantic parsing. Though simple, PointNet is highly efficient and effective. Empirically, it shows strong performance on par or even better than state of the art. Theoretically, we provide analysis towards understanding of what the network has learnt and why the network is robust with respect to input perturbation and corruption.
Simpler Diffusion (SiD2): 1.5 FID on ImageNet512 with pixel-space diffusion
Latent diffusion models have become the popular choice for scaling up diffusion models for high resolution image synthesis. Compared to pixel-space models that are trained end-to-end, latent models are perceived to be more efficient and to produce higher image quality at high resolution. Here we challenge these notions, and show that pixel-space models can in fact be very competitive to latent approaches both in quality and efficiency, achieving 1.5 FID on ImageNet512 and new SOTA results on ImageNet128 and ImageNet256. We present a simple recipe for scaling end-to-end pixel-space diffusion models to high resolutions. 1: Use the sigmoid loss (Kingma & Gao, 2023) with our prescribed hyper-parameters. 2: Use our simplified memory-efficient architecture with fewer skip-connections. 3: Scale the model to favor processing the image at high resolution with fewer parameters, rather than using more parameters but at a lower resolution. When combining these three steps with recently proposed tricks like guidance intervals, we obtain a family of pixel-space diffusion models we call Simple Diffusion v2 (SiD2).
Factorized Diffusion: Perceptual Illusions by Noise Decomposition
Given a factorization of an image into a sum of linear components, we present a zero-shot method to control each individual component through diffusion model sampling. For example, we can decompose an image into low and high spatial frequencies and condition these components on different text prompts. This produces hybrid images, which change appearance depending on viewing distance. By decomposing an image into three frequency subbands, we can generate hybrid images with three prompts. We also use a decomposition into grayscale and color components to produce images whose appearance changes when they are viewed in grayscale, a phenomena that naturally occurs under dim lighting. And we explore a decomposition by a motion blur kernel, which produces images that change appearance under motion blurring. Our method works by denoising with a composite noise estimate, built from the components of noise estimates conditioned on different prompts. We also show that for certain decompositions, our method recovers prior approaches to compositional generation and spatial control. Finally, we show that we can extend our approach to generate hybrid images from real images. We do this by holding one component fixed and generating the remaining components, effectively solving an inverse problem.
Shift-tolerant Perceptual Similarity Metric
Existing perceptual similarity metrics assume an image and its reference are well aligned. As a result, these metrics are often sensitive to a small alignment error that is imperceptible to the human eyes. This paper studies the effect of small misalignment, specifically a small shift between the input and reference image, on existing metrics, and accordingly develops a shift-tolerant similarity metric. This paper builds upon LPIPS, a widely used learned perceptual similarity metric, and explores architectural design considerations to make it robust against imperceptible misalignment. Specifically, we study a wide spectrum of neural network elements, such as anti-aliasing filtering, pooling, striding, padding, and skip connection, and discuss their roles in making a robust metric. Based on our studies, we develop a new deep neural network-based perceptual similarity metric. Our experiments show that our metric is tolerant to imperceptible shifts while being consistent with the human similarity judgment.
Applying a Color Palette with Local Control using Diffusion Models
We demonstrate two novel editing procedures in the context of fantasy card art. Palette transfer applies a specified reference palette to a given card. For fantasy art, the desired change in palette can be very large, leading to huge changes in the "look" of the art. We demonstrate that a pipeline of vector quantization; matching; and "vector dequantization" (using a diffusion model) produces successful extreme palette transfers. Segment control allows an artist to move one or more image segments, and to optionally specify the desired color of the result. The combination of these two types of edit yields valuable workflows, including: move a segment, then recolor; recolor, then force some segments to take a prescribed color. We demonstrate our methods on the challenging Yu-Gi-Oh card art dataset.
Binary Latent Diffusion
In this paper, we show that a binary latent space can be explored for compact yet expressive image representations. We model the bi-directional mappings between an image and the corresponding latent binary representation by training an auto-encoder with a Bernoulli encoding distribution. On the one hand, the binary latent space provides a compact discrete image representation of which the distribution can be modeled more efficiently than pixels or continuous latent representations. On the other hand, we now represent each image patch as a binary vector instead of an index of a learned cookbook as in discrete image representations with vector quantization. In this way, we obtain binary latent representations that allow for better image quality and high-resolution image representations without any multi-stage hierarchy in the latent space. In this binary latent space, images can now be generated effectively using a binary latent diffusion model tailored specifically for modeling the prior over the binary image representations. We present both conditional and unconditional image generation experiments with multiple datasets, and show that the proposed method performs comparably to state-of-the-art methods while dramatically improving the sampling efficiency to as few as 16 steps without using any test-time acceleration. The proposed framework can also be seamlessly scaled to 1024 times 1024 high-resolution image generation without resorting to latent hierarchy or multi-stage refinements.
Using Unreliable Pseudo-Labels for Label-Efficient Semantic Segmentation
The crux of label-efficient semantic segmentation is to produce high-quality pseudo-labels to leverage a large amount of unlabeled or weakly labeled data. A common practice is to select the highly confident predictions as the pseudo-ground-truths for each pixel, but it leads to a problem that most pixels may be left unused due to their unreliability. However, we argue that every pixel matters to the model training, even those unreliable and ambiguous pixels. Intuitively, an unreliable prediction may get confused among the top classes, however, it should be confident about the pixel not belonging to the remaining classes. Hence, such a pixel can be convincingly treated as a negative key to those most unlikely categories. Therefore, we develop an effective pipeline to make sufficient use of unlabeled data. Concretely, we separate reliable and unreliable pixels via the entropy of predictions, push each unreliable pixel to a category-wise queue that consists of negative keys, and manage to train the model with all candidate pixels. Considering the training evolution, we adaptively adjust the threshold for the reliable-unreliable partition. Experimental results on various benchmarks and training settings demonstrate the superiority of our approach over the state-of-the-art alternatives.
Constrained Graphic Layout Generation via Latent Optimization
It is common in graphic design humans visually arrange various elements according to their design intent and semantics. For example, a title text almost always appears on top of other elements in a document. In this work, we generate graphic layouts that can flexibly incorporate such design semantics, either specified implicitly or explicitly by a user. We optimize using the latent space of an off-the-shelf layout generation model, allowing our approach to be complementary to and used with existing layout generation models. Our approach builds on a generative layout model based on a Transformer architecture, and formulates the layout generation as a constrained optimization problem where design constraints are used for element alignment, overlap avoidance, or any other user-specified relationship. We show in the experiments that our approach is capable of generating realistic layouts in both constrained and unconstrained generation tasks with a single model. The code is available at https://github.com/ktrk115/const_layout .
Random Walk on Pixel Manifolds for Anomaly Segmentation of Complex Driving Scenes
In anomaly segmentation for complex driving scenes, state-of-the-art approaches utilize anomaly scoring functions to calculate anomaly scores. For these functions, accurately predicting the logits of inlier classes for each pixel is crucial for precisely inferring the anomaly score. However, in real-world driving scenarios, the diversity of scenes often results in distorted manifolds of pixel embeddings in the space. This effect is not conducive to directly using the pixel embeddings for the logit prediction during inference, a concern overlooked by existing methods. To address this problem, we propose a novel method called Random Walk on Pixel Manifolds (RWPM). RWPM utilizes random walks to reveal the intrinsic relationships among pixels to refine the pixel embeddings. The refined pixel embeddings alleviate the distortion of manifolds, improving the accuracy of anomaly scores. Our extensive experiments show that RWPM consistently improve the performance of the existing anomaly segmentation methods and achieve the best results. Code is available at: https://github.com/ZelongZeng/RWPM.
PointOdyssey: A Large-Scale Synthetic Dataset for Long-Term Point Tracking
We introduce PointOdyssey, a large-scale synthetic dataset, and data generation framework, for the training and evaluation of long-term fine-grained tracking algorithms. Our goal is to advance the state-of-the-art by placing emphasis on long videos with naturalistic motion. Toward the goal of naturalism, we animate deformable characters using real-world motion capture data, we build 3D scenes to match the motion capture environments, and we render camera viewpoints using trajectories mined via structure-from-motion on real videos. We create combinatorial diversity by randomizing character appearance, motion profiles, materials, lighting, 3D assets, and atmospheric effects. Our dataset currently includes 104 videos, averaging 2,000 frames long, with orders of magnitude more correspondence annotations than prior work. We show that existing methods can be trained from scratch in our dataset and outperform the published variants. Finally, we introduce modifications to the PIPs point tracking method, greatly widening its temporal receptive field, which improves its performance on PointOdyssey as well as on two real-world benchmarks. Our data and code are publicly available at: https://pointodyssey.com
Decouple Content and Motion for Conditional Image-to-Video Generation
The goal of conditional image-to-video (cI2V) generation is to create a believable new video by beginning with the condition, i.e., one image and text.The previous cI2V generation methods conventionally perform in RGB pixel space, with limitations in modeling motion consistency and visual continuity. Additionally, the efficiency of generating videos in pixel space is quite low.In this paper, we propose a novel approach to address these challenges by disentangling the target RGB pixels into two distinct components: spatial content and temporal motions. Specifically, we predict temporal motions which include motion vector and residual based on a 3D-UNet diffusion model. By explicitly modeling temporal motions and warping them to the starting image, we improve the temporal consistency of generated videos. This results in a reduction of spatial redundancy, emphasizing temporal details. Our proposed method achieves performance improvements by disentangling content and motion, all without introducing new structural complexities to the model. Extensive experiments on various datasets confirm our approach's superior performance over the majority of state-of-the-art methods in both effectiveness and efficiency.
pixelNeRF: Neural Radiance Fields from One or Few Images
We propose pixelNeRF, a learning framework that predicts a continuous neural scene representation conditioned on one or few input images. The existing approach for constructing neural radiance fields involves optimizing the representation to every scene independently, requiring many calibrated views and significant compute time. We take a step towards resolving these shortcomings by introducing an architecture that conditions a NeRF on image inputs in a fully convolutional manner. This allows the network to be trained across multiple scenes to learn a scene prior, enabling it to perform novel view synthesis in a feed-forward manner from a sparse set of views (as few as one). Leveraging the volume rendering approach of NeRF, our model can be trained directly from images with no explicit 3D supervision. We conduct extensive experiments on ShapeNet benchmarks for single image novel view synthesis tasks with held-out objects as well as entire unseen categories. We further demonstrate the flexibility of pixelNeRF by demonstrating it on multi-object ShapeNet scenes and real scenes from the DTU dataset. In all cases, pixelNeRF outperforms current state-of-the-art baselines for novel view synthesis and single image 3D reconstruction. For the video and code, please visit the project website: https://alexyu.net/pixelnerf
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
InverseMeetInsert: Robust Real Image Editing via Geometric Accumulation Inversion in Guided Diffusion Models
In this paper, we introduce Geometry-Inverse-Meet-Pixel-Insert, short for GEO, an exceptionally versatile image editing technique designed to cater to customized user requirements at both local and global scales. Our approach seamlessly integrates text prompts and image prompts to yield diverse and precise editing outcomes. Notably, our method operates without the need for training and is driven by two key contributions: (i) a novel geometric accumulation loss that enhances DDIM inversion to faithfully preserve pixel space geometry and layout, and (ii) an innovative boosted image prompt technique that combines pixel-level editing for text-only inversion with latent space geometry guidance for standard classifier-free reversion. Leveraging the publicly available Stable Diffusion model, our approach undergoes extensive evaluation across various image types and challenging prompt editing scenarios, consistently delivering high-fidelity editing results for real images.
Attacking Perceptual Similarity Metrics
Perceptual similarity metrics have progressively become more correlated with human judgments on perceptual similarity; however, despite recent advances, the addition of an imperceptible distortion can still compromise these metrics. In our study, we systematically examine the robustness of these metrics to imperceptible adversarial perturbations. Following the two-alternative forced-choice experimental design with two distorted images and one reference image, we perturb the distorted image closer to the reference via an adversarial attack until the metric flips its judgment. We first show that all metrics in our study are susceptible to perturbations generated via common adversarial attacks such as FGSM, PGD, and the One-pixel attack. Next, we attack the widely adopted LPIPS metric using spatial-transformation-based adversarial perturbations (stAdv) in a white-box setting to craft adversarial examples that can effectively transfer to other similarity metrics in a black-box setting. We also combine the spatial attack stAdv with PGD (ell_infty-bounded) attack to increase transferability and use these adversarial examples to benchmark the robustness of both traditional and recently developed metrics. Our benchmark provides a good starting point for discussion and further research on the robustness of metrics to imperceptible adversarial perturbations.
KarNet: An Efficient Boolean Function Simplifier
Many approaches such as Quine-McCluskey algorithm, Karnaugh map solving, Petrick's method and McBoole's method have been devised to simplify Boolean expressions in order to optimize hardware implementation of digital circuits. However, the algorithmic implementations of these methods are hard-coded and also their computation time is proportional to the number of minterms involved in the expression. In this paper, we propose KarNet, where the ability of Convolutional Neural Networks to model relationships between various cell locations and values by capturing spatial dependencies is exploited to solve Karnaugh maps. In order to do so, a Karnaugh map is represented as an image signal, where each cell is considered as a pixel. Experimental results show that the computation time of KarNet is independent of the number of minterms and is of the order of one-hundredth to one-tenth that of the rule-based methods. KarNet being a learned system is found to achieve nearly a hundred percent accuracy, precision, and recall. We train KarNet to solve four variable Karnaugh maps and also show that a similar method can be applied on Karnaugh maps with more variables. Finally, we show a way to build a fully accurate and computationally fast system using KarNet.
PD-GAN: Probabilistic Diverse GAN for Image Inpainting
We propose PD-GAN, a probabilistic diverse GAN for image inpainting. Given an input image with arbitrary hole regions, PD-GAN produces multiple inpainting results with diverse and visually realistic content. Our PD-GAN is built upon a vanilla GAN which generates images based on random noise. During image generation, we modulate deep features of input random noise from coarse-to-fine by injecting an initially restored image and the hole regions in multiple scales. We argue that during hole filling, the pixels near the hole boundary should be more deterministic (i.e., with higher probability trusting the context and initially restored image to create natural inpainting boundary), while those pixels lie in the center of the hole should enjoy more degrees of freedom (i.e., more likely to depend on the random noise for enhancing diversity). To this end, we propose spatially probabilistic diversity normalization (SPDNorm) inside the modulation to model the probability of generating a pixel conditioned on the context information. SPDNorm dynamically balances the realism and diversity inside the hole region, making the generated content more diverse towards the hole center and resemble neighboring image content more towards the hole boundary. Meanwhile, we propose a perceptual diversity loss to further empower PD-GAN for diverse content generation. Experiments on benchmark datasets including CelebA-HQ, Places2 and Paris Street View indicate that PD-GAN is effective for diverse and visually realistic image restoration.
TIAM -- A Metric for Evaluating Alignment in Text-to-Image Generation
The progress in the generation of synthetic images has made it crucial to assess their quality. While several metrics have been proposed to assess the rendering of images, it is crucial for Text-to-Image (T2I) models, which generate images based on a prompt, to consider additional aspects such as to which extent the generated image matches the important content of the prompt. Moreover, although the generated images usually result from a random starting point, the influence of this one is generally not considered. In this article, we propose a new metric based on prompt templates to study the alignment between the content specified in the prompt and the corresponding generated images. It allows us to better characterize the alignment in terms of the type of the specified objects, their number, and their color. We conducted a study on several recent T2I models about various aspects. An additional interesting result we obtained with our approach is that image quality can vary drastically depending on the latent noise used as a seed for the images. We also quantify the influence of the number of concepts in the prompt, their order as well as their (color) attributes. Finally, our method allows us to identify some latent seeds that produce better images than others, opening novel directions of research on this understudied topic.
Evaluating Disentanglement of Structured Representations
We introduce the first metric for evaluating disentanglement at individual hierarchy levels of a structured latent representation. Applied to object-centric generative models, this offers a systematic, unified approach to evaluating (i) object separation between latent slots (ii) disentanglement of object properties inside individual slots (iii) disentanglement of intrinsic and extrinsic object properties. We theoretically show that for structured representations, our framework gives stronger guarantees of selecting a good model than previous disentanglement metrics. Experimentally, we demonstrate that viewing object compositionality as a disentanglement problem addresses several issues with prior visual metrics of object separation. As a core technical component, we present the first representation probing algorithm handling slot permutation invariance.
VectorDefense: Vectorization as a Defense to Adversarial Examples
Training deep neural networks on images represented as grids of pixels has brought to light an interesting phenomenon known as adversarial examples. Inspired by how humans reconstruct abstract concepts, we attempt to codify the input bitmap image into a set of compact, interpretable elements to avoid being fooled by the adversarial structures. We take the first step in this direction by experimenting with image vectorization as an input transformation step to map the adversarial examples back into the natural manifold of MNIST handwritten digits. We compare our method vs. state-of-the-art input transformations and further discuss the trade-offs between a hand-designed and a learned transformation defense.
Accelerating Image Super-Resolution Networks with Pixel-Level Classification
In recent times, the need for effective super-resolution (SR) techniques has surged, especially for large-scale images ranging 2K to 8K resolutions. For DNN-based SISR, decomposing images into overlapping patches is typically necessary due to computational constraints. In such patch-decomposing scheme, one can allocate computational resources differently based on each patch's difficulty to further improve efficiency while maintaining SR performance. However, this approach has a limitation: computational resources is uniformly allocated within a patch, leading to lower efficiency when the patch contain pixels with varying levels of restoration difficulty. To address the issue, we propose the Pixel-level Classifier for Single Image Super-Resolution (PCSR), a novel method designed to distribute computational resources adaptively at the pixel level. A PCSR model comprises a backbone, a pixel-level classifier, and a set of pixel-level upsamplers with varying capacities. The pixel-level classifier assigns each pixel to an appropriate upsampler based on its restoration difficulty, thereby optimizing computational resource usage. Our method allows for performance and computational cost balance during inference without re-training. Our experiments demonstrate PCSR's advantage over existing patch-distributing methods in PSNR-FLOP trade-offs across different backbone models and benchmarks. The code is available at https://github.com/3587jjh/PCSR.
VGBench: Evaluating Large Language Models on Vector Graphics Understanding and Generation
In the realm of vision models, the primary mode of representation is using pixels to rasterize the visual world. Yet this is not always the best or unique way to represent visual content, especially for designers and artists who depict the world using geometry primitives such as polygons. Vector graphics (VG), on the other hand, offer a textual representation of visual content, which can be more concise and powerful for content like cartoons or sketches. Recent studies have shown promising results on processing vector graphics with capable Large Language Models (LLMs). However, such works focus solely on qualitative results, understanding, or a specific type of vector graphics. We propose VGBench, a comprehensive benchmark for LLMs on handling vector graphics through diverse aspects, including (a) both visual understanding and generation, (b) evaluation of various vector graphics formats, (c) diverse question types, (d) wide range of prompting techniques, (e) under multiple LLMs. Evaluating on our collected 4279 understanding and 5845 generation samples, we find that LLMs show strong capability on both aspects while exhibiting less desirable performance on low-level formats (SVG). Both data and evaluation pipeline will be open-sourced at https://vgbench.github.io.
Understanding Deep Image Representations by Inverting Them
Image representations, from SIFT and Bag of Visual Words to Convolutional Neural Networks (CNNs), are a crucial component of almost any image understanding system. Nevertheless, our understanding of them remains limited. In this paper we conduct a direct analysis of the visual information contained in representations by asking the following question: given an encoding of an image, to which extent is it possible to reconstruct the image itself? To answer this question we contribute a general framework to invert representations. We show that this method can invert representations such as HOG and SIFT more accurately than recent alternatives while being applicable to CNNs too. We then use this technique to study the inverse of recent state-of-the-art CNN image representations for the first time. Among our findings, we show that several layers in CNNs retain photographically accurate information about the image, with different degrees of geometric and photometric invariance.
Bi-directional Masks for Efficient N:M Sparse Training
We focus on addressing the dense backward propagation issue for training efficiency of N:M fine-grained sparsity that preserves at most N out of M consecutive weights and achieves practical speedups supported by the N:M sparse tensor core. Therefore, we present a novel method of Bi-directional Masks (Bi-Mask) with its two central innovations in: 1) Separate sparse masks in the two directions of forward and backward propagation to obtain training acceleration. It disentangles the forward and backward weight sparsity and overcomes the very dense gradient computation. 2) An efficient weight row permutation method to maintain performance. It picks up the permutation candidate with the most eligible N:M weight blocks in the backward to minimize the gradient gap between traditional uni-directional masks and our bi-directional masks. Compared with existing uni-directional scenario that applies a transposable mask and enables backward acceleration, our Bi-Mask is experimentally demonstrated to be more superior in performance. Also, our Bi-Mask performs on par with or even better than methods that fail to achieve backward acceleration. Project of this paper is available at https://github.com/zyxxmu/Bi-Mask.
Re-imagine the Negative Prompt Algorithm: Transform 2D Diffusion into 3D, alleviate Janus problem and Beyond
Although text-to-image diffusion models have made significant strides in generating images from text, they are sometimes more inclined to generate images like the data on which the model was trained rather than the provided text. This limitation has hindered their usage in both 2D and 3D applications. To address this problem, we explored the use of negative prompts but found that the current implementation fails to produce desired results, particularly when there is an overlap between the main and negative prompts. To overcome this issue, we propose Perp-Neg, a new algorithm that leverages the geometrical properties of the score space to address the shortcomings of the current negative prompts algorithm. Perp-Neg does not require any training or fine-tuning of the model. Moreover, we experimentally demonstrate that Perp-Neg provides greater flexibility in generating images by enabling users to edit out unwanted concepts from the initially generated images in 2D cases. Furthermore, to extend the application of Perp-Neg to 3D, we conducted a thorough exploration of how Perp-Neg can be used in 2D to condition the diffusion model to generate desired views, rather than being biased toward the canonical views. Finally, we applied our 2D intuition to integrate Perp-Neg with the state-of-the-art text-to-3D (DreamFusion) method, effectively addressing its Janus (multi-head) problem. Our project page is available at https://Perp-Neg.github.io/
Learning to generate line drawings that convey geometry and semantics
This paper presents an unpaired method for creating line drawings from photographs. Current methods often rely on high quality paired datasets to generate line drawings. However, these datasets often have limitations due to the subjects of the drawings belonging to a specific domain, or in the amount of data collected. Although recent work in unsupervised image-to-image translation has shown much progress, the latest methods still struggle to generate compelling line drawings. We observe that line drawings are encodings of scene information and seek to convey 3D shape and semantic meaning. We build these observations into a set of objectives and train an image translation to map photographs into line drawings. We introduce a geometry loss which predicts depth information from the image features of a line drawing, and a semantic loss which matches the CLIP features of a line drawing with its corresponding photograph. Our approach outperforms state-of-the-art unpaired image translation and line drawing generation methods on creating line drawings from arbitrary photographs. For code and demo visit our webpage carolineec.github.io/informative_drawings
MixDQ: Memory-Efficient Few-Step Text-to-Image Diffusion Models with Metric-Decoupled Mixed Precision Quantization
Diffusion models have achieved significant visual generation quality. However, their significant computational and memory costs pose challenge for their application on resource-constrained mobile devices or even desktop GPUs. Recent few-step diffusion models reduces the inference time by reducing the denoising steps. However, their memory consumptions are still excessive. The Post Training Quantization (PTQ) replaces high bit-width FP representation with low-bit integer values (INT4/8) , which is an effective and efficient technique to reduce the memory cost. However, when applying to few-step diffusion models, existing quantization methods face challenges in preserving both the image quality and text alignment. To address this issue, we propose an mixed-precision quantization framework - MixDQ. Firstly, We design specialized BOS-aware quantization method for highly sensitive text embedding quantization. Then, we conduct metric-decoupled sensitivity analysis to measure the sensitivity of each layer. Finally, we develop an integer-programming-based method to conduct bit-width allocation. While existing quantization methods fall short at W8A8, MixDQ could achieve W8A8 without performance loss, and W4A8 with negligible visual degradation. Compared with FP16, we achieve 3-4x reduction in model size and memory cost, and 1.45x latency speedup.
CoReS: Compatible Representations via Stationarity
Compatible features enable the direct comparison of old and new learned features allowing to use them interchangeably over time. In visual search systems, this eliminates the need to extract new features from the gallery-set when the representation model is upgraded with novel data. This has a big value in real applications as re-indexing the gallery-set can be computationally expensive when the gallery-set is large, or even infeasible due to privacy or other concerns of the application. In this paper, we propose CoReS, a new training procedure to learn representations that are compatible with those previously learned, grounding on the stationarity of the features as provided by fixed classifiers based on polytopes. With this solution, classes are maximally separated in the representation space and maintain their spatial configuration stationary as new classes are added, so that there is no need to learn any mappings between representations nor to impose pairwise training with the previously learned model. We demonstrate that our training procedure largely outperforms the current state of the art and is particularly effective in the case of multiple upgrades of the training-set, which is the typical case in real applications.
Training-free Composite Scene Generation for Layout-to-Image Synthesis
Recent breakthroughs in text-to-image diffusion models have significantly advanced the generation of high-fidelity, photo-realistic images from textual descriptions. Yet, these models often struggle with interpreting spatial arrangements from text, hindering their ability to produce images with precise spatial configurations. To bridge this gap, layout-to-image generation has emerged as a promising direction. However, training-based approaches are limited by the need for extensively annotated datasets, leading to high data acquisition costs and a constrained conceptual scope. Conversely, training-free methods face challenges in accurately locating and generating semantically similar objects within complex compositions. This paper introduces a novel training-free approach designed to overcome adversarial semantic intersections during the diffusion conditioning phase. By refining intra-token loss with selective sampling and enhancing the diffusion process with attention redistribution, we propose two innovative constraints: 1) an inter-token constraint that resolves token conflicts to ensure accurate concept synthesis; and 2) a self-attention constraint that improves pixel-to-pixel relationships. Our evaluations confirm the effectiveness of leveraging layout information for guiding the diffusion process, generating content-rich images with enhanced fidelity and complexity. Code is available at https://github.com/Papple-F/csg.git.
Beyond mAP: Towards better evaluation of instance segmentation
Correctness of instance segmentation constitutes counting the number of objects, correctly localizing all predictions and classifying each localized prediction. Average Precision is the de-facto metric used to measure all these constituents of segmentation. However, this metric does not penalize duplicate predictions in the high-recall range, and cannot distinguish instances that are localized correctly but categorized incorrectly. This weakness has inadvertently led to network designs that achieve significant gains in AP but also introduce a large number of false positives. We therefore cannot rely on AP to choose a model that provides an optimal tradeoff between false positives and high recall. To resolve this dilemma, we review alternative metrics in the literature and propose two new measures to explicitly measure the amount of both spatial and categorical duplicate predictions. We also propose a Semantic Sorting and NMS module to remove these duplicates based on a pixel occupancy matching scheme. Experiments show that modern segmentation networks have significant gains in AP, but also contain a considerable amount of duplicates. Our Semantic Sorting and NMS can be added as a plug-and-play module to mitigate hedged predictions and preserve AP.
Multiresolution Textual Inversion
We extend Textual Inversion to learn pseudo-words that represent a concept at different resolutions. This allows us to generate images that use the concept with different levels of detail and also to manipulate different resolutions using language. Once learned, the user can generate images at different levels of agreement to the original concept; "A photo of S^*(0)" produces the exact object while the prompt "A photo of S^*(0.8)" only matches the rough outlines and colors. Our framework allows us to generate images that use different resolutions of an image (e.g. details, textures, styles) as separate pseudo-words that can be composed in various ways. We open-soure our code in the following URL: https://github.com/giannisdaras/multires_textual_inversion
Compositional Sketch Search
We present an algorithm for searching image collections using free-hand sketches that describe the appearance and relative positions of multiple objects. Sketch based image retrieval (SBIR) methods predominantly match queries containing a single, dominant object invariant to its position within an image. Our work exploits drawings as a concise and intuitive representation for specifying entire scene compositions. We train a convolutional neural network (CNN) to encode masked visual features from sketched objects, pooling these into a spatial descriptor encoding the spatial relationships and appearances of objects in the composition. Training the CNN backbone as a Siamese network under triplet loss yields a metric search embedding for measuring compositional similarity which may be efficiently leveraged for visual search by applying product quantization.
HyperCUT: Video Sequence from a Single Blurry Image using Unsupervised Ordering
We consider the challenging task of training models for image-to-video deblurring, which aims to recover a sequence of sharp images corresponding to a given blurry image input. A critical issue disturbing the training of an image-to-video model is the ambiguity of the frame ordering since both the forward and backward sequences are plausible solutions. This paper proposes an effective self-supervised ordering scheme that allows training high-quality image-to-video deblurring models. Unlike previous methods that rely on order-invariant losses, we assign an explicit order for each video sequence, thus avoiding the order-ambiguity issue. Specifically, we map each video sequence to a vector in a latent high-dimensional space so that there exists a hyperplane such that for every video sequence, the vectors extracted from it and its reversed sequence are on different sides of the hyperplane. The side of the vectors will be used to define the order of the corresponding sequence. Last but not least, we propose a real-image dataset for the image-to-video deblurring problem that covers a variety of popular domains, including face, hand, and street. Extensive experimental results confirm the effectiveness of our method. Code and data are available at https://github.com/VinAIResearch/HyperCUT.git
LayoutDiffusion: Improving Graphic Layout Generation by Discrete Diffusion Probabilistic Models
Creating graphic layouts is a fundamental step in graphic designs. In this work, we present a novel generative model named LayoutDiffusion for automatic layout generation. As layout is typically represented as a sequence of discrete tokens, LayoutDiffusion models layout generation as a discrete denoising diffusion process. It learns to reverse a mild forward process, in which layouts become increasingly chaotic with the growth of forward steps and layouts in the neighboring steps do not differ too much. Designing such a mild forward process is however very challenging as layout has both categorical attributes and ordinal attributes. To tackle the challenge, we summarize three critical factors for achieving a mild forward process for the layout, i.e., legality, coordinate proximity and type disruption. Based on the factors, we propose a block-wise transition matrix coupled with a piece-wise linear noise schedule. Experiments on RICO and PubLayNet datasets show that LayoutDiffusion outperforms state-of-the-art approaches significantly. Moreover, it enables two conditional layout generation tasks in a plug-and-play manner without re-training and achieves better performance than existing methods.
Conditional Image Generation with PixelCNN Decoders
This work explores conditional image generation with a new image density model based on the PixelCNN architecture. The model can be conditioned on any vector, including descriptive labels or tags, or latent embeddings created by other networks. When conditioned on class labels from the ImageNet database, the model is able to generate diverse, realistic scenes representing distinct animals, objects, landscapes and structures. When conditioned on an embedding produced by a convolutional network given a single image of an unseen face, it generates a variety of new portraits of the same person with different facial expressions, poses and lighting conditions. We also show that conditional PixelCNN can serve as a powerful decoder in an image autoencoder. Additionally, the gated convolutional layers in the proposed model improve the log-likelihood of PixelCNN to match the state-of-the-art performance of PixelRNN on ImageNet, with greatly reduced computational cost.
DICEPTION: A Generalist Diffusion Model for Visual Perceptual Tasks
Our primary goal here is to create a good, generalist perception model that can tackle multiple tasks, within limits on computational resources and training data. To achieve this, we resort to text-to-image diffusion models pre-trained on billions of images. Our exhaustive evaluation metrics demonstrate that DICEPTION effectively tackles multiple perception tasks, achieving performance on par with state-of-the-art models. We achieve results on par with SAM-vit-h using only 0.06% of their data (e.g., 600K vs. 1B pixel-level annotated images). Inspired by Wang et al., DICEPTION formulates the outputs of various perception tasks using color encoding; and we show that the strategy of assigning random colors to different instances is highly effective in both entity segmentation and semantic segmentation. Unifying various perception tasks as conditional image generation enables us to fully leverage pre-trained text-to-image models. Thus, DICEPTION can be efficiently trained at a cost of orders of magnitude lower, compared to conventional models that were trained from scratch. When adapting our model to other tasks, it only requires fine-tuning on as few as 50 images and 1% of its parameters. DICEPTION provides valuable insights and a more promising solution for visual generalist models.
Detecting Image Forgeries using Geometric Cues
This chapter presents a framework for detecting fake regions by using various methods including watermarking technique and blind approaches. In particular, we describe current categories on blind approaches which can be divided into five: pixel-based techniques, format-based techniques, camera-based techniques, physically-based techniques and geometric-based techniques. Then we take a second look on the geometric-based techniques and further categorize them in detail. In the following section, the state-of-the-art methods involved in the geometric technique are elaborated.
A Generalist Framework for Panoptic Segmentation of Images and Videos
Panoptic segmentation assigns semantic and instance ID labels to every pixel of an image. As permutations of instance IDs are also valid solutions, the task requires learning of high-dimensional one-to-many mapping. As a result, state-of-the-art approaches use customized architectures and task-specific loss functions. We formulate panoptic segmentation as a discrete data generation problem, without relying on inductive bias of the task. A diffusion model is proposed to model panoptic masks, with a simple architecture and generic loss function. By simply adding past predictions as a conditioning signal, our method is capable of modeling video (in a streaming setting) and thereby learns to track object instances automatically. With extensive experiments, we demonstrate that our simple approach can perform competitively to state-of-the-art specialist methods in similar settings.
Beyond the Pixel: a Photometrically Calibrated HDR Dataset for Luminance and Color Prediction
Light plays an important role in human well-being. However, most computer vision tasks treat pixels without considering their relationship to physical luminance. To address this shortcoming, we introduce the Laval Photometric Indoor HDR Dataset, the first large-scale photometrically calibrated dataset of high dynamic range 360{\deg} panoramas. Our key contribution is the calibration of an existing, uncalibrated HDR Dataset. We do so by accurately capturing RAW bracketed exposures simultaneously with a professional photometric measurement device (chroma meter) for multiple scenes across a variety of lighting conditions. Using the resulting measurements, we establish the calibration coefficients to be applied to the HDR images. The resulting dataset is a rich representation of indoor scenes which displays a wide range of illuminance and color, and varied types of light sources. We exploit the dataset to introduce three novel tasks, where: per-pixel luminance, per-pixel color and planar illuminance can be predicted from a single input image. Finally, we also capture another smaller photometric dataset with a commercial 360{\deg} camera, to experiment on generalization across cameras. We are optimistic that the release of our datasets and associated code will spark interest in physically accurate light estimation within the community. Dataset and code are available at https://lvsn.github.io/beyondthepixel/.
Several questions of visual generation in 2024
This paper does not propose any new algorithms but instead outlines various problems in the field of visual generation based on the author's personal understanding. The core of these problems lies in how to decompose visual signals, with all other issues being closely related to this central problem and stemming from unsuitable approaches to signal decomposition. This paper aims to draw researchers' attention to the significance of Visual Signal Decomposition.
Towards Metamerism via Foveated Style Transfer
The problem of visual metamerism is defined as finding a family of perceptually indistinguishable, yet physically different images. In this paper, we propose our NeuroFovea metamer model, a foveated generative model that is based on a mixture of peripheral representations and style transfer forward-pass algorithms. Our gradient-descent free model is parametrized by a foveated VGG19 encoder-decoder which allows us to encode images in high dimensional space and interpolate between the content and texture information with adaptive instance normalization anywhere in the visual field. Our contributions include: 1) A framework for computing metamers that resembles a noisy communication system via a foveated feed-forward encoder-decoder network -- We observe that metamerism arises as a byproduct of noisy perturbations that partially lie in the perceptual null space; 2) A perceptual optimization scheme as a solution to the hyperparametric nature of our metamer model that requires tuning of the image-texture tradeoff coefficients everywhere in the visual field which are a consequence of internal noise; 3) An ABX psychophysical evaluation of our metamers where we also find that the rate of growth of the receptive fields in our model match V1 for reference metamers and V2 between synthesized samples. Our model also renders metamers at roughly a second, presenting a times1000 speed-up compared to the previous work, which allows for tractable data-driven metamer experiments.
Geometry of Sample Spaces
In statistics, independent, identically distributed random samples do not carry a natural ordering, and their statistics are typically invariant with respect to permutations of their order. Thus, an n-sample in a space M can be considered as an element of the quotient space of M^n modulo the permutation group. The present paper takes this definition of sample space and the related concept of orbit types as a starting point for developing a geometric perspective on statistics. We aim at deriving a general mathematical setting for studying the behavior of empirical and population means in spaces ranging from smooth Riemannian manifolds to general stratified spaces. We fully describe the orbifold and path-metric structure of the sample space when M is a manifold or path-metric space, respectively. These results are non-trivial even when M is Euclidean. We show that the infinite sample space exists in a Gromov-Hausdorff type sense and coincides with the Wasserstein space of probability distributions on M. We exhibit Fr\'echet means and k-means as metric projections onto 1-skeleta or k-skeleta in Wasserstein space, and we define a new and more general notion of polymeans. This geometric characterization via metric projections applies equally to sample and population means, and we use it to establish asymptotic properties of polymeans such as consistency and asymptotic normality.
WonderJourney: Going from Anywhere to Everywhere
We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image) and generate a journey through a long sequence of diverse yet coherently connected 3D scenes. We leverage an LLM to generate textual descriptions of the scenes in this journey, a text-driven point cloud generation pipeline to make a compelling and coherent sequence of 3D scenes, and a large VLM to verify the generated scenes. We show compelling, diverse visual results across various scene types and styles, forming imaginary "wonderjourneys". Project website: https://kovenyu.com/WonderJourney/
InfiniCity: Infinite-Scale City Synthesis
Toward infinite-scale 3D city synthesis, we propose a novel framework, InfiniCity, which constructs and renders an unconstrainedly large and 3D-grounded environment from random noises. InfiniCity decomposes the seemingly impractical task into three feasible modules, taking advantage of both 2D and 3D data. First, an infinite-pixel image synthesis module generates arbitrary-scale 2D maps from the bird's-eye view. Next, an octree-based voxel completion module lifts the generated 2D map to 3D octrees. Finally, a voxel-based neural rendering module texturizes the voxels and renders 2D images. InfiniCity can thus synthesize arbitrary-scale and traversable 3D city environments, and allow flexible and interactive editing from users. We quantitatively and qualitatively demonstrate the efficacy of the proposed framework. Project page: https://hubert0527.github.io/infinicity/
Rethinking Space-Time Networks with Improved Memory Coverage for Efficient Video Object Segmentation
This paper presents a simple yet effective approach to modeling space-time correspondences in the context of video object segmentation. Unlike most existing approaches, we establish correspondences directly between frames without re-encoding the mask features for every object, leading to a highly efficient and robust framework. With the correspondences, every node in the current query frame is inferred by aggregating features from the past in an associative fashion. We cast the aggregation process as a voting problem and find that the existing inner-product affinity leads to poor use of memory with a small (fixed) subset of memory nodes dominating the votes, regardless of the query. In light of this phenomenon, we propose using the negative squared Euclidean distance instead to compute the affinities. We validated that every memory node now has a chance to contribute, and experimentally showed that such diversified voting is beneficial to both memory efficiency and inference accuracy. The synergy of correspondence networks and diversified voting works exceedingly well, achieves new state-of-the-art results on both DAVIS and YouTubeVOS datasets while running significantly faster at 20+ FPS for multiple objects without bells and whistles.
Training-free Camera Control for Video Generation
We propose a training-free and robust solution to offer camera movement control for off-the-shelf video diffusion models. Unlike previous work, our method does not require any supervised finetuning on camera-annotated datasets or self-supervised training via data augmentation. Instead, it can be plugged and played with most pretrained video diffusion models and generate camera controllable videos with a single image or text prompt as input. The inspiration of our work comes from the layout prior that intermediate latents hold towards generated results, thus rearranging noisy pixels in them will make output content reallocated as well. As camera move could also be seen as a kind of pixel rearrangement caused by perspective change, videos could be reorganized following specific camera motion if their noisy latents change accordingly. Established on this, we propose our method CamTrol, which enables robust camera control for video diffusion models. It is achieved by a two-stage process. First, we model image layout rearrangement through explicit camera movement in 3D point cloud space. Second, we generate videos with camera motion using layout prior of noisy latents formed by a series of rearranged images. Extensive experiments have demonstrated the robustness our method holds in controlling camera motion of generated videos. Furthermore, we show that our method can produce impressive results in generating 3D rotation videos with dynamic content. Project page at https://lifedecoder.github.io/CamTrol/.
A Symmetry-Aware Exploration of Bayesian Neural Network Posteriors
The distribution of the weights of modern deep neural networks (DNNs) - crucial for uncertainty quantification and robustness - is an eminently complex object due to its extremely high dimensionality. This paper proposes one of the first large-scale explorations of the posterior distribution of deep Bayesian Neural Networks (BNNs), expanding its study to real-world vision tasks and architectures. Specifically, we investigate the optimal approach for approximating the posterior, analyze the connection between posterior quality and uncertainty quantification, delve into the impact of modes on the posterior, and explore methods for visualizing the posterior. Moreover, we uncover weight-space symmetries as a critical aspect for understanding the posterior. To this extent, we develop an in-depth assessment of the impact of both permutation and scaling symmetries that tend to obfuscate the Bayesian posterior. While the first type of transformation is known for duplicating modes, we explore the relationship between the latter and L2 regularization, challenging previous misconceptions. Finally, to help the community improve our understanding of the Bayesian posterior, we will shortly release the first large-scale checkpoint dataset, including thousands of real-world models and our codes.
A Missing Data Imputation GAN for Character Sprite Generation
Creating and updating pixel art character sprites with many frames spanning different animations and poses takes time and can quickly become repetitive. However, that can be partially automated to allow artists to focus on more creative tasks. In this work, we concentrate on creating pixel art character sprites in a target pose from images of them facing other three directions. We present a novel approach to character generation by framing the problem as a missing data imputation task. Our proposed generative adversarial networks model receives the images of a character in all available domains and produces the image of the missing pose. We evaluated our approach in the scenarios with one, two, and three missing images, achieving similar or better results to the state-of-the-art when more images are available. We also evaluate the impact of the proposed changes to the base architecture.
Sat2Scene: 3D Urban Scene Generation from Satellite Images with Diffusion
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However, challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation, lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations, we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically, our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first, which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Localizing Object-level Shape Variations with Text-to-Image Diffusion Models
Text-to-image models give rise to workflows which often begin with an exploration step, where users sift through a large collection of generated images. The global nature of the text-to-image generation process prevents users from narrowing their exploration to a particular object in the image. In this paper, we present a technique to generate a collection of images that depicts variations in the shape of a specific object, enabling an object-level shape exploration process. Creating plausible variations is challenging as it requires control over the shape of the generated object while respecting its semantics. A particular challenge when generating object variations is accurately localizing the manipulation applied over the object's shape. We introduce a prompt-mixing technique that switches between prompts along the denoising process to attain a variety of shape choices. To localize the image-space operation, we present two techniques that use the self-attention layers in conjunction with the cross-attention layers. Moreover, we show that these localization techniques are general and effective beyond the scope of generating object variations. Extensive results and comparisons demonstrate the effectiveness of our method in generating object variations, and the competence of our localization techniques.
When Semantic Segmentation Meets Frequency Aliasing
Despite recent advancements in semantic segmentation, where and what pixels are hard to segment remains largely unexplored. Existing research only separates an image into easy and hard regions and empirically observes the latter are associated with object boundaries. In this paper, we conduct a comprehensive analysis of hard pixel errors, categorizing them into three types: false responses, merging mistakes, and displacements. Our findings reveal a quantitative association between hard pixels and aliasing, which is distortion caused by the overlapping of frequency components in the Fourier domain during downsampling. To identify the frequencies responsible for aliasing, we propose using the equivalent sampling rate to calculate the Nyquist frequency, which marks the threshold for aliasing. Then, we introduce the aliasing score as a metric to quantify the extent of aliasing. While positively correlated with the proposed aliasing score, three types of hard pixels exhibit different patterns. Here, we propose two novel de-aliasing filter (DAF) and frequency mixing (FreqMix) modules to alleviate aliasing degradation by accurately removing or adjusting frequencies higher than the Nyquist frequency. The DAF precisely removes the frequencies responsible for aliasing before downsampling, while the FreqMix dynamically selects high-frequency components within the encoder block. Experimental results demonstrate consistent improvements in semantic segmentation and low-light instance segmentation tasks. The code is available at: https://github.com/Linwei-Chen/Seg-Aliasing.
DreamColour: Controllable Video Colour Editing without Training
Video colour editing is a crucial task for content creation, yet existing solutions either require painstaking frame-by-frame manipulation or produce unrealistic results with temporal artefacts. We present a practical, training-free framework that makes precise video colour editing accessible through an intuitive interface while maintaining professional-quality output. Our key insight is that by decoupling spatial and temporal aspects of colour editing, we can better align with users' natural workflow -- allowing them to focus on precise colour selection in key frames before automatically propagating changes across time. We achieve this through a novel technical framework that combines: (i) a simple point-and-click interface merging grid-based colour selection with automatic instance segmentation for precise spatial control, (ii) bidirectional colour propagation that leverages inherent video motion patterns, and (iii) motion-aware blending that ensures smooth transitions even with complex object movements. Through extensive evaluation on diverse scenarios, we demonstrate that our approach matches or exceeds state-of-the-art methods while eliminating the need for training or specialized hardware, making professional-quality video colour editing accessible to everyone.
Optimal LP Rounding and Linear-Time Approximation Algorithms for Clustering Edge-Colored Hypergraphs
We study the approximability of an existing framework for clustering edge-colored hypergraphs, which is closely related to chromatic correlation clustering and is motivated by machine learning and data mining applications where the goal is to cluster a set of objects based on multiway interactions of different categories or types. We present improved approximation guarantees based on linear programming, and show they are tight by proving a matching integrality gap. Our results also include new approximation hardness results, a combinatorial 2-approximation whose runtime is linear in the hypergraph size, and several new connections to well-studied objectives such as vertex cover and hypergraph multiway cut.
VisDiff: SDF-Guided Polygon Generation for Visibility Reconstruction and Recognition
The capability to learn latent representations plays a key role in the effectiveness of recent machine learning methods. An active frontier in representation learning is understanding representations for combinatorial structures which may not admit well-behaved local neighborhoods or distance functions. For example, for polygons, slightly perturbing vertex locations might lead to significant changes in their combinatorial structure and may even lead to invalid polygons. In this paper, we investigate representations to capture the underlying combinatorial structures of polygons. Specifically, we study the open problem of Visibility Reconstruction: Given a visibility graph G, construct a polygon P whose visibility graph is G. We introduce VisDiff, a novel diffusion-based approach to reconstruct a polygon from its given visibility graph G. Our method first estimates the signed distance function (SDF) of P from G. Afterwards, it extracts ordered vertex locations that have the pairwise visibility relationship given by the edges of G. Our main insight is that going through the SDF significantly improves learning for reconstruction. In order to train VisDiff, we make two main contributions: (1) We design novel loss components for computing the visibility in a differentiable manner and (2) create a carefully curated dataset. We use this dataset to benchmark our method and achieve 21% improvement in F1-Score over standard methods. We also demonstrate effective generalization to out-of-distribution polygon types and show that learning a generative model allows us to sample the set of polygons with a given visibility graph. Finally, we extend our method to the related combinatorial problem of reconstruction from a triangulation. We achieve 95% classification accuracy of triangulation edges and a 4% improvement in Chamfer distance compared to current architectures.
Name Your Colour For the Task: Artificially Discover Colour Naming via Colour Quantisation Transformer
The long-standing theory that a colour-naming system evolves under dual pressure of efficient communication and perceptual mechanism is supported by more and more linguistic studies, including analysing four decades of diachronic data from the Nafaanra language. This inspires us to explore whether machine learning could evolve and discover a similar colour-naming system via optimising the communication efficiency represented by high-level recognition performance. Here, we propose a novel colour quantisation transformer, CQFormer, that quantises colour space while maintaining the accuracy of machine recognition on the quantised images. Given an RGB image, Annotation Branch maps it into an index map before generating the quantised image with a colour palette; meanwhile the Palette Branch utilises a key-point detection way to find proper colours in the palette among the whole colour space. By interacting with colour annotation, CQFormer is able to balance both the machine vision accuracy and colour perceptual structure such as distinct and stable colour distribution for discovered colour system. Very interestingly, we even observe the consistent evolution pattern between our artificial colour system and basic colour terms across human languages. Besides, our colour quantisation method also offers an efficient quantisation method that effectively compresses the image storage while maintaining high performance in high-level recognition tasks such as classification and detection. Extensive experiments demonstrate the superior performance of our method with extremely low bit-rate colours, showing potential to integrate into quantisation network to quantities from image to network activation. The source code is available at https://github.com/ryeocthiv/CQFormer
Joint Generative Modeling of Scene Graphs and Images via Diffusion Models
In this paper, we present a novel generative task: joint scene graph - image generation. While previous works have explored image generation conditioned on scene graphs or layouts, our task is distinctive and important as it involves generating scene graphs themselves unconditionally from noise, enabling efficient and interpretable control for image generation. Our task is challenging, requiring the generation of plausible scene graphs with heterogeneous attributes for nodes (objects) and edges (relations among objects), including continuous object bounding boxes and discrete object and relation categories. We introduce a novel diffusion model, DiffuseSG, that jointly models the adjacency matrix along with heterogeneous node and edge attributes. We explore various types of encodings for the categorical data, relaxing it into a continuous space. With a graph transformer being the denoiser, DiffuseSG successively denoises the scene graph representation in a continuous space and discretizes the final representation to generate the clean scene graph. Additionally, we introduce an IoU regularization to enhance the empirical performance. Our model significantly outperforms existing methods in scene graph generation on the Visual Genome and COCO-Stuff datasets, both on standard and newly introduced metrics that better capture the problem complexity. Moreover, we demonstrate the additional benefits of our model in two downstream applications: 1) excelling in a series of scene graph completion tasks, and 2) improving scene graph detection models by using extra training samples generated from DiffuseSG.
Perceptual Fairness in Image Restoration
Fairness in image restoration tasks is the desire to treat different sub-groups of images equally well. Existing definitions of fairness in image restoration are highly restrictive. They consider a reconstruction to be a correct outcome for a group (e.g., women) only if it falls within the group's set of ground truth images (e.g., natural images of women); otherwise, it is considered entirely incorrect. Consequently, such definitions are prone to controversy, as errors in image restoration can manifest in various ways. In this work we offer an alternative approach towards fairness in image restoration, by considering the Group Perceptual Index (GPI), which we define as the statistical distance between the distribution of the group's ground truth images and the distribution of their reconstructions. We assess the fairness of an algorithm by comparing the GPI of different groups, and say that it achieves perfect Perceptual Fairness (PF) if the GPIs of all groups are identical. We motivate and theoretically study our new notion of fairness, draw its connection to previous ones, and demonstrate its utility on state-of-the-art face image super-resolution algorithms.
GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
Perturb-and-Revise: Flexible 3D Editing with Generative Trajectories
The fields of 3D reconstruction and text-based 3D editing have advanced significantly with the evolution of text-based diffusion models. While existing 3D editing methods excel at modifying color, texture, and style, they struggle with extensive geometric or appearance changes, thus limiting their applications. We propose Perturb-and-Revise, which makes possible a variety of NeRF editing. First, we perturb the NeRF parameters with random initializations to create a versatile initialization. We automatically determine the perturbation magnitude through analysis of the local loss landscape. Then, we revise the edited NeRF via generative trajectories. Combined with the generative process, we impose identity-preserving gradients to refine the edited NeRF. Extensive experiments demonstrate that Perturb-and-Revise facilitates flexible, effective, and consistent editing of color, appearance, and geometry in 3D. For 360{\deg} results, please visit our project page: https://susunghong.github.io/Perturb-and-Revise.
Re-Thinking Inverse Graphics With Large Language Models
Inverse graphics -- the task of inverting an image into physical variables that, when rendered, enable reproduction of the observed scene -- is a fundamental challenge in computer vision and graphics. Disentangling an image into its constituent elements, such as the shape, color, and material properties of the objects of the 3D scene that produced it, requires a comprehensive understanding of the environment. This requirement limits the ability of existing carefully engineered approaches to generalize across domains. Inspired by the zero-shot ability of large language models (LLMs) to generalize to novel contexts, we investigate the possibility of leveraging the broad world knowledge encoded in such models in solving inverse-graphics problems. To this end, we propose the Inverse-Graphics Large Language Model (IG-LLM), an inverse-graphics framework centered around an LLM, that autoregressively decodes a visual embedding into a structured, compositional 3D-scene representation. We incorporate a frozen pre-trained visual encoder and a continuous numeric head to enable end-to-end training. Through our investigation, we demonstrate the potential of LLMs to facilitate inverse graphics through next-token prediction, without the use of image-space supervision. Our analysis opens up new possibilities for precise spatial reasoning about images that exploit the visual knowledge of LLMs. We will release our code and data to ensure the reproducibility of our investigation and to facilitate future research at https://ig-llm.is.tue.mpg.de/
Object-level Visual Prompts for Compositional Image Generation
We introduce a method for composing object-level visual prompts within a text-to-image diffusion model. Our approach addresses the task of generating semantically coherent compositions across diverse scenes and styles, similar to the versatility and expressiveness offered by text prompts. A key challenge in this task is to preserve the identity of the objects depicted in the input visual prompts, while also generating diverse compositions across different images. To address this challenge, we introduce a new KV-mixed cross-attention mechanism, in which keys and values are learned from distinct visual representations. The keys are derived from an encoder with a small bottleneck for layout control, whereas the values come from a larger bottleneck encoder that captures fine-grained appearance details. By mixing keys and values from these complementary sources, our model preserves the identity of the visual prompts while supporting flexible variations in object arrangement, pose, and composition. During inference, we further propose object-level compositional guidance to improve the method's identity preservation and layout correctness. Results show that our technique produces diverse scene compositions that preserve the unique characteristics of each visual prompt, expanding the creative potential of text-to-image generation.
DDColor: Towards Photo-Realistic Image Colorization via Dual Decoders
Image colorization is a challenging problem due to multi-modal uncertainty and high ill-posedness. Directly training a deep neural network usually leads to incorrect semantic colors and low color richness. While transformer-based methods can deliver better results, they often rely on manually designed priors, suffer from poor generalization ability, and introduce color bleeding effects. To address these issues, we propose DDColor, an end-to-end method with dual decoders for image colorization. Our approach includes a pixel decoder and a query-based color decoder. The former restores the spatial resolution of the image, while the latter utilizes rich visual features to refine color queries, thus avoiding hand-crafted priors. Our two decoders work together to establish correlations between color and multi-scale semantic representations via cross-attention, significantly alleviating the color bleeding effect. Additionally, a simple yet effective colorfulness loss is introduced to enhance the color richness. Extensive experiments demonstrate that DDColor achieves superior performance to existing state-of-the-art works both quantitatively and qualitatively. The codes and models are publicly available at https://github.com/piddnad/DDColor.
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
Mixture of Diffusers for scene composition and high resolution image generation
Diffusion methods have been proven to be very effective to generate images while conditioning on a text prompt. However, and although the quality of the generated images is unprecedented, these methods seem to struggle when trying to generate specific image compositions. In this paper we present Mixture of Diffusers, an algorithm that builds over existing diffusion models to provide a more detailed control over composition. By harmonizing several diffusion processes acting on different regions of a canvas, it allows generating larger images, where the location of each object and style is controlled by a separate diffusion process.
NILUT: Conditional Neural Implicit 3D Lookup Tables for Image Enhancement
3D lookup tables (3D LUTs) are a key component for image enhancement. Modern image signal processors (ISPs) have dedicated support for these as part of the camera rendering pipeline. Cameras typically provide multiple options for picture styles, where each style is usually obtained by applying a unique handcrafted 3D LUT. Current approaches for learning and applying 3D LUTs are notably fast, yet not so memory-efficient, as storing multiple 3D LUTs is required. For this reason and other implementation limitations, their use on mobile devices is less popular. In this work, we propose a Neural Implicit LUT (NILUT), an implicitly defined continuous 3D color transformation parameterized by a neural network. We show that NILUTs are capable of accurately emulating real 3D LUTs. Moreover, a NILUT can be extended to incorporate multiple styles into a single network with the ability to blend styles implicitly. Our novel approach is memory-efficient, controllable and can complement previous methods, including learned ISPs. Code, models and dataset available at: https://github.com/mv-lab/nilut
Spatially and Spectrally Consistent Deep Functional Maps
Cycle consistency has long been exploited as a powerful prior for jointly optimizing maps within a collection of shapes. In this paper, we investigate its utility in the approaches of Deep Functional Maps, which are considered state-of-the-art in non-rigid shape matching. We first justify that under certain conditions, the learned maps, when represented in the spectral domain, are already cycle consistent. Furthermore, we identify the discrepancy that spectrally consistent maps are not necessarily spatially, or point-wise, consistent. In light of this, we present a novel design of unsupervised Deep Functional Maps, which effectively enforces the harmony of learned maps under the spectral and the point-wise representation. By taking advantage of cycle consistency, our framework produces state-of-the-art results in mapping shapes even under significant distortions. Beyond that, by independently estimating maps in both spectral and spatial domains, our method naturally alleviates over-fitting in network training, yielding superior generalization performance and accuracy within an array of challenging tests for both near-isometric and non-isometric datasets. Codes are available at https://github.com/rqhuang88/Spatiallyand-Spectrally-Consistent-Deep-Functional-Maps.
MangaNinja: Line Art Colorization with Precise Reference Following
Derived from diffusion models, MangaNinjia specializes in the task of reference-guided line art colorization. We incorporate two thoughtful designs to ensure precise character detail transcription, including a patch shuffling module to facilitate correspondence learning between the reference color image and the target line art, and a point-driven control scheme to enable fine-grained color matching. Experiments on a self-collected benchmark demonstrate the superiority of our model over current solutions in terms of precise colorization. We further showcase the potential of the proposed interactive point control in handling challenging cases, cross-character colorization, multi-reference harmonization, beyond the reach of existing algorithms.
UGainS: Uncertainty Guided Anomaly Instance Segmentation
A single unexpected object on the road can cause an accident or may lead to injuries. To prevent this, we need a reliable mechanism for finding anomalous objects on the road. This task, called anomaly segmentation, can be a stepping stone to safe and reliable autonomous driving. Current approaches tackle anomaly segmentation by assigning an anomaly score to each pixel and by grouping anomalous regions using simple heuristics. However, pixel grouping is a limiting factor when it comes to evaluating the segmentation performance of individual anomalous objects. To address the issue of grouping multiple anomaly instances into one, we propose an approach that produces accurate anomaly instance masks. Our approach centers on an out-of-distribution segmentation model for identifying uncertain regions and a strong generalist segmentation model for anomaly instances segmentation. We investigate ways to use uncertain regions to guide such a segmentation model to perform segmentation of anomalous instances. By incorporating strong object priors from a generalist model we additionally improve the per-pixel anomaly segmentation performance. Our approach outperforms current pixel-level anomaly segmentation methods, achieving an AP of 80.08% and 88.98% on the Fishyscapes Lost and Found and the RoadAnomaly validation sets respectively. Project page: https://vision.rwth-aachen.de/ugains
Random Field Augmentations for Self-Supervised Representation Learning
Self-supervised representation learning is heavily dependent on data augmentations to specify the invariances encoded in representations. Previous work has shown that applying diverse data augmentations is crucial to downstream performance, but augmentation techniques remain under-explored. In this work, we propose a new family of local transformations based on Gaussian random fields to generate image augmentations for self-supervised representation learning. These transformations generalize the well-established affine and color transformations (translation, rotation, color jitter, etc.) and greatly increase the space of augmentations by allowing transformation parameter values to vary from pixel to pixel. The parameters are treated as continuous functions of spatial coordinates, and modeled as independent Gaussian random fields. Empirical results show the effectiveness of the new transformations for self-supervised representation learning. Specifically, we achieve a 1.7% top-1 accuracy improvement over baseline on ImageNet downstream classification, and a 3.6% improvement on out-of-distribution iNaturalist downstream classification. However, due to the flexibility of the new transformations, learned representations are sensitive to hyperparameters. While mild transformations improve representations, we observe that strong transformations can degrade the structure of an image, indicating that balancing the diversity and strength of augmentations is important for improving generalization of learned representations.
Diagnostic Benchmark and Iterative Inpainting for Layout-Guided Image Generation
Spatial control is a core capability in controllable image generation. Advancements in layout-guided image generation have shown promising results on in-distribution (ID) datasets with similar spatial configurations. However, it is unclear how these models perform when facing out-of-distribution (OOD) samples with arbitrary, unseen layouts. In this paper, we propose LayoutBench, a diagnostic benchmark for layout-guided image generation that examines four categories of spatial control skills: number, position, size, and shape. We benchmark two recent representative layout-guided image generation methods and observe that the good ID layout control may not generalize well to arbitrary layouts in the wild (e.g., objects at the boundary). Next, we propose IterInpaint, a new baseline that generates foreground and background regions in a step-by-step manner via inpainting, demonstrating stronger generalizability than existing models on OOD layouts in LayoutBench. We perform quantitative and qualitative evaluation and fine-grained analysis on the four LayoutBench skills to pinpoint the weaknesses of existing models. Lastly, we show comprehensive ablation studies on IterInpaint, including training task ratio, crop&paste vs. repaint, and generation order. Project website: https://layoutbench.github.io
Predictive Flows for Faster Ford-Fulkerson
Recent work has shown that leveraging learned predictions can improve the running time of algorithms for bipartite matching and similar combinatorial problems. In this work, we build on this idea to improve the performance of the widely used Ford-Fulkerson algorithm for computing maximum flows by seeding Ford-Fulkerson with predicted flows. Our proposed method offers strong theoretical performance in terms of the quality of the prediction. We then consider image segmentation, a common use-case of flows in computer vision, and complement our theoretical analysis with strong empirical results.
Semantic-Aware Autoregressive Image Modeling for Visual Representation Learning
The development of autoregressive modeling (AM) in computer vision lags behind natural language processing (NLP) in self-supervised pre-training. This is mainly caused by the challenge that images are not sequential signals and lack a natural order when applying autoregressive modeling. In this study, inspired by human beings' way of grasping an image, i.e., focusing on the main object first, we present a semantic-aware autoregressive image modeling (SemAIM) method to tackle this challenge. The key insight of SemAIM is to autoregressive model images from the semantic patches to the less semantic patches. To this end, we first calculate a semantic-aware permutation of patches according to their feature similarities and then perform the autoregression procedure based on the permutation. In addition, considering that the raw pixels of patches are low-level signals and are not ideal prediction targets for learning high-level semantic representation, we also explore utilizing the patch features as the prediction targets. Extensive experiments are conducted on a broad range of downstream tasks, including image classification, object detection, and instance/semantic segmentation, to evaluate the performance of SemAIM. The results demonstrate SemAIM achieves state-of-the-art performance compared with other self-supervised methods. Specifically, with ViT-B, SemAIM achieves 84.1% top-1 accuracy for fine-tuning on ImageNet, 51.3% AP and 45.4% AP for object detection and instance segmentation on COCO, which outperforms the vanilla MAE by 0.5%, 1.0%, and 0.5%, respectively.
StarCraftImage: A Dataset For Prototyping Spatial Reasoning Methods For Multi-Agent Environments
Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for reinforcement learning (RL)). StarCraft II game replays encode intelligent (and adversarial) multi-agent behavior and could provide a testbed for these tasks; however, extracting simple and standardized representations for prototyping these tasks is laborious and hinders reproducibility. In contrast, MNIST and CIFAR10, despite their extreme simplicity, have enabled rapid prototyping and reproducibility of ML methods. Following the simplicity of these datasets, we construct a benchmark spatial reasoning dataset based on StarCraft II replays that exhibit complex multi-agent behaviors, while still being as easy to use as MNIST and CIFAR10. Specifically, we carefully summarize a window of 255 consecutive game states to create 3.6 million summary images from 60,000 replays, including all relevant metadata such as game outcome and player races. We develop three formats of decreasing complexity: Hyperspectral images that include one channel for every unit type (similar to multispectral geospatial images), RGB images that mimic CIFAR10, and grayscale images that mimic MNIST. We show how this dataset can be used for prototyping spatial reasoning methods. All datasets, code for extraction, and code for dataset loading can be found at https://starcraftdata.davidinouye.com
Learning Inclusion Matching for Animation Paint Bucket Colorization
Colorizing line art is a pivotal task in the production of hand-drawn cel animation. This typically involves digital painters using a paint bucket tool to manually color each segment enclosed by lines, based on RGB values predetermined by a color designer. This frame-by-frame process is both arduous and time-intensive. Current automated methods mainly focus on segment matching. This technique migrates colors from a reference to the target frame by aligning features within line-enclosed segments across frames. However, issues like occlusion and wrinkles in animations often disrupt these direct correspondences, leading to mismatches. In this work, we introduce a new learning-based inclusion matching pipeline, which directs the network to comprehend the inclusion relationships between segments rather than relying solely on direct visual correspondences. Our method features a two-stage pipeline that integrates a coarse color warping module with an inclusion matching module, enabling more nuanced and accurate colorization. To facilitate the training of our network, we also develope a unique dataset, referred to as PaintBucket-Character. This dataset includes rendered line arts alongside their colorized counterparts, featuring various 3D characters. Extensive experiments demonstrate the effectiveness and superiority of our method over existing techniques.
NeX: Real-time View Synthesis with Neural Basis Expansion
We present NeX, a new approach to novel view synthesis based on enhancements of multiplane image (MPI) that can reproduce next-level view-dependent effects -- in real time. Unlike traditional MPI that uses a set of simple RGBalpha planes, our technique models view-dependent effects by instead parameterizing each pixel as a linear combination of basis functions learned from a neural network. Moreover, we propose a hybrid implicit-explicit modeling strategy that improves upon fine detail and produces state-of-the-art results. Our method is evaluated on benchmark forward-facing datasets as well as our newly-introduced dataset designed to test the limit of view-dependent modeling with significantly more challenging effects such as rainbow reflections on a CD. Our method achieves the best overall scores across all major metrics on these datasets with more than 1000times faster rendering time than the state of the art. For real-time demos, visit https://nex-mpi.github.io/
Image-to-Image Translation with Conditional Adversarial Networks
We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. Indeed, since the release of the pix2pix software associated with this paper, a large number of internet users (many of them artists) have posted their own experiments with our system, further demonstrating its wide applicability and ease of adoption without the need for parameter tweaking. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
Self-Supervised Video Representation Learning with Space-Time Cubic Puzzles
Self-supervised tasks such as colorization, inpainting and zigsaw puzzle have been utilized for visual representation learning for still images, when the number of labeled images is limited or absent at all. Recently, this worthwhile stream of study extends to video domain where the cost of human labeling is even more expensive. However, the most of existing methods are still based on 2D CNN architectures that can not directly capture spatio-temporal information for video applications. In this paper, we introduce a new self-supervised task called as Space-Time Cubic Puzzles to train 3D CNNs using large scale video dataset. This task requires a network to arrange permuted 3D spatio-temporal crops. By completing Space-Time Cubic Puzzles, the network learns both spatial appearance and temporal relation of video frames, which is our final goal. In experiments, we demonstrate that our learned 3D representation is well transferred to action recognition tasks, and outperforms state-of-the-art 2D CNN-based competitors on UCF101 and HMDB51 datasets.
Connecting Permutation Equivariant Neural Networks and Partition Diagrams
We show how the Schur-Weyl duality that exists between the partition algebra and the symmetric group results in a stronger theoretical foundation for characterising all of the possible permutation equivariant neural networks whose layers are some tensor power of the permutation representation M_n of the symmetric group S_n. In doing so, we unify two separate bodies of literature, and we correct some of the major results that are now widely quoted by the machine learning community. In particular, we find a basis of matrices for the learnable, linear, permutation equivariant layer functions between such tensor power spaces in the standard basis of M_n by using an elegant graphical representation of a basis of set partitions for the partition algebra and its related vector spaces. Also, we show how we can calculate the number of weights that must appear in these layer functions by looking at certain paths through the McKay quiver for M_n. Finally, we describe how our approach generalises to the construction of neural networks that are equivariant to local symmetries.
Learning to Generate Semantic Layouts for Higher Text-Image Correspondence in Text-to-Image Synthesis
Existing text-to-image generation approaches have set high standards for photorealism and text-image correspondence, largely benefiting from web-scale text-image datasets, which can include up to 5~billion pairs. However, text-to-image generation models trained on domain-specific datasets, such as urban scenes, medical images, and faces, still suffer from low text-image correspondence due to the lack of text-image pairs. Additionally, collecting billions of text-image pairs for a specific domain can be time-consuming and costly. Thus, ensuring high text-image correspondence without relying on web-scale text-image datasets remains a challenging task. In this paper, we present a novel approach for enhancing text-image correspondence by leveraging available semantic layouts. Specifically, we propose a Gaussian-categorical diffusion process that simultaneously generates both images and corresponding layout pairs. Our experiments reveal that we can guide text-to-image generation models to be aware of the semantics of different image regions, by training the model to generate semantic labels for each pixel. We demonstrate that our approach achieves higher text-image correspondence compared to existing text-to-image generation approaches in the Multi-Modal CelebA-HQ and the Cityscapes dataset, where text-image pairs are scarce. Codes are available in this https://pmh9960.github.io/research/GCDP
Rethinking RGB Color Representation for Image Restoration Models
Image restoration models are typically trained with a pixel-wise distance loss defined over the RGB color representation space, which is well known to be a source of blurry and unrealistic textures in the restored images. The reason, we believe, is that the three-channel RGB space is insufficient for supervising the restoration models. To this end, we augment the representation to hold structural information of local neighborhoods at each pixel while keeping the color information and pixel-grainedness unharmed. The result is a new representation space, dubbed augmented RGB (aRGB) space. Substituting the underlying representation space for the per-pixel losses facilitates the training of image restoration models, thereby improving the performance without affecting the evaluation phase. Notably, when combined with auxiliary objectives such as adversarial or perceptual losses, our aRGB space consistently improves overall metrics by reconstructing both color and local structures, overcoming the conventional perception-distortion trade-off.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
Fast Sprite Decomposition from Animated Graphics
This paper presents an approach to decomposing animated graphics into sprites, a set of basic elements or layers. Our approach builds on the optimization of sprite parameters to fit the raster video. For efficiency, we assume static textures for sprites to reduce the search space while preventing artifacts using a texture prior model. To further speed up the optimization, we introduce the initialization of the sprite parameters utilizing a pre-trained video object segmentation model and user input of single frame annotations. For our study, we construct the Crello Animation dataset from an online design service and define quantitative metrics to measure the quality of the extracted sprites. Experiments show that our method significantly outperforms baselines for similar decomposition tasks in terms of the quality/efficiency tradeoff.
Scene Graph to Image Generation with Contextualized Object Layout Refinement
Generating images from scene graphs is a challenging task that attracted substantial interest recently. Prior works have approached this task by generating an intermediate layout description of the target image. However, the representation of each object in the layout was generated independently, which resulted in high overlap, low coverage, and an overall blurry layout. We propose a novel method that alleviates these issues by generating the entire layout description gradually to improve inter-object dependency. We empirically show on the COCO-STUFF dataset that our approach improves the quality of both the intermediate layout and the final image. Our approach improves the layout coverage by almost 20 points and drops object overlap to negligible amounts.
Fractal Generative Models
Modularization is a cornerstone of computer science, abstracting complex functions into atomic building blocks. In this paper, we introduce a new level of modularization by abstracting generative models into atomic generative modules. Analogous to fractals in mathematics, our method constructs a new type of generative model by recursively invoking atomic generative modules, resulting in self-similar fractal architectures that we call fractal generative models. As a running example, we instantiate our fractal framework using autoregressive models as the atomic generative modules and examine it on the challenging task of pixel-by-pixel image generation, demonstrating strong performance in both likelihood estimation and generation quality. We hope this work could open a new paradigm in generative modeling and provide a fertile ground for future research. Code is available at https://github.com/LTH14/fractalgen.
Privacy-Preserving Deep Learning Using Deformable Operators for Secure Task Learning
In the era of cloud computing and data-driven applications, it is crucial to protect sensitive information to maintain data privacy, ensuring truly reliable systems. As a result, preserving privacy in deep learning systems has become a critical concern. Existing methods for privacy preservation rely on image encryption or perceptual transformation approaches. However, they often suffer from reduced task performance and high computational costs. To address these challenges, we propose a novel Privacy-Preserving framework that uses a set of deformable operators for secure task learning. Our method involves shuffling pixels during the analog-to-digital conversion process to generate visually protected data. Those are then fed into a well-known network enhanced with deformable operators. Using our approach, users can achieve equivalent performance to original images without additional training using a secret key. Moreover, our method enables access control against unauthorized users. Experimental results demonstrate the efficacy of our approach, showcasing its potential in cloud-based scenarios and privacy-sensitive applications.
VeGaS: Video Gaussian Splatting
Implicit Neural Representations (INRs) employ neural networks to approximate discrete data as continuous functions. In the context of video data, such models can be utilized to transform the coordinates of pixel locations along with frame occurrence times (or indices) into RGB color values. Although INRs facilitate effective compression, they are unsuitable for editing purposes. One potential solution is to use a 3D Gaussian Splatting (3DGS) based model, such as the Video Gaussian Representation (VGR), which is capable of encoding video as a multitude of 3D Gaussians and is applicable for numerous video processing operations, including editing. Nevertheless, in this case, the capacity for modification is constrained to a limited set of basic transformations. To address this issue, we introduce the Video Gaussian Splatting (VeGaS) model, which enables realistic modifications of video data. To construct VeGaS, we propose a novel family of Folded-Gaussian distributions designed to capture nonlinear dynamics in a video stream and model consecutive frames by 2D Gaussians obtained as respective conditional distributions. Our experiments demonstrate that VeGaS outperforms state-of-the-art solutions in frame reconstruction tasks and allows realistic modifications of video data. The code is available at: https://github.com/gmum/VeGaS.
DiffSynth: Latent In-Iteration Deflickering for Realistic Video Synthesis
In recent years, diffusion models have emerged as the most powerful approach in image synthesis. However, applying these models directly to video synthesis presents challenges, as it often leads to noticeable flickering contents. Although recently proposed zero-shot methods can alleviate flicker to some extent, we still struggle to generate coherent videos. In this paper, we propose DiffSynth, a novel approach that aims to convert image synthesis pipelines to video synthesis pipelines. DiffSynth consists of two key components: a latent in-iteration deflickering framework and a video deflickering algorithm. The latent in-iteration deflickering framework applies video deflickering to the latent space of diffusion models, effectively preventing flicker accumulation in intermediate steps. Additionally, we propose a video deflickering algorithm, named patch blending algorithm, that remaps objects in different frames and blends them together to enhance video consistency. One of the notable advantages of DiffSynth is its general applicability to various video synthesis tasks, including text-guided video stylization, fashion video synthesis, image-guided video stylization, video restoring, and 3D rendering. In the task of text-guided video stylization, we make it possible to synthesize high-quality videos without cherry-picking. The experimental results demonstrate the effectiveness of DiffSynth. All videos can be viewed on our project page. Source codes will also be released.
Fairness and Bias Mitigation in Computer Vision: A Survey
Computer vision systems have witnessed rapid progress over the past two decades due to multiple advances in the field. As these systems are increasingly being deployed in high-stakes real-world applications, there is a dire need to ensure that they do not propagate or amplify any discriminatory tendencies in historical or human-curated data or inadvertently learn biases from spurious correlations. This paper presents a comprehensive survey on fairness that summarizes and sheds light on ongoing trends and successes in the context of computer vision. The topics we discuss include 1) The origin and technical definitions of fairness drawn from the wider fair machine learning literature and adjacent disciplines. 2) Work that sought to discover and analyze biases in computer vision systems. 3) A summary of methods proposed to mitigate bias in computer vision systems in recent years. 4) A comprehensive summary of resources and datasets produced by researchers to measure, analyze, and mitigate bias and enhance fairness. 5) Discussion of the field's success, continuing trends in the context of multimodal foundation and generative models, and gaps that still need to be addressed. The presented characterization should help researchers understand the importance of identifying and mitigating bias in computer vision and the state of the field and identify potential directions for future research.
Doppelgangers: Learning to Disambiguate Images of Similar Structures
We consider the visual disambiguation task of determining whether a pair of visually similar images depict the same or distinct 3D surfaces (e.g., the same or opposite sides of a symmetric building). Illusory image matches, where two images observe distinct but visually similar 3D surfaces, can be challenging for humans to differentiate, and can also lead 3D reconstruction algorithms to produce erroneous results. We propose a learning-based approach to visual disambiguation, formulating it as a binary classification task on image pairs. To that end, we introduce a new dataset for this problem, Doppelgangers, which includes image pairs of similar structures with ground truth labels. We also design a network architecture that takes the spatial distribution of local keypoints and matches as input, allowing for better reasoning about both local and global cues. Our evaluation shows that our method can distinguish illusory matches in difficult cases, and can be integrated into SfM pipelines to produce correct, disambiguated 3D reconstructions. See our project page for our code, datasets, and more results: http://doppelgangers-3d.github.io/.
NeRFiller: Completing Scenes via Generative 3D Inpainting
We propose NeRFiller, an approach that completes missing portions of a 3D capture via generative 3D inpainting using off-the-shelf 2D visual generative models. Often parts of a captured 3D scene or object are missing due to mesh reconstruction failures or a lack of observations (e.g., contact regions, such as the bottom of objects, or hard-to-reach areas). We approach this challenging 3D inpainting problem by leveraging a 2D inpainting diffusion model. We identify a surprising behavior of these models, where they generate more 3D consistent inpaints when images form a 2times2 grid, and show how to generalize this behavior to more than four images. We then present an iterative framework to distill these inpainted regions into a single consistent 3D scene. In contrast to related works, we focus on completing scenes rather than deleting foreground objects, and our approach does not require tight 2D object masks or text. We compare our approach to relevant baselines adapted to our setting on a variety of scenes, where NeRFiller creates the most 3D consistent and plausible scene completions. Our project page is at https://ethanweber.me/nerfiller.
Compositional Scene Representation Learning via Reconstruction: A Survey
Visual scenes are composed of visual concepts and have the property of combinatorial explosion. An important reason for humans to efficiently learn from diverse visual scenes is the ability of compositional perception, and it is desirable for artificial intelligence to have similar abilities. Compositional scene representation learning is a task that enables such abilities. In recent years, various methods have been proposed to apply deep neural networks, which have been proven to be advantageous in representation learning, to learn compositional scene representations via reconstruction, advancing this research direction into the deep learning era. Learning via reconstruction is advantageous because it may utilize massive unlabeled data and avoid costly and laborious data annotation. In this survey, we first outline the current progress on reconstruction-based compositional scene representation learning with deep neural networks, including development history and categorizations of existing methods from the perspectives of the modeling of visual scenes and the inference of scene representations; then provide benchmarks, including an open source toolbox to reproduce the benchmark experiments, of representative methods that consider the most extensively studied problem setting and form the foundation for other methods; and finally discuss the limitations of existing methods and future directions of this research topic.
Image Inpainting via Iteratively Decoupled Probabilistic Modeling
Generative adversarial networks (GANs) have made great success in image inpainting yet still have difficulties tackling large missing regions. In contrast, iterative probabilistic algorithms, such as autoregressive and denoising diffusion models, have to be deployed with massive computing resources for decent effect. To achieve high-quality results with low computational cost, we present a novel pixel spread model (PSM) that iteratively employs decoupled probabilistic modeling, combining the optimization efficiency of GANs with the prediction tractability of probabilistic models. As a result, our model selectively spreads informative pixels throughout the image in a few iterations, largely enhancing the completion quality and efficiency. On multiple benchmarks, we achieve new state-of-the-art performance. Code is released at https://github.com/fenglinglwb/PSM.
On the Robustness of Normalizing Flows for Inverse Problems in Imaging
Conditional normalizing flows can generate diverse image samples for solving inverse problems. Most normalizing flows for inverse problems in imaging employ the conditional affine coupling layer that can generate diverse images quickly. However, unintended severe artifacts are occasionally observed in the output of them. In this work, we address this critical issue by investigating the origins of these artifacts and proposing the conditions to avoid them. First of all, we empirically and theoretically reveal that these problems are caused by "exploding inverse" in the conditional affine coupling layer for certain out-of-distribution (OOD) conditional inputs. Then, we further validated that the probability of causing erroneous artifacts in pixels is highly correlated with a Mahalanobis distance-based OOD score for inverse problems in imaging. Lastly, based on our investigations, we propose a remark to avoid exploding inverse and then based on it, we suggest a simple remedy that substitutes the affine coupling layers with the modified rational quadratic spline coupling layers in normalizing flows, to encourage the robustness of generated image samples. Our experimental results demonstrated that our suggested methods effectively suppressed critical artifacts occurring in normalizing flows for super-resolution space generation and low-light image enhancement.
Alfie: Democratising RGBA Image Generation With No $$$
Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.
Flying Triangulation - towards the 3D movie camera
Flying Triangulation sensors enable a free-hand and motion-robust 3D data acquisition of complex shaped objects. The measurement principle is based on a multi-line light-sectioning approach and uses sophisticated algorithms for real-time registration (S. Ettl et al., Appl. Opt. 51 (2012) 281-289). As "single-shot principle", light sectioning enables the option to get surface data from one single camera exposure. But there is a drawback: A pixel-dense measurement is not possible because of fundamental information-theoretical reasons. By "pixel-dense" we understand that each pixel displays individually measured distance information, neither interpolated from its neighbour pixels nor using lateral context information. Hence, for monomodal single-shot principles, the 3D data generated from one 2D raw image display a significantly lower space-bandwidth than the camera permits. This is the price one must pay for motion robustness. Currently, our sensors project about 10 lines (each with 1000 pixels), reaching an considerable lower data efficiency than theoretically possible for a single-shot sensor. Our aim is to push Flying Triangulation to its information-theoretical limits. Therefore, the line density as well as the measurement depth needs to be significantly increased. This causes serious indexing ambiguities. On the road to a single-shot 3D movie camera, we are working on solutions to overcome the problem of false line indexing by utilizing yet unexploited information. We will present several approaches and will discuss profound information-theoretical questions about the information efficiency of 3D sensors.
Compatibility of Fundamental Matrices for Complete Viewing Graphs
This paper studies the problem of recovering cameras from a set of fundamental matrices. A set of fundamental matrices is said to be compatible if a set of cameras exists for which they are the fundamental matrices. We focus on the complete graph, where fundamental matrices for each pair of cameras are given. Previous work has established necessary and sufficient conditions for compatibility as rank and eigenvalue conditions on the n-view fundamental matrix obtained by concatenating the individual fundamental matrices. In this work, we show that the eigenvalue condition is redundant. We provide explicit homogeneous polynomials that describe necessary and sufficient conditions for compatibility in terms of the fundamental matrices and their epipoles. In this direction, we find that quadruple-wise compatibility is enough to ensure global compatibility for any number of cameras. We demonstrate that for four cameras, compatibility is generically described by triple-wise conditions and one additional equation involving all fundamental matrices.
PivotNet: Vectorized Pivot Learning for End-to-end HD Map Construction
Vectorized high-definition map online construction has garnered considerable attention in the field of autonomous driving research. Most existing approaches model changeable map elements using a fixed number of points, or predict local maps in a two-stage autoregressive manner, which may miss essential details and lead to error accumulation. Towards precise map element learning, we propose a simple yet effective architecture named PivotNet, which adopts unified pivot-based map representations and is formulated as a direct set prediction paradigm. Concretely, we first propose a novel point-to-line mask module to encode both the subordinate and geometrical point-line priors in the network. Then, a well-designed pivot dynamic matching module is proposed to model the topology in dynamic point sequences by introducing the concept of sequence matching. Furthermore, to supervise the position and topology of the vectorized point predictions, we propose a dynamic vectorized sequence loss. Extensive experiments and ablations show that PivotNet is remarkably superior to other SOTAs by 5.9 mAP at least. The code will be available soon.
The Perception-Robustness Tradeoff in Deterministic Image Restoration
We study the behavior of deterministic methods for solving inverse problems in imaging. These methods are commonly designed to achieve two goals: (1) attaining high perceptual quality, and (2) generating reconstructions that are consistent with the measurements. We provide a rigorous proof that the better a predictor satisfies these two requirements, the larger its Lipschitz constant must be, regardless of the nature of the degradation involved. In particular, to approach perfect perceptual quality and perfect consistency, the Lipschitz constant of the model must grow to infinity. This implies that such methods are necessarily more susceptible to adversarial attacks. We demonstrate our theory on single image super-resolution algorithms, addressing both noisy and noiseless settings. We also show how this undesired behavior can be leveraged to explore the posterior distribution, thereby allowing the deterministic model to imitate stochastic methods.
Sketch-Guided Scene Image Generation
Text-to-image models are showcasing the impressive ability to create high-quality and diverse generative images. Nevertheless, the transition from freehand sketches to complex scene images remains challenging using diffusion models. In this study, we propose a novel sketch-guided scene image generation framework, decomposing the task of scene image scene generation from sketch inputs into object-level cross-domain generation and scene-level image construction. We employ pre-trained diffusion models to convert each single object drawing into an image of the object, inferring additional details while maintaining the sparse sketch structure. In order to maintain the conceptual fidelity of the foreground during scene generation, we invert the visual features of object images into identity embeddings for scene generation. In scene-level image construction, we generate the latent representation of the scene image using the separated background prompts, and then blend the generated foreground objects according to the layout of the sketch input. To ensure the foreground objects' details remain unchanged while naturally composing the scene image, we infer the scene image on the blended latent representation using a global prompt that includes the trained identity tokens. Through qualitative and quantitative experiments, we demonstrate the ability of the proposed approach to generate scene images from hand-drawn sketches surpasses the state-of-the-art approaches.
Efficient Image Super-Resolution Using Pixel Attention
This work aims at designing a lightweight convolutional neural network for image super resolution (SR). With simplicity bare in mind, we construct a pretty concise and effective network with a newly proposed pixel attention scheme. Pixel attention (PA) is similar as channel attention and spatial attention in formulation. The difference is that PA produces 3D attention maps instead of a 1D attention vector or a 2D map. This attention scheme introduces fewer additional parameters but generates better SR results. On the basis of PA, we propose two building blocks for the main branch and the reconstruction branch, respectively. The first one - SC-PA block has the same structure as the Self-Calibrated convolution but with our PA layer. This block is much more efficient than conventional residual/dense blocks, for its twobranch architecture and attention scheme. While the second one - UPA block combines the nearest-neighbor upsampling, convolution and PA layers. It improves the final reconstruction quality with little parameter cost. Our final model- PAN could achieve similar performance as the lightweight networks - SRResNet and CARN, but with only 272K parameters (17.92% of SRResNet and 17.09% of CARN). The effectiveness of each proposed component is also validated by ablation study. The code is available at https://github.com/zhaohengyuan1/PAN.
Screentone-Preserved Manga Retargeting
As a popular comic style, manga offers a unique impression by utilizing a rich set of bitonal patterns, or screentones, for illustration. However, screentones can easily be contaminated with visual-unpleasant aliasing and/or blurriness after resampling, which harms its visualization on displays of diverse resolutions. To address this problem, we propose the first manga retargeting method that synthesizes a rescaled manga image while retaining the screentone in each screened region. This is a non-trivial task as accurate region-wise segmentation remains challenging. Fortunately, the rescaled manga shares the same region-wise screentone correspondences with the original manga, which enables us to simplify the screentone synthesis problem as an anchor-based proposals selection and rearrangement problem. Specifically, we design a novel manga sampling strategy to generate aliasing-free screentone proposals, based on hierarchical grid-based anchors that connect the correspondences between the original and the target rescaled manga. Furthermore, a Recurrent Proposal Selection Module (RPSM) is proposed to adaptively integrate these proposals for target screentone synthesis. Besides, to deal with the translation insensitivity nature of screentones, we propose a translation-invariant screentone loss to facilitate the training convergence. Extensive qualitative and quantitative experiments are conducted to verify the effectiveness of our method, and notably compelling results are achieved compared to existing alternative techniques.
Representation Learning by Learning to Count
We introduce a novel method for representation learning that uses an artificial supervision signal based on counting visual primitives. This supervision signal is obtained from an equivariance relation, which does not require any manual annotation. We relate transformations of images to transformations of the representations. More specifically, we look for the representation that satisfies such relation rather than the transformations that match a given representation. In this paper, we use two image transformations in the context of counting: scaling and tiling. The first transformation exploits the fact that the number of visual primitives should be invariant to scale. The second transformation allows us to equate the total number of visual primitives in each tile to that in the whole image. These two transformations are combined in one constraint and used to train a neural network with a contrastive loss. The proposed task produces representations that perform on par or exceed the state of the art in transfer learning benchmarks.
CONFORM: Contrast is All You Need For High-Fidelity Text-to-Image Diffusion Models
Images produced by text-to-image diffusion models might not always faithfully represent the semantic intent of the provided text prompt, where the model might overlook or entirely fail to produce certain objects. Existing solutions often require customly tailored functions for each of these problems, leading to sub-optimal results, especially for complex prompts. Our work introduces a novel perspective by tackling this challenge in a contrastive context. Our approach intuitively promotes the segregation of objects in attention maps while also maintaining that pairs of related attributes are kept close to each other. We conduct extensive experiments across a wide variety of scenarios, each involving unique combinations of objects, attributes, and scenes. These experiments effectively showcase the versatility, efficiency, and flexibility of our method in working with both latent and pixel-based diffusion models, including Stable Diffusion and Imagen. Moreover, we publicly share our source code to facilitate further research.
Paint Bucket Colorization Using Anime Character Color Design Sheets
Line art colorization plays a crucial role in hand-drawn animation production, where digital artists manually colorize segments using a paint bucket tool, guided by RGB values from character color design sheets. This process, often called paint bucket colorization, involves two main tasks: keyframe colorization, where colors are applied according to the character's color design sheet, and consecutive frame colorization, where these colors are replicated across adjacent frames. Current automated colorization methods primarily focus on reference-based and segment-matching approaches. However, reference-based methods often fail to accurately assign specific colors to each region, while matching-based methods are limited to consecutive frame colorization and struggle with issues like significant deformation and occlusion. In this work, we introduce inclusion matching, which allows the network to understand the inclusion relationships between segments, rather than relying solely on direct visual correspondences. By integrating this approach with segment parsing and color warping modules, our inclusion matching pipeline significantly improves performance in both keyframe colorization and consecutive frame colorization. To support our network's training, we have developed a unique dataset named PaintBucket-Character, which includes rendered line arts alongside their colorized versions and shading annotations for various 3D characters. To replicate industry animation data formats, we also created color design sheets for each character, with semantic information for each color and standard pose reference images. Experiments highlight the superiority of our method, demonstrating accurate and consistent colorization across both our proposed benchmarks and hand-drawn animations.
Illiterate DALL-E Learns to Compose
Although DALL-E has shown an impressive ability of composition-based systematic generalization in image generation, it requires the dataset of text-image pairs and the compositionality is provided by the text. In contrast, object-centric representation models like the Slot Attention model learn composable representations without the text prompt. However, unlike DALL-E its ability to systematically generalize for zero-shot generation is significantly limited. In this paper, we propose a simple but novel slot-based autoencoding architecture, called SLATE, for combining the best of both worlds: learning object-centric representations that allows systematic generalization in zero-shot image generation without text. As such, this model can also be seen as an illiterate DALL-E model. Unlike the pixel-mixture decoders of existing object-centric representation models, we propose to use the Image GPT decoder conditioned on the slots for capturing complex interactions among the slots and pixels. In experiments, we show that this simple and easy-to-implement architecture not requiring a text prompt achieves significant improvement in in-distribution and out-of-distribution (zero-shot) image generation and qualitatively comparable or better slot-attention structure than the models based on mixture decoders.
ProSpect: Prompt Spectrum for Attribute-Aware Personalization of Diffusion Models
Personalizing generative models offers a way to guide image generation with user-provided references. Current personalization methods can invert an object or concept into the textual conditioning space and compose new natural sentences for text-to-image diffusion models. However, representing and editing specific visual attributes such as material, style, and layout remains a challenge, leading to a lack of disentanglement and editability. To address this problem, we propose a novel approach that leverages the step-by-step generation process of diffusion models, which generate images from low to high frequency information, providing a new perspective on representing, generating, and editing images. We develop the Prompt Spectrum Space P*, an expanded textual conditioning space, and a new image representation method called \sysname. ProSpect represents an image as a collection of inverted textual token embeddings encoded from per-stage prompts, where each prompt corresponds to a specific generation stage (i.e., a group of consecutive steps) of the diffusion model. Experimental results demonstrate that P* and ProSpect offer better disentanglement and controllability compared to existing methods. We apply ProSpect in various personalized attribute-aware image generation applications, such as image-guided or text-driven manipulations of materials, style, and layout, achieving previously unattainable results from a single image input without fine-tuning the diffusion models. Our source code is available athttps://github.com/zyxElsa/ProSpect.
SemFlow: Binding Semantic Segmentation and Image Synthesis via Rectified Flow
Semantic segmentation and semantic image synthesis are two representative tasks in visual perception and generation. While existing methods consider them as two distinct tasks, we propose a unified diffusion-based framework (SemFlow) and model them as a pair of reverse problems. Specifically, motivated by rectified flow theory, we train an ordinary differential equation (ODE) model to transport between the distributions of real images and semantic masks. As the training object is symmetric, samples belonging to the two distributions, images and semantic masks, can be effortlessly transferred reversibly. For semantic segmentation, our approach solves the contradiction between the randomness of diffusion outputs and the uniqueness of segmentation results. For image synthesis, we propose a finite perturbation approach to enhance the diversity of generated results without changing the semantic categories. Experiments show that our SemFlow achieves competitive results on semantic segmentation and semantic image synthesis tasks. We hope this simple framework will motivate people to rethink the unification of low-level and high-level vision. Project page: https://github.com/wang-chaoyang/SemFlow.
Intrinsic Sliced Wasserstein Distances for Comparing Collections of Probability Distributions on Manifolds and Graphs
Collections of probability distributions arise in a variety of applications ranging from user activity pattern analysis to brain connectomics. In practice these distributions can be defined over diverse domain types including finite intervals, circles, cylinders, spheres, other manifolds, and graphs. This paper introduces an approach for detecting differences between two collections of distributions over such general domains. To this end, we propose the intrinsic slicing construction that yields a novel class of Wasserstein distances on manifolds and graphs. These distances are Hilbert embeddable, allowing us to reduce the distribution collection comparison problem to a more familiar mean testing problem in a Hilbert space. We provide two testing procedures one based on resampling and another on combining p-values from coordinate-wise tests. Our experiments in various synthetic and real data settings show that the resulting tests are powerful and the p-values are well-calibrated.
RandAR: Decoder-only Autoregressive Visual Generation in Random Orders
We introduce RandAR, a decoder-only visual autoregressive (AR) model capable of generating images in arbitrary token orders. Unlike previous decoder-only AR models that rely on a predefined generation order, RandAR removes this inductive bias, unlocking new capabilities in decoder-only generation. Our essential design enables random order by inserting a "position instruction token" before each image token to be predicted, representing the spatial location of the next image token. Trained on randomly permuted token sequences -- a more challenging task than fixed-order generation, RandAR achieves comparable performance to its conventional raster-order counterpart. More importantly, decoder-only transformers trained from random orders acquire new capabilities. For the efficiency bottleneck of AR models, RandAR adopts parallel decoding with KV-Cache at inference time, enjoying 2.5x acceleration without sacrificing generation quality. Additionally, RandAR supports inpainting, outpainting and resolution extrapolation in a zero-shot manner. We hope RandAR inspires new directions for decoder-only visual generation models and broadens their applications across diverse scenarios. Our project page is at https://rand-ar.github.io/.
Semi-Supervised Semantic Segmentation Using Unreliable Pseudo-Labels
The crux of semi-supervised semantic segmentation is to assign adequate pseudo-labels to the pixels of unlabeled images. A common practice is to select the highly confident predictions as the pseudo ground-truth, but it leads to a problem that most pixels may be left unused due to their unreliability. We argue that every pixel matters to the model training, even its prediction is ambiguous. Intuitively, an unreliable prediction may get confused among the top classes (i.e., those with the highest probabilities), however, it should be confident about the pixel not belonging to the remaining classes. Hence, such a pixel can be convincingly treated as a negative sample to those most unlikely categories. Based on this insight, we develop an effective pipeline to make sufficient use of unlabeled data. Concretely, we separate reliable and unreliable pixels via the entropy of predictions, push each unreliable pixel to a category-wise queue that consists of negative samples, and manage to train the model with all candidate pixels. Considering the training evolution, where the prediction becomes more and more accurate, we adaptively adjust the threshold for the reliable-unreliable partition. Experimental results on various benchmarks and training settings demonstrate the superiority of our approach over the state-of-the-art alternatives.
Effective Spectral Unmixing via Robust Representation and Learning-based Sparsity
Hyperspectral unmixing (HU) plays a fundamental role in a wide range of hyperspectral applications. It is still challenging due to the common presence of outlier channels and the large solution space. To address the above two issues, we propose a novel model by emphasizing both robust representation and learning-based sparsity. Specifically, we apply the ell_{2,1}-norm to measure the representation error, preventing outlier channels from dominating our objective. In this way, the side effects of outlier channels are greatly relieved. Besides, we observe that the mixed level of each pixel varies over image grids. Based on this observation, we exploit a learning-based sparsity method to simultaneously learn the HU results and a sparse guidance map. Via this guidance map, the sparsity constraint in the ell_{p}!left(!0!<! p!leq!1right)-norm is adaptively imposed according to the learnt mixed level of each pixel. Compared with state-of-the-art methods, our model is better suited to the real situation, thus expected to achieve better HU results. The resulted objective is highly non-convex and non-smooth, and so it is hard to optimize. As a profound theoretical contribution, we propose an efficient algorithm to solve it. Meanwhile, the convergence proof and the computational complexity analysis are systematically provided. Extensive evaluations verify that our method is highly promising for the HU task---it achieves very accurate guidance maps and much better HU results compared with state-of-the-art methods.
Alias-Free Generative Adversarial Networks
We observe that despite their hierarchical convolutional nature, the synthesis process of typical generative adversarial networks depends on absolute pixel coordinates in an unhealthy manner. This manifests itself as, e.g., detail appearing to be glued to image coordinates instead of the surfaces of depicted objects. We trace the root cause to careless signal processing that causes aliasing in the generator network. Interpreting all signals in the network as continuous, we derive generally applicable, small architectural changes that guarantee that unwanted information cannot leak into the hierarchical synthesis process. The resulting networks match the FID of StyleGAN2 but differ dramatically in their internal representations, and they are fully equivariant to translation and rotation even at subpixel scales. Our results pave the way for generative models better suited for video and animation.
Theoretical and Numerical Analysis of 3D Reconstruction Using Point and Line Incidences
We study the joint image of lines incident to points, meaning the set of image tuples obtained from fixed cameras observing a varying 3D point-line incidence. We prove a formula for the number of complex critical points of the triangulation problem that aims to compute a 3D point-line incidence from noisy images. Our formula works for an arbitrary number of images and measures the intrinsic difficulty of this triangulation. Additionally, we conduct numerical experiments using homotopy continuation methods, comparing different approaches of triangulation of such incidences. In our setup, exploiting the incidence relations gives both a faster point reconstruction and in three views more accurate.
LayoutFlow: Flow Matching for Layout Generation
Finding a suitable layout represents a crucial task for diverse applications in graphic design. Motivated by simpler and smoother sampling trajectories, we explore the use of Flow Matching as an alternative to current diffusion-based layout generation models. Specifically, we propose LayoutFlow, an efficient flow-based model capable of generating high-quality layouts. Instead of progressively denoising the elements of a noisy layout, our method learns to gradually move, or flow, the elements of an initial sample until it reaches its final prediction. In addition, we employ a conditioning scheme that allows us to handle various generation tasks with varying degrees of conditioning with a single model. Empirically, LayoutFlow performs on par with state-of-the-art models while being significantly faster.
Efficient Scale-Invariant Generator with Column-Row Entangled Pixel Synthesis
Any-scale image synthesis offers an efficient and scalable solution to synthesize photo-realistic images at any scale, even going beyond 2K resolution. However, existing GAN-based solutions depend excessively on convolutions and a hierarchical architecture, which introduce inconsistency and the ``texture sticking" issue when scaling the output resolution. From another perspective, INR-based generators are scale-equivariant by design, but their huge memory footprint and slow inference hinder these networks from being adopted in large-scale or real-time systems. In this work, we propose Column-Row Entangled Pixel Synthesis (CREPS), a new generative model that is both efficient and scale-equivariant without using any spatial convolutions or coarse-to-fine design. To save memory footprint and make the system scalable, we employ a novel bi-line representation that decomposes layer-wise feature maps into separate ``thick" column and row encodings. Experiments on various datasets, including FFHQ, LSUN-Church, MetFaces, and Flickr-Scenery, confirm CREPS' ability to synthesize scale-consistent and alias-free images at any arbitrary resolution with proper training and inference speed. Code is available at https://github.com/VinAIResearch/CREPS.
SyncTweedies: A General Generative Framework Based on Synchronized Diffusions
We introduce a general framework for generating diverse visual content, including ambiguous images, panorama images, mesh textures, and Gaussian splat textures, by synchronizing multiple diffusion processes. We present exhaustive investigation into all possible scenarios for synchronizing multiple diffusion processes through a canonical space and analyze their characteristics across applications. In doing so, we reveal a previously unexplored case: averaging the outputs of Tweedie's formula while conducting denoising in multiple instance spaces. This case also provides the best quality with the widest applicability to downstream tasks. We name this case SyncTweedies. In our experiments generating visual content aforementioned, we demonstrate the superior quality of generation by SyncTweedies compared to other synchronization methods, optimization-based and iterative-update-based methods.
CLIPDrawX: Primitive-based Explanations for Text Guided Sketch Synthesis
With the goal of understanding the visual concepts that CLIP associates with text prompts, we show that the latent space of CLIP can be visualized solely in terms of linear transformations on simple geometric primitives like circles and straight lines. Although existing approaches achieve this by sketch-synthesis-through-optimization, they do so on the space of B\'ezier curves, which exhibit a wastefully large set of structures that they can evolve into, as most of them are non-essential for generating meaningful sketches. We present CLIPDrawX, an algorithm that provides significantly better visualizations for CLIP text embeddings, using only simple primitive shapes like straight lines and circles. This constrains the set of possible outputs to linear transformations on these primitives, thereby exhibiting an inherently simpler mathematical form. The synthesis process of CLIPDrawX can be tracked end-to-end, with each visual concept being explained exclusively in terms of primitives. Implementation will be released upon acceptance. Project Page: https://clipdrawx.github.io/{https://clipdrawx.github.io/}.
Breaking the cycle -- Colleagues are all you need
This paper proposes a novel approach to performing image-to-image translation between unpaired domains. Rather than relying on a cycle constraint, our method takes advantage of collaboration between various GANs. This results in a multi-modal method, in which multiple optional and diverse images are produced for a given image. Our model addresses some of the shortcomings of classical GANs: (1) It is able to remove large objects, such as glasses. (2) Since it does not need to support the cycle constraint, no irrelevant traces of the input are left on the generated image. (3) It manages to translate between domains that require large shape modifications. Our results are shown to outperform those generated by state-of-the-art methods for several challenging applications on commonly-used datasets, both qualitatively and quantitatively.
PIXART-δ: Fast and Controllable Image Generation with Latent Consistency Models
This technical report introduces PIXART-{\delta}, a text-to-image synthesis framework that integrates the Latent Consistency Model (LCM) and ControlNet into the advanced PIXART-{\alpha} model. PIXART-{\alpha} is recognized for its ability to generate high-quality images of 1024px resolution through a remarkably efficient training process. The integration of LCM in PIXART-{\delta} significantly accelerates the inference speed, enabling the production of high-quality images in just 2-4 steps. Notably, PIXART-{\delta} achieves a breakthrough 0.5 seconds for generating 1024x1024 pixel images, marking a 7x improvement over the PIXART-{\alpha}. Additionally, PIXART-{\delta} is designed to be efficiently trainable on 32GB V100 GPUs within a single day. With its 8-bit inference capability (von Platen et al., 2023), PIXART-{\delta} can synthesize 1024px images within 8GB GPU memory constraints, greatly enhancing its usability and accessibility. Furthermore, incorporating a ControlNet-like module enables fine-grained control over text-to-image diffusion models. We introduce a novel ControlNet-Transformer architecture, specifically tailored for Transformers, achieving explicit controllability alongside high-quality image generation. As a state-of-the-art, open-source image generation model, PIXART-{\delta} offers a promising alternative to the Stable Diffusion family of models, contributing significantly to text-to-image synthesis.
SMITE: Segment Me In TimE
Segmenting an object in a video presents significant challenges. Each pixel must be accurately labelled, and these labels must remain consistent across frames. The difficulty increases when the segmentation is with arbitrary granularity, meaning the number of segments can vary arbitrarily, and masks are defined based on only one or a few sample images. In this paper, we address this issue by employing a pre-trained text to image diffusion model supplemented with an additional tracking mechanism. We demonstrate that our approach can effectively manage various segmentation scenarios and outperforms state-of-the-art alternatives.
BayesDiff: Estimating Pixel-wise Uncertainty in Diffusion via Bayesian Inference
Diffusion models have impressive image generation capability, but low-quality generations still exist, and their identification remains challenging due to the lack of a proper sample-wise metric. To address this, we propose BayesDiff, a pixel-wise uncertainty estimator for generations from diffusion models based on Bayesian inference. In particular, we derive a novel uncertainty iteration principle to characterize the uncertainty dynamics in diffusion, and leverage the last-layer Laplace approximation for efficient Bayesian inference. The estimated pixel-wise uncertainty can not only be aggregated into a sample-wise metric to filter out low-fidelity images but also aids in augmenting successful generations and rectifying artifacts in failed generations in text-to-image tasks. Extensive experiments demonstrate the efficacy of BayesDiff and its promise for practical applications.
DCTdiff: Intriguing Properties of Image Generative Modeling in the DCT Space
This paper explores image modeling from the frequency space and introduces DCTdiff, an end-to-end diffusion generative paradigm that efficiently models images in the discrete cosine transform (DCT) space. We investigate the design space of DCTdiff and reveal the key design factors. Experiments on different frameworks (UViT, DiT), generation tasks, and various diffusion samplers demonstrate that DCTdiff outperforms pixel-based diffusion models regarding generative quality and training efficiency. Remarkably, DCTdiff can seamlessly scale up to high-resolution generation without using the latent diffusion paradigm. Finally, we illustrate several intriguing properties of DCT image modeling. For example, we provide a theoretical proof of why `image diffusion can be seen as spectral autoregression', bridging the gap between diffusion and autoregressive models. The effectiveness of DCTdiff and the introduced properties suggest a promising direction for image modeling in the frequency space. The code is at https://github.com/forever208/DCTdiff.
The Many Faces of Robustness: A Critical Analysis of Out-of-Distribution Generalization
We introduce four new real-world distribution shift datasets consisting of changes in image style, image blurriness, geographic location, camera operation, and more. With our new datasets, we take stock of previously proposed methods for improving out-of-distribution robustness and put them to the test. We find that using larger models and artificial data augmentations can improve robustness on real-world distribution shifts, contrary to claims in prior work. We find improvements in artificial robustness benchmarks can transfer to real-world distribution shifts, contrary to claims in prior work. Motivated by our observation that data augmentations can help with real-world distribution shifts, we also introduce a new data augmentation method which advances the state-of-the-art and outperforms models pretrained with 1000 times more labeled data. Overall we find that some methods consistently help with distribution shifts in texture and local image statistics, but these methods do not help with some other distribution shifts like geographic changes. Our results show that future research must study multiple distribution shifts simultaneously, as we demonstrate that no evaluated method consistently improves robustness.
DISeR: Designing Imaging Systems with Reinforcement Learning
Imaging systems consist of cameras to encode visual information about the world and perception models to interpret this encoding. Cameras contain (1) illumination sources, (2) optical elements, and (3) sensors, while perception models use (4) algorithms. Directly searching over all combinations of these four building blocks to design an imaging system is challenging due to the size of the search space. Moreover, cameras and perception models are often designed independently, leading to sub-optimal task performance. In this paper, we formulate these four building blocks of imaging systems as a context-free grammar (CFG), which can be automatically searched over with a learned camera designer to jointly optimize the imaging system with task-specific perception models. By transforming the CFG to a state-action space, we then show how the camera designer can be implemented with reinforcement learning to intelligently search over the combinatorial space of possible imaging system configurations. We demonstrate our approach on two tasks, depth estimation and camera rig design for autonomous vehicles, showing that our method yields rigs that outperform industry-wide standards. We believe that our proposed approach is an important step towards automating imaging system design.
Generative Compositional Augmentations for Scene Graph Prediction
Inferring objects and their relationships from an image in the form of a scene graph is useful in many applications at the intersection of vision and language. We consider a challenging problem of compositional generalization that emerges in this task due to a long tail data distribution. Current scene graph generation models are trained on a tiny fraction of the distribution corresponding to the most frequent compositions, e.g. <cup, on, table>. However, test images might contain zero- and few-shot compositions of objects and relationships, e.g. <cup, on, surfboard>. Despite each of the object categories and the predicate (e.g. 'on') being frequent in the training data, the models often fail to properly understand such unseen or rare compositions. To improve generalization, it is natural to attempt increasing the diversity of the training distribution. However, in the graph domain this is non-trivial. To that end, we propose a method to synthesize rare yet plausible scene graphs by perturbing real ones. We then propose and empirically study a model based on conditional generative adversarial networks (GANs) that allows us to generate visual features of perturbed scene graphs and learn from them in a joint fashion. When evaluated on the Visual Genome dataset, our approach yields marginal, but consistent improvements in zero- and few-shot metrics. We analyze the limitations of our approach indicating promising directions for future research.
SAMPLING: Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image
Recent novel view synthesis methods obtain promising results for relatively small scenes, e.g., indoor environments and scenes with a few objects, but tend to fail for unbounded outdoor scenes with a single image as input. In this paper, we introduce SAMPLING, a Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image based on improved multiplane images (MPI). Observing that depth distribution varies significantly for unbounded outdoor scenes, we employ an adaptive-bins strategy for MPI to arrange planes in accordance with each scene image. To represent intricate geometry and multi-scale details, we further introduce a hierarchical refinement branch, which results in high-quality synthesized novel views. Our method demonstrates considerable performance gains in synthesizing large-scale unbounded outdoor scenes using a single image on the KITTI dataset and generalizes well to the unseen Tanks and Temples dataset.The code and models will soon be made available.
Pushing the Limits of Large Language Model Quantization via the Linearity Theorem
Quantizing large language models has become a standard way to reduce their memory and computational costs. Typically, existing methods focus on breaking down the problem into individual layer-wise sub-problems, and minimizing per-layer error, measured via various metrics. Yet, this approach currently lacks theoretical justification and the metrics employed may be sub-optimal. In this paper, we present a "linearity theorem" establishing a direct relationship between the layer-wise ell_2 reconstruction error and the model perplexity increase due to quantization. This insight enables two novel applications: (1) a simple data-free LLM quantization method using Hadamard rotations and MSE-optimal grids, dubbed HIGGS, which outperforms all prior data-free approaches such as the extremely popular NF4 quantized format, and (2) an optimal solution to the problem of finding non-uniform per-layer quantization levels which match a given compression constraint in the medium-bitwidth regime, obtained by reduction to dynamic programming. On the practical side, we demonstrate improved accuracy-compression trade-offs on Llama-3.1 and 3.2-family models, as well as on Qwen-family models. Further, we show that our method can be efficiently supported in terms of GPU kernels at various batch sizes, advancing both data-free and non-uniform quantization for LLMs.
Chordal Averaging on Flag Manifolds and Its Applications
This paper presents a new, provably-convergent algorithm for computing the flag-mean and flag-median of a set of points on a flag manifold under the chordal metric. The flag manifold is a mathematical space consisting of flags, which are sequences of nested subspaces of a vector space that increase in dimension. The flag manifold is a superset of a wide range of known matrix spaces, including Stiefel and Grassmanians, making it a general object that is useful in a wide variety computer vision problems. To tackle the challenge of computing first order flag statistics, we first transform the problem into one that involves auxiliary variables constrained to the Stiefel manifold. The Stiefel manifold is a space of orthogonal frames, and leveraging the numerical stability and efficiency of Stiefel-manifold optimization enables us to compute the flag-mean effectively. Through a series of experiments, we show the competence of our method in Grassmann and rotation averaging, as well as principal component analysis. We release our source code under https://github.com/nmank/FlagAveraging.
iNVS: Repurposing Diffusion Inpainters for Novel View Synthesis
We present a method for generating consistent novel views from a single source image. Our approach focuses on maximizing the reuse of visible pixels from the source image. To achieve this, we use a monocular depth estimator that transfers visible pixels from the source view to the target view. Starting from a pre-trained 2D inpainting diffusion model, we train our method on the large-scale Objaverse dataset to learn 3D object priors. While training we use a novel masking mechanism based on epipolar lines to further improve the quality of our approach. This allows our framework to perform zero-shot novel view synthesis on a variety of objects. We evaluate the zero-shot abilities of our framework on three challenging datasets: Google Scanned Objects, Ray Traced Multiview, and Common Objects in 3D. See our webpage for more details: https://yashkant.github.io/invs/
Efficient Unified Demosaicing for Bayer and Non-Bayer Patterned Image Sensors
As the physical size of recent CMOS image sensors (CIS) gets smaller, the latest mobile cameras are adopting unique non-Bayer color filter array (CFA) patterns (e.g., Quad, Nona, QxQ), which consist of homogeneous color units with adjacent pixels. These non-Bayer sensors are superior to conventional Bayer CFA thanks to their changeable pixel-bin sizes for different light conditions but may introduce visual artifacts during demosaicing due to their inherent pixel pattern structures and sensor hardware characteristics. Previous demosaicing methods have primarily focused on Bayer CFA, necessitating distinct reconstruction methods for non-Bayer patterned CIS with various CFA modes under different lighting conditions. In this work, we propose an efficient unified demosaicing method that can be applied to both conventional Bayer RAW and various non-Bayer CFAs' RAW data in different operation modes. Our Knowledge Learning-based demosaicing model for Adaptive Patterns, namely KLAP, utilizes CFA-adaptive filters for only 1% key filters in the network for each CFA, but still manages to effectively demosaic all the CFAs, yielding comparable performance to the large-scale models. Furthermore, by employing meta-learning during inference (KLAP-M), our model is able to eliminate unknown sensor-generic artifacts in real RAW data, effectively bridging the gap between synthetic images and real sensor RAW. Our KLAP and KLAP-M methods achieved state-of-the-art demosaicing performance in both synthetic and real RAW data of Bayer and non-Bayer CFAs.
Collecting The Puzzle Pieces: Disentangled Self-Driven Human Pose Transfer by Permuting Textures
Human pose transfer synthesizes new view(s) of a person for a given pose. Recent work achieves this via self-reconstruction, which disentangles a person's pose and texture information by breaking the person down into parts, then recombines them for reconstruction. However, part-level disentanglement preserves some pose information that can create unwanted artifacts. In this paper, we propose Pose Transfer by Permuting Textures (PT^2), an approach for self-driven human pose transfer that disentangles pose from texture at the patch-level. Specifically, we remove pose from an input image by permuting image patches so only texture information remains. Then we reconstruct the input image by sampling from the permuted textures for patch-level disentanglement. To reduce noise and recover clothing shape information from the permuted patches, we employ encoders with multiple kernel sizes in a triple branch network. On DeepFashion and Market-1501, PT^2 reports significant gains on automatic metrics over other self-driven methods, and even outperforms some fully-supervised methods. A user study also reports images generated by our method are preferred in 68% of cases over self-driven approaches from prior work. Code is available at https://github.com/NannanLi999/pt_square.
Latent Intrinsics Emerge from Training to Relight
Image relighting is the task of showing what a scene from a source image would look like if illuminated differently. Inverse graphics schemes recover an explicit representation of geometry and a set of chosen intrinsics, then relight with some form of renderer. However error control for inverse graphics is difficult, and inverse graphics methods can represent only the effects of the chosen intrinsics. This paper describes a relighting method that is entirely data-driven, where intrinsics and lighting are each represented as latent variables. Our approach produces SOTA relightings of real scenes, as measured by standard metrics. We show that albedo can be recovered from our latent intrinsics without using any example albedos, and that the albedos recovered are competitive with SOTA methods.
Planar site percolation on semi-transitive graphs
Semi-transitive graphs, defined in hps98 as examples where ``uniform percolation" holds whenever p>p_c, are a large class of graphs more general than quasi-transitive graphs. Let G be a semi-transitive graph with one end which can be properly embedded into the plane with uniformly bounded face degree for finite faces and minimal vertex degree at least 7. We show that p_u^{site}(G) +p_c^{site}(G_*)=1, where G_* denotes the matching graph of G. This fulfils and extends an observation of Sykes and Essam in 1964 (SE64) to semi-transitive graphs.
Interpolation of Point Distributions for Digital Stippling
We present a new way to merge any two point distribution approaches using distance fields. Our new process allows us to produce digital stippling that fills areas with stipple dots without visual artifacts as well as includes clear linear features without fussiness. Our merging thus benefits from past work that can optimize for either goal individually, yet typically by sacrificing the other. The new possibility of combining any two distributions using different distance field functions and their parameters also allows us to produce a vast range of stippling styles, which we demonstrate as well.
A Procedural World Generation Framework for Systematic Evaluation of Continual Learning
Several families of continual learning techniques have been proposed to alleviate catastrophic interference in deep neural network training on non-stationary data. However, a comprehensive comparison and analysis of limitations remains largely open due to the inaccessibility to suitable datasets. Empirical examination not only varies immensely between individual works, it further currently relies on contrived composition of benchmarks through subdivision and concatenation of various prevalent static vision datasets. In this work, our goal is to bridge this gap by introducing a computer graphics simulation framework that repeatedly renders only upcoming urban scene fragments in an endless real-time procedural world generation process. At its core lies a modular parametric generative model with adaptable generative factors. The latter can be used to flexibly compose data streams, which significantly facilitates a detailed analysis and allows for effortless investigation of various continual learning schemes.
PhotoDoodle: Learning Artistic Image Editing from Few-Shot Pairwise Data
We introduce PhotoDoodle, a novel image editing framework designed to facilitate photo doodling by enabling artists to overlay decorative elements onto photographs. Photo doodling is challenging because the inserted elements must appear seamlessly integrated with the background, requiring realistic blending, perspective alignment, and contextual coherence. Additionally, the background must be preserved without distortion, and the artist's unique style must be captured efficiently from limited training data. These requirements are not addressed by previous methods that primarily focus on global style transfer or regional inpainting. The proposed method, PhotoDoodle, employs a two-stage training strategy. Initially, we train a general-purpose image editing model, OmniEditor, using large-scale data. Subsequently, we fine-tune this model with EditLoRA using a small, artist-curated dataset of before-and-after image pairs to capture distinct editing styles and techniques. To enhance consistency in the generated results, we introduce a positional encoding reuse mechanism. Additionally, we release a PhotoDoodle dataset featuring six high-quality styles. Extensive experiments demonstrate the advanced performance and robustness of our method in customized image editing, opening new possibilities for artistic creation.
Shadow Cones: A Generalized Framework for Partial Order Embeddings
Hyperbolic space has proven to be well-suited for capturing hierarchical relations in data, such as trees and directed acyclic graphs. Prior work introduced the concept of entailment cones, which uses partial orders defined by nested cones in the Poincar\'e ball to model hierarchies. Here, we introduce the ``shadow cones" framework, a physics-inspired entailment cone construction. Specifically, we model partial orders as subset relations between shadows formed by a light source and opaque objects in hyperbolic space. The shadow cones framework generalizes entailment cones to a broad class of formulations and hyperbolic space models beyond the Poincar\'e ball. This results in clear advantages over existing constructions: for example, shadow cones possess better optimization properties over constructions limited to the Poincar\'e ball. Our experiments on datasets of various sizes and hierarchical structures show that shadow cones consistently and significantly outperform existing entailment cone constructions. These results indicate that shadow cones are an effective way to model partial orders in hyperbolic space, offering physically intuitive and novel insights about the nature of such structures.
Tree-Ring Watermarks: Fingerprints for Diffusion Images that are Invisible and Robust
Watermarking the outputs of generative models is a crucial technique for tracing copyright and preventing potential harm from AI-generated content. In this paper, we introduce a novel technique called Tree-Ring Watermarking that robustly fingerprints diffusion model outputs. Unlike existing methods that perform post-hoc modifications to images after sampling, Tree-Ring Watermarking subtly influences the entire sampling process, resulting in a model fingerprint that is invisible to humans. The watermark embeds a pattern into the initial noise vector used for sampling. These patterns are structured in Fourier space so that they are invariant to convolutions, crops, dilations, flips, and rotations. After image generation, the watermark signal is detected by inverting the diffusion process to retrieve the noise vector, which is then checked for the embedded signal. We demonstrate that this technique can be easily applied to arbitrary diffusion models, including text-conditioned Stable Diffusion, as a plug-in with negligible loss in FID. Our watermark is semantically hidden in the image space and is far more robust than watermarking alternatives that are currently deployed. Code is available at github.com/YuxinWenRick/tree-ring-watermark.
Detecting Recolored Image by Spatial Correlation
Image forensics, aiming to ensure the authenticity of the image, has made great progress in dealing with common image manipulation such as copy-move, splicing, and inpainting in the past decades. However, only a few researchers pay attention to an emerging editing technique called image recoloring, which can manipulate the color values of an image to give it a new style. To prevent it from being used maliciously, the previous approaches address the conventional recoloring from the perspective of inter-channel correlation and illumination consistency. In this paper, we try to explore a solution from the perspective of the spatial correlation, which exhibits the generic detection capability for both conventional and deep learning-based recoloring. Through theoretical and numerical analysis, we find that the recoloring operation will inevitably destroy the spatial correlation between pixels, implying a new prior of statistical discriminability. Based on such fact, we generate a set of spatial correlation features and learn the informative representation from the set via a convolutional neural network. To train our network, we use three recoloring methods to generate a large-scale and high-quality data set. Extensive experimental results in two recoloring scenes demonstrate that the spatial correlation features are highly discriminative. Our method achieves the state-of-the-art detection accuracy on multiple benchmark datasets and exhibits well generalization for unknown types of recoloring methods.
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control
We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.
Transitive Invariance for Self-supervised Visual Representation Learning
Learning visual representations with self-supervised learning has become popular in computer vision. The idea is to design auxiliary tasks where labels are free to obtain. Most of these tasks end up providing data to learn specific kinds of invariance useful for recognition. In this paper, we propose to exploit different self-supervised approaches to learn representations invariant to (i) inter-instance variations (two objects in the same class should have similar features) and (ii) intra-instance variations (viewpoint, pose, deformations, illumination, etc). Instead of combining two approaches with multi-task learning, we argue to organize and reason the data with multiple variations. Specifically, we propose to generate a graph with millions of objects mined from hundreds of thousands of videos. The objects are connected by two types of edges which correspond to two types of invariance: "different instances but a similar viewpoint and category" and "different viewpoints of the same instance". By applying simple transitivity on the graph with these edges, we can obtain pairs of images exhibiting richer visual invariance. We use this data to train a Triplet-Siamese network with VGG16 as the base architecture and apply the learned representations to different recognition tasks. For object detection, we achieve 63.2% mAP on PASCAL VOC 2007 using Fast R-CNN (compare to 67.3% with ImageNet pre-training). For the challenging COCO dataset, our method is surprisingly close (23.5%) to the ImageNet-supervised counterpart (24.4%) using the Faster R-CNN framework. We also show that our network can perform significantly better than the ImageNet network in the surface normal estimation task.
Factorized Inverse Path Tracing for Efficient and Accurate Material-Lighting Estimation
Inverse path tracing has recently been applied to joint material and lighting estimation, given geometry and multi-view HDR observations of an indoor scene. However, it has two major limitations: path tracing is expensive to compute, and ambiguities exist between reflection and emission. Our Factorized Inverse Path Tracing (FIPT) addresses these challenges by using a factored light transport formulation and finds emitters driven by rendering errors. Our algorithm enables accurate material and lighting optimization faster than previous work, and is more effective at resolving ambiguities. The exhaustive experiments on synthetic scenes show that our method (1) outperforms state-of-the-art indoor inverse rendering and relighting methods particularly in the presence of complex illumination effects; (2) speeds up inverse path tracing optimization to less than an hour. We further demonstrate robustness to noisy inputs through material and lighting estimates that allow plausible relighting in a real scene. The source code is available at: https://github.com/lwwu2/fipt
Provably Learning Object-Centric Representations
Learning structured representations of the visual world in terms of objects promises to significantly improve the generalization abilities of current machine learning models. While recent efforts to this end have shown promising empirical progress, a theoretical account of when unsupervised object-centric representation learning is possible is still lacking. Consequently, understanding the reasons for the success of existing object-centric methods as well as designing new theoretically grounded methods remains challenging. In the present work, we analyze when object-centric representations can provably be learned without supervision. To this end, we first introduce two assumptions on the generative process for scenes comprised of several objects, which we call compositionality and irreducibility. Under this generative process, we prove that the ground-truth object representations can be identified by an invertible and compositional inference model, even in the presence of dependencies between objects. We empirically validate our results through experiments on synthetic data. Finally, we provide evidence that our theory holds predictive power for existing object-centric models by showing a close correspondence between models' compositionality and invertibility and their empirical identifiability.
Convex Decomposition of Indoor Scenes
We describe a method to parse a complex, cluttered indoor scene into primitives which offer a parsimonious abstraction of scene structure. Our primitives are simple convexes. Our method uses a learned regression procedure to parse a scene into a fixed number of convexes from RGBD input, and can optionally accept segmentations to improve the decomposition. The result is then polished with a descent method which adjusts the convexes to produce a very good fit, and greedily removes superfluous primitives. Because the entire scene is parsed, we can evaluate using traditional depth, normal, and segmentation error metrics. Our evaluation procedure demonstrates that the error from our primitive representation is comparable to that of predicting depth from a single image.
PixWizard: Versatile Image-to-Image Visual Assistant with Open-Language Instructions
This paper presents a versatile image-to-image visual assistant, PixWizard, designed for image generation, manipulation, and translation based on free-from language instructions. To this end, we tackle a variety of vision tasks into a unified image-text-to-image generation framework and curate an Omni Pixel-to-Pixel Instruction-Tuning Dataset. By constructing detailed instruction templates in natural language, we comprehensively include a large set of diverse vision tasks such as text-to-image generation, image restoration, image grounding, dense image prediction, image editing, controllable generation, inpainting/outpainting, and more. Furthermore, we adopt Diffusion Transformers (DiT) as our foundation model and extend its capabilities with a flexible any resolution mechanism, enabling the model to dynamically process images based on the aspect ratio of the input, closely aligning with human perceptual processes. The model also incorporates structure-aware and semantic-aware guidance to facilitate effective fusion of information from the input image. Our experiments demonstrate that PixWizard not only shows impressive generative and understanding abilities for images with diverse resolutions but also exhibits promising generalization capabilities with unseen tasks and human instructions. The code and related resources are available at https://github.com/AFeng-x/PixWizard
Compact Neural Graphics Primitives with Learned Hash Probing
Neural graphics primitives are faster and achieve higher quality when their neural networks are augmented by spatial data structures that hold trainable features arranged in a grid. However, existing feature grids either come with a large memory footprint (dense or factorized grids, trees, and hash tables) or slow performance (index learning and vector quantization). In this paper, we show that a hash table with learned probes has neither disadvantage, resulting in a favorable combination of size and speed. Inference is faster than unprobed hash tables at equal quality while training is only 1.2-2.6x slower, significantly outperforming prior index learning approaches. We arrive at this formulation by casting all feature grids into a common framework: they each correspond to a lookup function that indexes into a table of feature vectors. In this framework, the lookup functions of existing data structures can be combined by simple arithmetic combinations of their indices, resulting in Pareto optimal compression and speed.
Unsupervised Hashing with Similarity Distribution Calibration
Unsupervised hashing methods typically aim to preserve the similarity between data points in a feature space by mapping them to binary hash codes. However, these methods often overlook the fact that the similarity between data points in the continuous feature space may not be preserved in the discrete hash code space, due to the limited similarity range of hash codes. The similarity range is bounded by the code length and can lead to a problem known as similarity collapse. That is, the positive and negative pairs of data points become less distinguishable from each other in the hash space. To alleviate this problem, in this paper a novel Similarity Distribution Calibration (SDC) method is introduced. SDC aligns the hash code similarity distribution towards a calibration distribution (e.g., beta distribution) with sufficient spread across the entire similarity range, thus alleviating the similarity collapse problem. Extensive experiments show that our SDC outperforms significantly the state-of-the-art alternatives on coarse category-level and instance-level image retrieval. Code is available at https://github.com/kamwoh/sdc.
Extensions on low-complexity DCT approximations for larger blocklengths based on minimal angle similarity
The discrete cosine transform (DCT) is a central tool for image and video coding because it can be related to the Karhunen-Lo\`eve transform (KLT), which is the optimal transform in terms of retained transform coefficients and data decorrelation. In this paper, we introduce 16-, 32-, and 64-point low-complexity DCT approximations by minimizing individually the angle between the rows of the exact DCT matrix and the matrix induced by the approximate transforms. According to some classical figures of merit, the proposed transforms outperformed the approximations for the DCT already known in the literature. Fast algorithms were also developed for the low-complexity transforms, asserting a good balance between the performance and its computational cost. Practical applications in image encoding showed the relevance of the transforms in this context. In fact, the experiments showed that the proposed transforms had better results than the known approximations in the literature for the cases of 16, 32, and 64 blocklength.
Toward Moiré-Free and Detail-Preserving Demosaicking
3D convolutions are commonly employed by demosaicking neural models, in the same way as solving other image restoration problems. Counter-intuitively, we show that 3D convolutions implicitly impede the RGB color spectra from exchanging complementary information, resulting in spectral-inconsistent inference of the local spatial high frequency components. As a consequence, shallow 3D convolution networks suffer the Moir\'e artifacts, but deep 3D convolutions cause over-smoothness. We analyze the fundamental difference between demosaicking and other problems that predict lost pixels between available ones (e.g., super-resolution reconstruction), and present the underlying reasons for the confliction between Moir\'e-free and detail-preserving. From the new perspective, our work decouples the common standard convolution procedure to spectral and spatial feature aggregations, which allow strengthening global communication in the spectral dimension while respecting local contrast in the spatial dimension. We apply our demosaicking model to two tasks: Joint Demosaicking-Denoising and Independently Demosaicking. In both applications, our model substantially alleviates artifacts such as Moir\'e and over-smoothness at similar or lower computational cost to currently top-performing models, as validated by diverse evaluations. Source code will be released along with paper publication.
Colorful Image Colorization
Given a grayscale photograph as input, this paper attacks the problem of hallucinating a plausible color version of the photograph. This problem is clearly underconstrained, so previous approaches have either relied on significant user interaction or resulted in desaturated colorizations. We propose a fully automatic approach that produces vibrant and realistic colorizations. We embrace the underlying uncertainty of the problem by posing it as a classification task and use class-rebalancing at training time to increase the diversity of colors in the result. The system is implemented as a feed-forward pass in a CNN at test time and is trained on over a million color images. We evaluate our algorithm using a "colorization Turing test," asking human participants to choose between a generated and ground truth color image. Our method successfully fools humans on 32% of the trials, significantly higher than previous methods. Moreover, we show that colorization can be a powerful pretext task for self-supervised feature learning, acting as a cross-channel encoder. This approach results in state-of-the-art performance on several feature learning benchmarks.
Unveiling The Mask of Position-Information Pattern Through the Mist of Image Features
Recent studies show that paddings in convolutional neural networks encode absolute position information which can negatively affect the model performance for certain tasks. However, existing metrics for quantifying the strength of positional information remain unreliable and frequently lead to erroneous results. To address this issue, we propose novel metrics for measuring (and visualizing) the encoded positional information. We formally define the encoded information as PPP (Position-information Pattern from Padding) and conduct a series of experiments to study its properties as well as its formation. The proposed metrics measure the presence of positional information more reliably than the existing metrics based on PosENet and a test in F-Conv. We also demonstrate that for any extant (and proposed) padding schemes, PPP is primarily a learning artifact and is less dependent on the characteristics of the underlying padding schemes.
Disentangled 3D Scene Generation with Layout Learning
We introduce a method to generate 3D scenes that are disentangled into their component objects. This disentanglement is unsupervised, relying only on the knowledge of a large pretrained text-to-image model. Our key insight is that objects can be discovered by finding parts of a 3D scene that, when rearranged spatially, still produce valid configurations of the same scene. Concretely, our method jointly optimizes multiple NeRFs from scratch - each representing its own object - along with a set of layouts that composite these objects into scenes. We then encourage these composited scenes to be in-distribution according to the image generator. We show that despite its simplicity, our approach successfully generates 3D scenes decomposed into individual objects, enabling new capabilities in text-to-3D content creation. For results and an interactive demo, see our project page at https://dave.ml/layoutlearning/
Personalized Image Generation with Large Multimodal Models
Personalized content filtering, such as recommender systems, has become a critical infrastructure to alleviate information overload. However, these systems merely filter existing content and are constrained by its limited diversity, making it difficult to meet users' varied content needs. To address this limitation, personalized content generation has emerged as a promising direction with broad applications. Nevertheless, most existing research focuses on personalized text generation, with relatively little attention given to personalized image generation. The limited work in personalized image generation faces challenges in accurately capturing users' visual preferences and needs from noisy user-interacted images and complex multimodal instructions. Worse still, there is a lack of supervised data for training personalized image generation models. To overcome the challenges, we propose a Personalized Image Generation Framework named Pigeon, which adopts exceptional large multimodal models with three dedicated modules to capture users' visual preferences and needs from noisy user history and multimodal instructions. To alleviate the data scarcity, we introduce a two-stage preference alignment scheme, comprising masked preference reconstruction and pairwise preference alignment, to align Pigeon with the personalized image generation task. We apply Pigeon to personalized sticker and movie poster generation, where extensive quantitative results and human evaluation highlight its superiority over various generative baselines.
The Chosen One: Consistent Characters in Text-to-Image Diffusion Models
Recent advances in text-to-image generation models have unlocked vast potential for visual creativity. However, these models struggle with generation of consistent characters, a crucial aspect for numerous real-world applications such as story visualization, game development asset design, advertising, and more. Current methods typically rely on multiple pre-existing images of the target character or involve labor-intensive manual processes. In this work, we propose a fully automated solution for consistent character generation, with the sole input being a text prompt. We introduce an iterative procedure that, at each stage, identifies a coherent set of images sharing a similar identity and extracts a more consistent identity from this set. Our quantitative analysis demonstrates that our method strikes a better balance between prompt alignment and identity consistency compared to the baseline methods, and these findings are reinforced by a user study. To conclude, we showcase several practical applications of our approach. Project page is available at https://omriavrahami.com/the-chosen-one
UniPC: A Unified Predictor-Corrector Framework for Fast Sampling of Diffusion Models
Diffusion probabilistic models (DPMs) have demonstrated a very promising ability in high-resolution image synthesis. However, sampling from a pre-trained DPM usually requires hundreds of model evaluations, which is computationally expensive. Despite recent progress in designing high-order solvers for DPMs, there still exists room for further speedup, especially in extremely few steps (e.g., 5~10 steps). Inspired by the predictor-corrector for ODE solvers, we develop a unified corrector (UniC) that can be applied after any existing DPM sampler to increase the order of accuracy without extra model evaluations, and derive a unified predictor (UniP) that supports arbitrary order as a byproduct. Combining UniP and UniC, we propose a unified predictor-corrector framework called UniPC for the fast sampling of DPMs, which has a unified analytical form for any order and can significantly improve the sampling quality over previous methods. We evaluate our methods through extensive experiments including both unconditional and conditional sampling using pixel-space and latent-space DPMs. Our UniPC can achieve 3.87 FID on CIFAR10 (unconditional) and 7.51 FID on ImageNet 256times256 (conditional) with only 10 function evaluations. Code is available at https://github.com/wl-zhao/UniPC
Topologically faithful image segmentation via induced matching of persistence barcodes
Image segmentation is a largely researched field where neural networks find vast applications in many facets of technology. Some of the most popular approaches to train segmentation networks employ loss functions optimizing pixel-overlap, an objective that is insufficient for many segmentation tasks. In recent years, their limitations fueled a growing interest in topology-aware methods, which aim to recover the correct topology of the segmented structures. However, so far, none of the existing approaches achieve a spatially correct matching between the topological features of ground truth and prediction. In this work, we propose the first topologically and feature-wise accurate metric and loss function for supervised image segmentation, which we term Betti matching. We show how induced matchings guarantee the spatially correct matching between barcodes in a segmentation setting. Furthermore, we propose an efficient algorithm to compute the Betti matching of images. We show that the Betti matching error is an interpretable metric to evaluate the topological correctness of segmentations, which is more sensitive than the well-established Betti number error. Moreover, the differentiability of the Betti matching loss enables its use as a loss function. It improves the topological performance of segmentation networks across six diverse datasets while preserving the volumetric performance. Our code is available in https://github.com/nstucki/Betti-matching.
Character Generation through Self-Supervised Vectorization
The prevalent approach in self-supervised image generation is to operate on pixel level representations. While this approach can produce high quality images, it cannot benefit from the simplicity and innate quality of vectorization. Here we present a drawing agent that operates on stroke-level representation of images. At each time step, the agent first assesses the current canvas and decides whether to stop or keep drawing. When a 'draw' decision is made, the agent outputs a program indicating the stroke to be drawn. As a result, it produces a final raster image by drawing the strokes on a canvas, using a minimal number of strokes and dynamically deciding when to stop. We train our agent through reinforcement learning on MNIST and Omniglot datasets for unconditional generation and parsing (reconstruction) tasks. We utilize our parsing agent for exemplar generation and type conditioned concept generation in Omniglot challenge without any further training. We present successful results on all three generation tasks and the parsing task. Crucially, we do not need any stroke-level or vector supervision; we only use raster images for training.
pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction
We introduce pixelSplat, a feed-forward model that learns to reconstruct 3D radiance fields parameterized by 3D Gaussian primitives from pairs of images. Our model features real-time and memory-efficient rendering for scalable training as well as fast 3D reconstruction at inference time. To overcome local minima inherent to sparse and locally supported representations, we predict a dense probability distribution over 3D and sample Gaussian means from that probability distribution. We make this sampling operation differentiable via a reparameterization trick, allowing us to back-propagate gradients through the Gaussian splatting representation. We benchmark our method on wide-baseline novel view synthesis on the real-world RealEstate10k and ACID datasets, where we outperform state-of-the-art light field transformers and accelerate rendering by 2.5 orders of magnitude while reconstructing an interpretable and editable 3D radiance field.
Robust Attentional Aggregation of Deep Feature Sets for Multi-view 3D Reconstruction
We study the problem of recovering an underlying 3D shape from a set of images. Existing learning based approaches usually resort to recurrent neural nets, e.g., GRU, or intuitive pooling operations, e.g., max/mean poolings, to fuse multiple deep features encoded from input images. However, GRU based approaches are unable to consistently estimate 3D shapes given different permutations of the same set of input images as the recurrent unit is permutation variant. It is also unlikely to refine the 3D shape given more images due to the long-term memory loss of GRU. Commonly used pooling approaches are limited to capturing partial information, e.g., max/mean values, ignoring other valuable features. In this paper, we present a new feed-forward neural module, named AttSets, together with a dedicated training algorithm, named FASet, to attentively aggregate an arbitrarily sized deep feature set for multi-view 3D reconstruction. The AttSets module is permutation invariant, computationally efficient and flexible to implement, while the FASet algorithm enables the AttSets based network to be remarkably robust and generalize to an arbitrary number of input images. We thoroughly evaluate FASet and the properties of AttSets on multiple large public datasets. Extensive experiments show that AttSets together with FASet algorithm significantly outperforms existing aggregation approaches.
Auto-Retoucher(ART) - A framework for Background Replacement and Image Editing
Replacing the background and simultaneously adjusting foreground objects is a challenging task in image editing. Current techniques for generating such images relies heavily on user interactions with image editing softwares, which is a tedious job for professional retouchers. To reduce their workload, some exciting progress has been made on generating images with a given background. However, these models can neither adjust the position and scale of the foreground objects, nor guarantee the semantic consistency between foreground and background. To overcome these limitations, we propose a framework -- ART(Auto-Retoucher), to generate images with sufficient semantic and spatial consistency. Images are first processed by semantic matting and scene parsing modules, then a multi-task verifier model will give two confidence scores for the current background and position setting. We demonstrate that our jointly optimized verifier model successfully improves the visual consistency, and our ART framework performs well on images with the human body as foregrounds.
Discrete Flow Matching
Despite Flow Matching and diffusion models having emerged as powerful generative paradigms for continuous variables such as images and videos, their application to high-dimensional discrete data, such as language, is still limited. In this work, we present Discrete Flow Matching, a novel discrete flow paradigm designed specifically for generating discrete data. Discrete Flow Matching offers several key contributions: (i) it works with a general family of probability paths interpolating between source and target distributions; (ii) it allows for a generic formula for sampling from these probability paths using learned posteriors such as the probability denoiser (x-prediction) and noise-prediction (epsilon-prediction); (iii) practically, focusing on specific probability paths defined with different schedulers considerably improves generative perplexity compared to previous discrete diffusion and flow models; and (iv) by scaling Discrete Flow Matching models up to 1.7B parameters, we reach 6.7% Pass@1 and 13.4% Pass@10 on HumanEval and 6.7% Pass@1 and 20.6% Pass@10 on 1-shot MBPP coding benchmarks. Our approach is capable of generating high-quality discrete data in a non-autoregressive fashion, significantly closing the gap between autoregressive models and discrete flow models.
Onesweep: A Faster Least Significant Digit Radix Sort for GPUs
We present Onesweep, a least-significant digit (LSD) radix sorting algorithm for large GPU sorting problems residing in global memory. Our parallel algorithm employs a method of single-pass prefix sum that only requires ~2n global read/write operations for each digit-binning iteration. This exhibits a significant reduction in last-level memory traffic versus contemporary GPU radix sorting implementations, where each iteration of digit binning requires two passes through the dataset totaling ~3n global memory operations. On the NVIDIA A100 GPU, our approach achieves 29.4 GKey/s when sorting 256M random 32-bit keys. Compared to CUB, the current state-of-the-art GPU LSD radix sort, our approach provides a speedup of ~1.5x. For 32-bit keys with varied distributions, our approach provides more consistent performance compared to HRS, the current state-of-the-art GPU MSD radix sort, and outperforms it in almost all cases.
Pick-and-Draw: Training-free Semantic Guidance for Text-to-Image Personalization
Diffusion-based text-to-image personalization have achieved great success in generating subjects specified by users among various contexts. Even though, existing finetuning-based methods still suffer from model overfitting, which greatly harms the generative diversity, especially when given subject images are few. To this end, we propose Pick-and-Draw, a training-free semantic guidance approach to boost identity consistency and generative diversity for personalization methods. Our approach consists of two components: appearance picking guidance and layout drawing guidance. As for the former, we construct an appearance palette with visual features from the reference image, where we pick local patterns for generating the specified subject with consistent identity. As for layout drawing, we outline the subject's contour by referring to a generative template from the vanilla diffusion model, and inherit the strong image prior to synthesize diverse contexts according to different text conditions. The proposed approach can be applied to any personalized diffusion models and requires as few as a single reference image. Qualitative and quantitative experiments show that Pick-and-Draw consistently improves identity consistency and generative diversity, pushing the trade-off between subject fidelity and image-text fidelity to a new Pareto frontier.
Algorithm-hardware Co-design for Deformable Convolution
FPGAs provide a flexible and efficient platform to accelerate rapidly-changing algorithms for computer vision. The majority of existing work focuses on accelerating image classification, while other fundamental vision problems, including object detection and instance segmentation, have not been adequately addressed. Compared with image classification, detection problems are more sensitive to the spatial variance of objects, and therefore, require specialized convolutions to aggregate spatial information. To address this, recent work proposes dynamic deformable convolution to augment regular convolutions. Regular convolutions process a fixed grid of pixels across all the spatial locations in an image, while dynamic deformable convolutions may access arbitrary pixels in the image and the access pattern is input-dependent and varies per spatial location. These properties lead to inefficient memory accesses of inputs with existing hardware. In this work, we first investigate the overhead of the deformable convolution on embedded FPGA SoCs, and then show the accuracy-latency tradeoffs for a set of algorithm modifications including full versus depthwise, fixed-shape, and limited-range. These modifications benefit the energy efficiency for embedded devices in general as they reduce the compute complexity. We then build an efficient object detection network with modified deformable convolutions and quantize the network using state-of-the-art quantization methods. We implement a unified hardware engine on FPGA to support all the operations in the network. Preliminary experiments show that little accuracy is compromised and speedup can be achieved with our co-design optimization for the deformable convolution.
Compact3D: Compressing Gaussian Splat Radiance Field Models with Vector Quantization
3D Gaussian Splatting is a new method for modeling and rendering 3D radiance fields that achieves much faster learning and rendering time compared to SOTA NeRF methods. However, it comes with a drawback in the much larger storage demand compared to NeRF methods since it needs to store the parameters for several 3D Gaussians. We notice that many Gaussians may share similar parameters, so we introduce a simple vector quantization method based on \kmeans algorithm to quantize the Gaussian parameters. Then, we store the small codebook along with the index of the code for each Gaussian. Moreover, we compress the indices further by sorting them and using a method similar to run-length encoding. We do extensive experiments on standard benchmarks as well as a new benchmark which is an order of magnitude larger than the standard benchmarks. We show that our simple yet effective method can reduce the storage cost for the original 3D Gaussian Splatting method by a factor of almost 20times with a very small drop in the quality of rendered images.
Generative Image Dynamics
We present an approach to modeling an image-space prior on scene dynamics. Our prior is learned from a collection of motion trajectories extracted from real video sequences containing natural, oscillating motion such as trees, flowers, candles, and clothes blowing in the wind. Given a single image, our trained model uses a frequency-coordinated diffusion sampling process to predict a per-pixel long-term motion representation in the Fourier domain, which we call a neural stochastic motion texture. This representation can be converted into dense motion trajectories that span an entire video. Along with an image-based rendering module, these trajectories can be used for a number of downstream applications, such as turning still images into seamlessly looping dynamic videos, or allowing users to realistically interact with objects in real pictures.
CLAMS: A Cluster Ambiguity Measure for Estimating Perceptual Variability in Visual Clustering
Visual clustering is a common perceptual task in scatterplots that supports diverse analytics tasks (e.g., cluster identification). However, even with the same scatterplot, the ways of perceiving clusters (i.e., conducting visual clustering) can differ due to the differences among individuals and ambiguous cluster boundaries. Although such perceptual variability casts doubt on the reliability of data analysis based on visual clustering, we lack a systematic way to efficiently assess this variability. In this research, we study perceptual variability in conducting visual clustering, which we call Cluster Ambiguity. To this end, we introduce CLAMS, a data-driven visual quality measure for automatically predicting cluster ambiguity in monochrome scatterplots. We first conduct a qualitative study to identify key factors that affect the visual separation of clusters (e.g., proximity or size difference between clusters). Based on study findings, we deploy a regression module that estimates the human-judged separability of two clusters. Then, CLAMS predicts cluster ambiguity by analyzing the aggregated results of all pairwise separability between clusters that are generated by the module. CLAMS outperforms widely-used clustering techniques in predicting ground truth cluster ambiguity. Meanwhile, CLAMS exhibits performance on par with human annotators. We conclude our work by presenting two applications for optimizing and benchmarking data mining techniques using CLAMS. The interactive demo of CLAMS is available at clusterambiguity.dev.
What Sketch Explainability Really Means for Downstream Tasks
In this paper, we explore the unique modality of sketch for explainability, emphasising the profound impact of human strokes compared to conventional pixel-oriented studies. Beyond explanations of network behavior, we discern the genuine implications of explainability across diverse downstream sketch-related tasks. We propose a lightweight and portable explainability solution -- a seamless plugin that integrates effortlessly with any pre-trained model, eliminating the need for re-training. Demonstrating its adaptability, we present four applications: highly studied retrieval and generation, and completely novel assisted drawing and sketch adversarial attacks. The centrepiece to our solution is a stroke-level attribution map that takes different forms when linked with downstream tasks. By addressing the inherent non-differentiability of rasterisation, we enable explanations at both coarse stroke level (SLA) and partial stroke level (P-SLA), each with its advantages for specific downstream tasks.
Locally resolvable BIBDs and generalized quadrangles with ovoids
In this note we establish a 1-to-1 correspondence between the class of generalized quadrangles with ovoids and the class of balanced incomplete block designs that posses a non-triangular local resolution system and have the appropriate parameters. We present a non-triangular local resolution system for a difference family BIBD construction of Sprott.
Self-Ensembling Gaussian Splatting for Few-Shot Novel View Synthesis
3D Gaussian Splatting (3DGS) has demonstrated remarkable effectiveness in novel view synthesis (NVS). However, 3DGS tends to overfit when trained with sparse views, limiting its generalization to novel viewpoints. In this paper, we address this overfitting issue by introducing Self-Ensembling Gaussian Splatting (SE-GS). We achieve self-ensembling by incorporating an uncertainty-aware perturbation strategy during training. A Delta-model and a Sigma-model are jointly trained on the available images. The Delta-model is dynamically perturbed based on rendering uncertainty across training steps, generating diverse perturbed models with negligible computational overhead. Discrepancies between the Sigma-model and these perturbed models are minimized throughout training, forming a robust ensemble of 3DGS models. This ensemble, represented by the Sigma-model, is then used to generate novel-view images during inference. Experimental results on the LLFF, Mip-NeRF360, DTU, and MVImgNet datasets demonstrate that our approach enhances NVS quality under few-shot training conditions, outperforming existing state-of-the-art methods. The code is released at: https://sailor-z.github.io/projects/SEGS.html.
SweetDreamer: Aligning Geometric Priors in 2D Diffusion for Consistent Text-to-3D
It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/
NamedCurves: Learned Image Enhancement via Color Naming
A popular method for enhancing images involves learning the style of a professional photo editor using pairs of training images comprised of the original input with the editor-enhanced version. When manipulating images, many editing tools offer a feature that allows the user to manipulate a limited selection of familiar colors. Editing by color name allows easy adjustment of elements like the "blue" of the sky or the "green" of trees. Inspired by this approach to color manipulation, we propose NamedCurves, a learning-based image enhancement technique that separates the image into a small set of named colors. Our method learns to globally adjust the image for each specific named color via tone curves and then combines the images using an attention-based fusion mechanism to mimic spatial editing. We demonstrate the effectiveness of our method against several competing methods on the well-known Adobe 5K dataset and the PPR10K dataset, showing notable improvements.
ConceptLab: Creative Generation using Diffusion Prior Constraints
Recent text-to-image generative models have enabled us to transform our words into vibrant, captivating imagery. The surge of personalization techniques that has followed has also allowed us to imagine unique concepts in new scenes. However, an intriguing question remains: How can we generate a new, imaginary concept that has never been seen before? In this paper, we present the task of creative text-to-image generation, where we seek to generate new members of a broad category (e.g., generating a pet that differs from all existing pets). We leverage the under-studied Diffusion Prior models and show that the creative generation problem can be formulated as an optimization process over the output space of the diffusion prior, resulting in a set of "prior constraints". To keep our generated concept from converging into existing members, we incorporate a question-answering model that adaptively adds new constraints to the optimization problem, encouraging the model to discover increasingly more unique creations. Finally, we show that our prior constraints can also serve as a strong mixing mechanism allowing us to create hybrids between generated concepts, introducing even more flexibility into the creative process.
Any-Size-Diffusion: Toward Efficient Text-Driven Synthesis for Any-Size HD Images
Stable diffusion, a generative model used in text-to-image synthesis, frequently encounters resolution-induced composition problems when generating images of varying sizes. This issue primarily stems from the model being trained on pairs of single-scale images and their corresponding text descriptions. Moreover, direct training on images of unlimited sizes is unfeasible, as it would require an immense number of text-image pairs and entail substantial computational expenses. To overcome these challenges, we propose a two-stage pipeline named Any-Size-Diffusion (ASD), designed to efficiently generate well-composed images of any size, while minimizing the need for high-memory GPU resources. Specifically, the initial stage, dubbed Any Ratio Adaptability Diffusion (ARAD), leverages a selected set of images with a restricted range of ratios to optimize the text-conditional diffusion model, thereby improving its ability to adjust composition to accommodate diverse image sizes. To support the creation of images at any desired size, we further introduce a technique called Fast Seamless Tiled Diffusion (FSTD) at the subsequent stage. This method allows for the rapid enlargement of the ASD output to any high-resolution size, avoiding seaming artifacts or memory overloads. Experimental results on the LAION-COCO and MM-CelebA-HQ benchmarks demonstrate that ASD can produce well-structured images of arbitrary sizes, cutting down the inference time by 2x compared to the traditional tiled algorithm.
Follow-Your-Canvas: Higher-Resolution Video Outpainting with Extensive Content Generation
This paper explores higher-resolution video outpainting with extensive content generation. We point out common issues faced by existing methods when attempting to largely outpaint videos: the generation of low-quality content and limitations imposed by GPU memory. To address these challenges, we propose a diffusion-based method called Follow-Your-Canvas. It builds upon two core designs. First, instead of employing the common practice of "single-shot" outpainting, we distribute the task across spatial windows and seamlessly merge them. It allows us to outpaint videos of any size and resolution without being constrained by GPU memory. Second, the source video and its relative positional relation are injected into the generation process of each window. It makes the generated spatial layout within each window harmonize with the source video. Coupling with these two designs enables us to generate higher-resolution outpainting videos with rich content while keeping spatial and temporal consistency. Follow-Your-Canvas excels in large-scale video outpainting, e.g., from 512X512 to 1152X2048 (9X), while producing high-quality and aesthetically pleasing results. It achieves the best quantitative results across various resolution and scale setups. The code is released on https://github.com/mayuelala/FollowYourCanvas
CLIPDraw: Exploring Text-to-Drawing Synthesis through Language-Image Encoders
This work presents CLIPDraw, an algorithm that synthesizes novel drawings based on natural language input. CLIPDraw does not require any training; rather a pre-trained CLIP language-image encoder is used as a metric for maximizing similarity between the given description and a generated drawing. Crucially, CLIPDraw operates over vector strokes rather than pixel images, a constraint that biases drawings towards simpler human-recognizable shapes. Results compare between CLIPDraw and other synthesis-through-optimization methods, as well as highlight various interesting behaviors of CLIPDraw, such as satisfying ambiguous text in multiple ways, reliably producing drawings in diverse artistic styles, and scaling from simple to complex visual representations as stroke count is increased. Code for experimenting with the method is available at: https://colab.research.google.com/github/kvfrans/clipdraw/blob/main/clipdraw.ipynb
Self-conditioned Image Generation via Generating Representations
This paper presents Representation-Conditioned image Generation (RCG), a simple yet effective image generation framework which sets a new benchmark in class-unconditional image generation. RCG does not condition on any human annotations. Instead, it conditions on a self-supervised representation distribution which is mapped from the image distribution using a pre-trained encoder. During generation, RCG samples from such representation distribution using a representation diffusion model (RDM), and employs a pixel generator to craft image pixels conditioned on the sampled representation. Such a design provides substantial guidance during the generative process, resulting in high-quality image generation. Tested on ImageNet 256times256, RCG achieves a Frechet Inception Distance (FID) of 3.31 and an Inception Score (IS) of 253.4. These results not only significantly improve the state-of-the-art of class-unconditional image generation but also rival the current leading methods in class-conditional image generation, bridging the long-standing performance gap between these two tasks. Code is available at https://github.com/LTH14/rcg.
PixArt-Σ: Weak-to-Strong Training of Diffusion Transformer for 4K Text-to-Image Generation
In this paper, we introduce PixArt-\Sigma, a Diffusion Transformer model~(DiT) capable of directly generating images at 4K resolution. PixArt-\Sigma represents a significant advancement over its predecessor, PixArt-\alpha, offering images of markedly higher fidelity and improved alignment with text prompts. A key feature of PixArt-\Sigma is its training efficiency. Leveraging the foundational pre-training of PixArt-\alpha, it evolves from the `weaker' baseline to a `stronger' model via incorporating higher quality data, a process we term "weak-to-strong training". The advancements in PixArt-\Sigma are twofold: (1) High-Quality Training Data: PixArt-\Sigma incorporates superior-quality image data, paired with more precise and detailed image captions. (2) Efficient Token Compression: we propose a novel attention module within the DiT framework that compresses both keys and values, significantly improving efficiency and facilitating ultra-high-resolution image generation. Thanks to these improvements, PixArt-\Sigma achieves superior image quality and user prompt adherence capabilities with significantly smaller model size (0.6B parameters) than existing text-to-image diffusion models, such as SDXL (2.6B parameters) and SD Cascade (5.1B parameters). Moreover, PixArt-\Sigma's capability to generate 4K images supports the creation of high-resolution posters and wallpapers, efficiently bolstering the production of high-quality visual content in industries such as film and gaming.
Perceptual Losses for Real-Time Style Transfer and Super-Resolution
We consider image transformation problems, where an input image is transformed into an output image. Recent methods for such problems typically train feed-forward convolutional neural networks using a per-pixel loss between the output and ground-truth images. Parallel work has shown that high-quality images can be generated by defining and optimizing perceptual loss functions based on high-level features extracted from pretrained networks. We combine the benefits of both approaches, and propose the use of perceptual loss functions for training feed-forward networks for image transformation tasks. We show results on image style transfer, where a feed-forward network is trained to solve the optimization problem proposed by Gatys et al in real-time. Compared to the optimization-based method, our network gives similar qualitative results but is three orders of magnitude faster. We also experiment with single-image super-resolution, where replacing a per-pixel loss with a perceptual loss gives visually pleasing results.
Diffusion Models for Imperceptible and Transferable Adversarial Attack
Many existing adversarial attacks generate L_p-norm perturbations on image RGB space. Despite some achievements in transferability and attack success rate, the crafted adversarial examples are easily perceived by human eyes. Towards visual imperceptibility, some recent works explore unrestricted attacks without L_p-norm constraints, yet lacking transferability of attacking black-box models. In this work, we propose a novel imperceptible and transferable attack by leveraging both the generative and discriminative power of diffusion models. Specifically, instead of direct manipulation in pixel space, we craft perturbations in latent space of diffusion models. Combined with well-designed content-preserving structures, we can generate human-insensitive perturbations embedded with semantic clues. For better transferability, we further "deceive" the diffusion model which can be viewed as an additional recognition surrogate, by distracting its attention away from the target regions. To our knowledge, our proposed method, DiffAttack, is the first that introduces diffusion models into adversarial attack field. Extensive experiments on various model structures (including CNNs, Transformers, MLPs) and defense methods have demonstrated our superiority over other attack methods.
Image Synthesis with Graph Conditioning: CLIP-Guided Diffusion Models for Scene Graphs
Advancements in generative models have sparked significant interest in generating images while adhering to specific structural guidelines. Scene graph to image generation is one such task of generating images which are consistent with the given scene graph. However, the complexity of visual scenes poses a challenge in accurately aligning objects based on specified relations within the scene graph. Existing methods approach this task by first predicting a scene layout and generating images from these layouts using adversarial training. In this work, we introduce a novel approach to generate images from scene graphs which eliminates the need of predicting intermediate layouts. We leverage pre-trained text-to-image diffusion models and CLIP guidance to translate graph knowledge into images. Towards this, we first pre-train our graph encoder to align graph features with CLIP features of corresponding images using a GAN based training. Further, we fuse the graph features with CLIP embedding of object labels present in the given scene graph to create a graph consistent CLIP guided conditioning signal. In the conditioning input, object embeddings provide coarse structure of the image and graph features provide structural alignment based on relationships among objects. Finally, we fine tune a pre-trained diffusion model with the graph consistent conditioning signal with reconstruction and CLIP alignment loss. Elaborate experiments reveal that our method outperforms existing methods on standard benchmarks of COCO-stuff and Visual Genome dataset.
DELFlow: Dense Efficient Learning of Scene Flow for Large-Scale Point Clouds
Point clouds are naturally sparse, while image pixels are dense. The inconsistency limits feature fusion from both modalities for point-wise scene flow estimation. Previous methods rarely predict scene flow from the entire point clouds of the scene with one-time inference due to the memory inefficiency and heavy overhead from distance calculation and sorting involved in commonly used farthest point sampling, KNN, and ball query algorithms for local feature aggregation. To mitigate these issues in scene flow learning, we regularize raw points to a dense format by storing 3D coordinates in 2D grids. Unlike the sampling operation commonly used in existing works, the dense 2D representation 1) preserves most points in the given scene, 2) brings in a significant boost of efficiency, and 3) eliminates the density gap between points and pixels, allowing us to perform effective feature fusion. We also present a novel warping projection technique to alleviate the information loss problem resulting from the fact that multiple points could be mapped into one grid during projection when computing cost volume. Sufficient experiments demonstrate the efficiency and effectiveness of our method, outperforming the prior-arts on the FlyingThings3D and KITTI dataset.
YCB-LUMA: YCB Object Dataset with Luminance Keying for Object Localization
Localizing target objects in images is an important task in computer vision. Often it is the first step towards solving a variety of applications in autonomous driving, maintenance, quality insurance, robotics, and augmented reality. Best in class solutions for this task rely on deep neural networks, which require a set of representative training data for best performance. Creating sets of sufficient quality, variety, and size is often difficult, error prone, and expensive. This is where the method of luminance keying can help: it provides a simple yet effective solution to record high quality data for training object detection and segmentation. We extend previous work that presented luminance keying on the common YCB-V set of household objects by recording the remaining objects of the YCB superset. The additional variety of objects - addition of transparency, multiple color variations, non-rigid objects - further demonstrates the usefulness of luminance keying and might be used to test the applicability of the approach on new 2D object detection and segmentation algorithms.
SuperInpaint: Learning Detail-Enhanced Attentional Implicit Representation for Super-resolutional Image Inpainting
In this work, we introduce a challenging image restoration task, referred to as SuperInpaint, which aims to reconstruct missing regions in low-resolution images and generate completed images with arbitrarily higher resolutions. We have found that this task cannot be effectively addressed by stacking state-of-the-art super-resolution and image inpainting methods as they amplify each other's flaws, leading to noticeable artifacts. To overcome these limitations, we propose the detail-enhanced attentional implicit representation (DEAR) that can achieve SuperInpaint with a single model, resulting in high-quality completed images with arbitrary resolutions. Specifically, we use a deep convolutional network to extract the latent embedding of an input image and then enhance the high-frequency components of the latent embedding via an adaptive high-pass filter. This leads to detail-enhanced semantic embedding. We further feed the semantic embedding into an unmask-attentional module that suppresses embeddings from ineffective masked pixels. Additionally, we extract a pixel-wise importance map that indicates which pixels should be used for image reconstruction. Given the coordinates of a pixel we want to reconstruct, we first collect its neighboring pixels in the input image and extract their detail-enhanced semantic embeddings, unmask-attentional semantic embeddings, importance values, and spatial distances to the desired pixel. Then, we feed all the above terms into an implicit representation and generate the color of the specified pixel. To evaluate our method, we extend three existing datasets for this new task and build 18 meaningful baselines using SOTA inpainting and super-resolution methods. Extensive experimental results demonstrate that our method outperforms all existing methods by a significant margin on four widely used metrics.
ColorPeel: Color Prompt Learning with Diffusion Models via Color and Shape Disentanglement
Text-to-Image (T2I) generation has made significant advancements with the advent of diffusion models. These models exhibit remarkable abilities to produce images based on textual prompts. Current T2I models allow users to specify object colors using linguistic color names. However, these labels encompass broad color ranges, making it difficult to achieve precise color matching. To tackle this challenging task, named color prompt learning, we propose to learn specific color prompts tailored to user-selected colors. Existing T2I personalization methods tend to result in color-shape entanglement. To overcome this, we generate several basic geometric objects in the target color, allowing for color and shape disentanglement during the color prompt learning. Our method, denoted as ColorPeel, successfully assists the T2I models to peel off the novel color prompts from these colored shapes. In the experiments, we demonstrate the efficacy of ColorPeel in achieving precise color generation with T2I models. Furthermore, we generalize ColorPeel to effectively learn abstract attribute concepts, including textures, materials, etc. Our findings represent a significant step towards improving precision and versatility of T2I models, offering new opportunities for creative applications and design tasks. Our project is available at https://moatifbutt.github.io/colorpeel/.
Dense Pixel-to-Pixel Harmonization via Continuous Image Representation
High-resolution (HR) image harmonization is of great significance in real-world applications such as image synthesis and image editing. However, due to the high memory costs, existing dense pixel-to-pixel harmonization methods are mainly focusing on processing low-resolution (LR) images. Some recent works resort to combining with color-to-color transformations but are either limited to certain resolutions or heavily depend on hand-crafted image filters. In this work, we explore leveraging the implicit neural representation (INR) and propose a novel image Harmonization method based on Implicit neural Networks (HINet), which to the best of our knowledge, is the first dense pixel-to-pixel method applicable to HR images without any hand-crafted filter design. Inspired by the Retinex theory, we decouple the MLPs into two parts to respectively capture the content and environment of composite images. A Low-Resolution Image Prior (LRIP) network is designed to alleviate the Boundary Inconsistency problem, and we also propose new designs for the training and inference process. Extensive experiments have demonstrated the effectiveness of our method compared with state-of-the-art methods. Furthermore, some interesting and practical applications of the proposed method are explored. Our code will be available at https://github.com/WindVChen/INR-Harmonization.
SyncDreamer: Generating Multiview-consistent Images from a Single-view Image
In this paper, we present a novel diffusion model called that generates multiview-consistent images from a single-view image. Using pretrained large-scale 2D diffusion models, recent work Zero123 demonstrates the ability to generate plausible novel views from a single-view image of an object. However, maintaining consistency in geometry and colors for the generated images remains a challenge. To address this issue, we propose a synchronized multiview diffusion model that models the joint probability distribution of multiview images, enabling the generation of multiview-consistent images in a single reverse process. SyncDreamer synchronizes the intermediate states of all the generated images at every step of the reverse process through a 3D-aware feature attention mechanism that correlates the corresponding features across different views. Experiments show that SyncDreamer generates images with high consistency across different views, thus making it well-suited for various 3D generation tasks such as novel-view-synthesis, text-to-3D, and image-to-3D.
Spectrally Pruned Gaussian Fields with Neural Compensation
Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at https://runyiyang.github.io/projects/SUNDAE/.
MultiEdits: Simultaneous Multi-Aspect Editing with Text-to-Image Diffusion Models
Text-driven image synthesis has made significant advancements with the development of diffusion models, transforming how visual content is generated from text prompts. Despite these advances, text-driven image editing, a key area in computer graphics, faces unique challenges. A major challenge is making simultaneous edits across multiple objects or attributes. Applying these methods sequentially for multi-aspect edits increases computational demands and efficiency losses. In this paper, we address these challenges with significant contributions. Our main contribution is the development of MultiEdits, a method that seamlessly manages simultaneous edits across multiple attributes. In contrast to previous approaches, MultiEdits not only preserves the quality of single attribute edits but also significantly improves the performance of multitasking edits. This is achieved through an innovative attention distribution mechanism and a multi-branch design that operates across several processing heads. Additionally, we introduce the PIE-Bench++ dataset, an expansion of the original PIE-Bench dataset, to better support evaluating image-editing tasks involving multiple objects and attributes simultaneously. This dataset is a benchmark for evaluating text-driven image editing methods in multifaceted scenarios. Dataset and code are available at https://mingzhenhuang.com/projects/MultiEdits.html.
FlexHDR: Modelling Alignment and Exposure Uncertainties for Flexible HDR Imaging
High dynamic range (HDR) imaging is of fundamental importance in modern digital photography pipelines and used to produce a high-quality photograph with well exposed regions despite varying illumination across the image. This is typically achieved by merging multiple low dynamic range (LDR) images taken at different exposures. However, over-exposed regions and misalignment errors due to poorly compensated motion result in artefacts such as ghosting. In this paper, we present a new HDR imaging technique that specifically models alignment and exposure uncertainties to produce high quality HDR results. We introduce a strategy that learns to jointly align and assess the alignment and exposure reliability using an HDR-aware, uncertainty-driven attention map that robustly merges the frames into a single high quality HDR image. Further, we introduce a progressive, multi-stage image fusion approach that can flexibly merge any number of LDR images in a permutation-invariant manner. Experimental results show our method can produce better quality HDR images with up to 1.1dB PSNR improvement to the state-of-the-art, and subjective improvements in terms of better detail, colours, and fewer artefacts.
Controllable Text-to-Image Generation with GPT-4
Current text-to-image generation models often struggle to follow textual instructions, especially the ones requiring spatial reasoning. On the other hand, Large Language Models (LLMs), such as GPT-4, have shown remarkable precision in generating code snippets for sketching out text inputs graphically, e.g., via TikZ. In this work, we introduce Control-GPT to guide the diffusion-based text-to-image pipelines with programmatic sketches generated by GPT-4, enhancing their abilities for instruction following. Control-GPT works by querying GPT-4 to write TikZ code, and the generated sketches are used as references alongside the text instructions for diffusion models (e.g., ControlNet) to generate photo-realistic images. One major challenge to training our pipeline is the lack of a dataset containing aligned text, images, and sketches. We address the issue by converting instance masks in existing datasets into polygons to mimic the sketches used at test time. As a result, Control-GPT greatly boosts the controllability of image generation. It establishes a new state-of-art on the spatial arrangement and object positioning generation and enhances users' control of object positions, sizes, etc., nearly doubling the accuracy of prior models. Our work, as a first attempt, shows the potential for employing LLMs to enhance the performance in computer vision tasks.
On Coresets for Clustering in Small Dimensional Euclidean Spaces
We consider the problem of constructing small coresets for k-Median in Euclidean spaces. Given a large set of data points Psubset R^d, a coreset is a much smaller set Ssubset R^d, so that the k-Median costs of any k centers w.r.t. P and S are close. Existing literature mainly focuses on the high-dimension case and there has been great success in obtaining dimension-independent bounds, whereas the case for small d is largely unexplored. Considering many applications of Euclidean clustering algorithms are in small dimensions and the lack of systematic studies in the current literature, this paper investigates coresets for k-Median in small dimensions. For small d, a natural question is whether existing near-optimal dimension-independent bounds can be significantly improved. We provide affirmative answers to this question for a range of parameters. Moreover, new lower bound results are also proved, which are the highest for small d. In particular, we completely settle the coreset size bound for 1-d k-Median (up to log factors). Interestingly, our results imply a strong separation between 1-d 1-Median and 1-d 2-Median. As far as we know, this is the first such separation between k=1 and k=2 in any dimension.
Bridging 3D Gaussian and Mesh for Freeview Video Rendering
This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.
Transformer-based Image Generation from Scene Graphs
Graph-structured scene descriptions can be efficiently used in generative models to control the composition of the generated image. Previous approaches are based on the combination of graph convolutional networks and adversarial methods for layout prediction and image generation, respectively. In this work, we show how employing multi-head attention to encode the graph information, as well as using a transformer-based model in the latent space for image generation can improve the quality of the sampled data, without the need to employ adversarial models with the subsequent advantage in terms of training stability. The proposed approach, specifically, is entirely based on transformer architectures both for encoding scene graphs into intermediate object layouts and for decoding these layouts into images, passing through a lower dimensional space learned by a vector-quantized variational autoencoder. Our approach shows an improved image quality with respect to state-of-the-art methods as well as a higher degree of diversity among multiple generations from the same scene graph. We evaluate our approach on three public datasets: Visual Genome, COCO, and CLEVR. We achieve an Inception Score of 13.7 and 12.8, and an FID of 52.3 and 60.3, on COCO and Visual Genome, respectively. We perform ablation studies on our contributions to assess the impact of each component. Code is available at https://github.com/perceivelab/trf-sg2im
A Fair Ranking and New Model for Panoptic Scene Graph Generation
In panoptic scene graph generation (PSGG), models retrieve interactions between objects in an image which are grounded by panoptic segmentation masks. Previous evaluations on panoptic scene graphs have been subject to an erroneous evaluation protocol where multiple masks for the same object can lead to multiple relation distributions per mask-mask pair. This can be exploited to increase the final score. We correct this flaw and provide a fair ranking over a wide range of existing PSGG models. The observed scores for existing methods increase by up to 7.4 mR@50 for all two-stage methods, while dropping by up to 19.3 mR@50 for all one-stage methods, highlighting the importance of a correct evaluation. Contrary to recent publications, we show that existing two-stage methods are competitive to one-stage methods. Building on this, we introduce the Decoupled SceneFormer (DSFormer), a novel two-stage model that outperforms all existing scene graph models by a large margin of +11 mR@50 and +10 mNgR@50 on the corrected evaluation, thus setting a new SOTA. As a core design principle, DSFormer encodes subject and object masks directly into feature space.
Probabilistic Contrastive Learning Recovers the Correct Aleatoric Uncertainty of Ambiguous Inputs
Contrastively trained encoders have recently been proven to invert the data-generating process: they encode each input, e.g., an image, into the true latent vector that generated the image (Zimmermann et al., 2021). However, real-world observations often have inherent ambiguities. For instance, images may be blurred or only show a 2D view of a 3D object, so multiple latents could have generated them. This makes the true posterior for the latent vector probabilistic with heteroscedastic uncertainty. In this setup, we extend the common InfoNCE objective and encoders to predict latent distributions instead of points. We prove that these distributions recover the correct posteriors of the data-generating process, including its level of aleatoric uncertainty, up to a rotation of the latent space. In addition to providing calibrated uncertainty estimates, these posteriors allow the computation of credible intervals in image retrieval. They comprise images with the same latent as a given query, subject to its uncertainty. Code is available at https://github.com/mkirchhof/Probabilistic_Contrastive_Learning
Diffusion Models as Data Mining Tools
This paper demonstrates how to use generative models trained for image synthesis as tools for visual data mining. Our insight is that since contemporary generative models learn an accurate representation of their training data, we can use them to summarize the data by mining for visual patterns. Concretely, we show that after finetuning conditional diffusion models to synthesize images from a specific dataset, we can use these models to define a typicality measure on that dataset. This measure assesses how typical visual elements are for different data labels, such as geographic location, time stamps, semantic labels, or even the presence of a disease. This analysis-by-synthesis approach to data mining has two key advantages. First, it scales much better than traditional correspondence-based approaches since it does not require explicitly comparing all pairs of visual elements. Second, while most previous works on visual data mining focus on a single dataset, our approach works on diverse datasets in terms of content and scale, including a historical car dataset, a historical face dataset, a large worldwide street-view dataset, and an even larger scene dataset. Furthermore, our approach allows for translating visual elements across class labels and analyzing consistent changes.
Neural Scene Chronology
In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.
Personalize Segment Anything Model with One Shot
Driven by large-data pre-training, Segment Anything Model (SAM) has been demonstrated as a powerful and promptable framework, revolutionizing the segmentation models. Despite the generality, customizing SAM for specific visual concepts without man-powered prompting is under explored, e.g., automatically segmenting your pet dog in different images. In this paper, we propose a training-free Personalization approach for SAM, termed as PerSAM. Given only a single image with a reference mask, PerSAM first localizes the target concept by a location prior, and segments it within other images or videos via three techniques: target-guided attention, target-semantic prompting, and cascaded post-refinement. In this way, we effectively adapt SAM for private use without any training. To further alleviate the mask ambiguity, we present an efficient one-shot fine-tuning variant, PerSAM-F. Freezing the entire SAM, we introduce two learnable weights for multi-scale masks, only training 2 parameters within 10 seconds for improved performance. To demonstrate our efficacy, we construct a new segmentation dataset, PerSeg, for personalized evaluation, and test our methods on video object segmentation with competitive performance. Besides, our approach can also enhance DreamBooth to personalize Stable Diffusion for text-to-image generation, which discards the background disturbance for better target appearance learning. Code is released at https://github.com/ZrrSkywalker/Personalize-SAM
PAID: A Framework of Product-Centric Advertising Image Design
Creating visually appealing advertising images is often a labor-intensive and time-consuming process. Is it possible to automatically generate such images using only basic product information--specifically, a product foreground image, taglines, and a target size? Existing methods mainly focus on parts of the problem and fail to provide a comprehensive solution. To address this gap, we propose a novel multistage framework called Product-Centric Advertising Image Design (PAID). It consists of four sequential stages to highlight product foregrounds and taglines while achieving overall image aesthetics: prompt generation, layout generation, background image generation, and graphics rendering. Different expert models are designed and trained for the first three stages: First, we use a visual language model (VLM) to generate background prompts that match the products. Next, a VLM-based layout generation model arranges the placement of product foregrounds, graphic elements (taglines and decorative underlays), and various nongraphic elements (objects from the background prompt). Following this, we train an SDXL-based image generation model that can simultaneously accept prompts, layouts, and foreground controls. To support the PAID framework, we create corresponding datasets with over 50,000 labeled images. Extensive experimental results and online A/B tests demonstrate that PAID can produce more visually appealing advertising images.
Semantic Amodal Segmentation
Common visual recognition tasks such as classification, object detection, and semantic segmentation are rapidly reaching maturity, and given the recent rate of progress, it is not unreasonable to conjecture that techniques for many of these problems will approach human levels of performance in the next few years. In this paper we look to the future: what is the next frontier in visual recognition? We offer one possible answer to this question. We propose a detailed image annotation that captures information beyond the visible pixels and requires complex reasoning about full scene structure. Specifically, we create an amodal segmentation of each image: the full extent of each region is marked, not just the visible pixels. Annotators outline and name all salient regions in the image and specify a partial depth order. The result is a rich scene structure, including visible and occluded portions of each region, figure-ground edge information, semantic labels, and object overlap. We create two datasets for semantic amodal segmentation. First, we label 500 images in the BSDS dataset with multiple annotators per image, allowing us to study the statistics of human annotations. We show that the proposed full scene annotation is surprisingly consistent between annotators, including for regions and edges. Second, we annotate 5000 images from COCO. This larger dataset allows us to explore a number of algorithmic ideas for amodal segmentation and depth ordering. We introduce novel metrics for these tasks, and along with our strong baselines, define concrete new challenges for the community.
TorMentor: Deterministic dynamic-path, data augmentations with fractals
We propose the use of fractals as a means of efficient data augmentation. Specifically, we employ plasma fractals for adapting global image augmentation transformations into continuous local transforms. We formulate the diamond square algorithm as a cascade of simple convolution operations allowing efficient computation of plasma fractals on the GPU. We present the TorMentor image augmentation framework that is totally modular and deterministic across images and point-clouds. All image augmentation operations can be combined through pipelining and random branching to form flow networks of arbitrary width and depth. We demonstrate the efficiency of the proposed approach with experiments on document image segmentation (binarization) with the DIBCO datasets. The proposed approach demonstrates superior performance to traditional image augmentation techniques. Finally, we use extended synthetic binary text images in a self-supervision regiment and outperform the same model when trained with limited data and simple extensions.
Generative Photomontage
Text-to-image models are powerful tools for image creation. However, the generation process is akin to a dice roll and makes it difficult to achieve a single image that captures everything a user wants. In this paper, we propose a framework for creating the desired image by compositing it from various parts of generated images, in essence forming a Generative Photomontage. Given a stack of images generated by ControlNet using the same input condition and different seeds, we let users select desired parts from the generated results using a brush stroke interface. We introduce a novel technique that takes in the user's brush strokes, segments the generated images using a graph-based optimization in diffusion feature space, and then composites the segmented regions via a new feature-space blending method. Our method faithfully preserves the user-selected regions while compositing them harmoniously. We demonstrate that our flexible framework can be used for many applications, including generating new appearance combinations, fixing incorrect shapes and artifacts, and improving prompt alignment. We show compelling results for each application and demonstrate that our method outperforms existing image blending methods and various baselines.
Consistency-diversity-realism Pareto fronts of conditional image generative models
Building world models that accurately and comprehensively represent the real world is the utmost aspiration for conditional image generative models as it would enable their use as world simulators. For these models to be successful world models, they should not only excel at image quality and prompt-image consistency but also ensure high representation diversity. However, current research in generative models mostly focuses on creative applications that are predominantly concerned with human preferences of image quality and aesthetics. We note that generative models have inference time mechanisms - or knobs - that allow the control of generation consistency, quality, and diversity. In this paper, we use state-of-the-art text-to-image and image-and-text-to-image models and their knobs to draw consistency-diversity-realism Pareto fronts that provide a holistic view on consistency-diversity-realism multi-objective. Our experiments suggest that realism and consistency can both be improved simultaneously; however there exists a clear tradeoff between realism/consistency and diversity. By looking at Pareto optimal points, we note that earlier models are better at representation diversity and worse in consistency/realism, and more recent models excel in consistency/realism while decreasing significantly the representation diversity. By computing Pareto fronts on a geodiverse dataset, we find that the first version of latent diffusion models tends to perform better than more recent models in all axes of evaluation, and there exist pronounced consistency-diversity-realism disparities between geographical regions. Overall, our analysis clearly shows that there is no best model and the choice of model should be determined by the downstream application. With this analysis, we invite the research community to consider Pareto fronts as an analytical tool to measure progress towards world models.