Abstract:Real-time text-driven joint audio-video avatar generation requires jointly synthesizing portrait video and speech with high fidelity and precise synchronization, yet existing audio-visual diffusion models remain too slow for interactive use and often degrade noticeably after aggressive acceleration. We present Hallo-Live, a streaming framework for joint audio-visual avatar generation that combines asynchronous dual-stream diffusion with human-centric preference-guided distillation. To reduce articulation lag in causal generation, we introduce Future-Expanding Attention, which allows each video block to access synchronous audio together with a short horizon of future phonetic cues. To mitigate the quality loss of few-step distillation, we further propose Human-Centric Preference-Guided DMD (HP-DMD), which reweights training samples using rewards from visual fidelity, speech naturalness, and audio-visual synchronization. On two NVIDIA H200 GPUs, Hallo-Live runs at 20.38 FPS with 0.94 seconds latency, yielding 16.0x higher throughput and 99.3x lower latency than the teacher model Ovi. Despite this speedup, it retains strong generation quality, reaching comparable VideoAlign overall score and Sync Confidence score while outperforming other accelerated baselines in the overall quality-efficiency trade-off. Qualitative results further show robust generalization across photorealistic, multi-speaker, and stylized scenarios. To the best of our knowledge, Hallo-Live is the first framework to combine streaming dual-stream diffusion with preference-guided distillation for real-time, text-driven audio-visual generation.
Abstract:Vision-Language Models (VLMs) can perform zero-shot classification but are susceptible to adversarial attacks. While robust fine-tuning improves their robustness, existing approaches align fixed text embeddings with an image embedding, sacrificing natural performance and robustness. A robustness degradation also occurs when a model faces adversarial attacks targeting superclasses (parent classes, e.g., mammal) in addition to their base (leaf) classes (e.g., cat). Thus, to enhance adversarial robustness and leverage the inherent hierarchical properties of class space, we propose a novel adversarial fine-tuning framework based on hierarchical embeddings and several levels of adversarially robust alignment of image-text modalities. Additional mechanisms place visual embeddings at the desired depth of hierarchy, and we provide a theoretical connection between the depth of embedding in the hierarchy and the maximum viable margin size. Our model naturally realizes several margin sizes, boosting generalization of adversaries for robustification. As various trees with different parent labels can share the same leaf labels, we also consider aligning over multiple trees to boost semantic variety. Experiments across several datasets are performed.
Abstract:We present a framework for explicit emotion control in feed-forward, single-image 3D head avatar reconstruction. Unlike existing pipelines where emotion is implicitly entangled with geometry or appearance, we treat emotion as a first-class control signal that can be manipulated independently and consistently across identities. Our method injects emotion into existing feed-forward architectures via a dual-path modulation mechanism without modifying their core design. Geometry modulation performs emotion-conditioned normalization in the original parametric space, disentangling emotional state from speech-driven articulation, while appearance modulation captures identity-aware, emotion-dependent visual cues beyond geometry. To enable learning under this setting, we construct a time-synchronized, emotion-consistent multi-identity dataset by transferring aligned emotional dynamics across identities. Integrated into multiple state-of-the-art backbones, our framework preserves reconstruction and reenactment fidelity while enabling controllable emotion transfer, disentangled manipulation, and smooth emotion interpolation, advancing expressive and scalable 3D head avatars.
Abstract:Carbon-aware grid optimization relies on accurate locational emission metrics to effectively guide demand-side decarbonization tasks such as spatial load shifting. However, existing metrics are only valid around limited operating regions and unfortunately cannot generalize the emission patterns beyond these regions. When these metrics are used to signal carbon-sensitive resources, they could paradoxically increase system-wide emissions. This work seeks to develop a sensitivity-consistent metric for locational average carbon emissions (LACE-S) using a neural representation approach. To ensure physical validity, the neural model enforces total emission balance through an explicit projection layer while matching marginal emission sensitivities across the entire loading region. Jacobian-based regularization is further introduced to capture the underlying partition of load buses with closely aligned generator responses. Moreover, we present a scalable zonal aggregation strategy, ZACE-S, to reduce the model complexity by mapping nodal inputs to predefined market zones. Numerical tests on the IEEE 30-bus system have verified the performance improvements of LACE-S in matching total emissions and their sensitivities over the non-regularized design. Crucially, while spatial load shifting driven by existing metrics often increases the post-shift emissions, the proposed LACE-S metric has led to a reliable reduction of system-wide emissions, demonstrating its excellent consistency with the global emission patterns.
Abstract:Controllable 3D human avatars have found widespread applications in 3D games, the metaverse, and AR/VR scenarios. The conventional approach to creating such a 3D avatar requires a lengthy, intricate pipeline encompassing appearance modeling, motion planning, rigging, and physical simulation. In this paper, we introduce UNICA (UNIfied neural Controllable Avatar), a skeleton-free generative model that unifies all avatar control components into a single neural framework. Given keyboard inputs akin to video game controls, UNICA generates the next frame of a 3D avatar's geometry through an action-conditioned diffusion model operating on 2D position maps. A point transformer then maps the resulting geometry to 3D Gaussian Splatting for high-fidelity free-view rendering. Our approach naturally captures hair and loose clothing dynamics without manually designed physical simulation, and supports extra-long autoregressive generation. To the best of our knowledge, UNICA is the first model to unify the workflow of "motion planning, rigging, physical simulation, and rendering". Code is released at https://github.com/zjh21/UNICA.
Abstract:Understanding causal dependencies in observational data is critical for informing decision-making. These relationships are often modeled as Bayesian Networks (BNs) and Directed Acyclic Graphs (DAGs). Existing methods, such as NOTEARS and DAG-GNN, often face issues with scalability and stability in high-dimensional data, especially when there is a feature-sample imbalance. Here, we show that the denoising score matching objective of diffusion models could smooth the gradients for faster, more stable convergence. We also propose an adaptive k-hop acyclicity constraint that improves runtime over existing solutions that require matrix inversion. We name this framework Denoising Diffusion Causal Discovery (DDCD). Unlike generative diffusion models, DDCD utilizes the reverse denoising process to infer a parameterized causal structure rather than to generate data. We demonstrate the competitive performance of DDCDs on synthetic benchmarking data. We also show that our methods are practically useful by conducting qualitative analyses on two real-world examples. Code is available at this url: https://github.com/haozhu233/ddcd.
Abstract:The success of modern text-to-image generation is largely attributed to massive, high-quality datasets. Currently, these datasets are curated through a filter-first paradigm that aggressively discards low-quality raw data based on the assumption that it is detrimental to model performance. Is the discarded bad data truly useless, or does it hold untapped potential? In this work, we critically re-examine this question. We propose LACON (Labeling-and-Conditioning), a novel training framework that exploits the underlying uncurated data distribution. Instead of filtering, LACON re-purposes quality signals, such as aesthetic scores and watermark probabilities as explicit, quantitative condition labels. The generative model is then trained to learn the full spectrum of data quality, from bad to good. By learning the explicit boundary between high- and low-quality content, LACON achieves superior generation quality compared to baselines trained only on filtered data using the same compute budget, proving the significant value of uncurated data.
Abstract:Forward-backward (FB) representations provide a powerful framework for learning the successor representation (SR) in continuous spaces by enforcing a low-rank factorization. However, a fundamental spectral mismatch often exists between the high-rank transition dynamics of continuous environments and the low-rank bottleneck of the FB architecture, making accurate low-rank representation learning difficult. In this work, we analyze temporal abstraction as a mechanism to mitigate this mismatch. By characterizing the spectral properties of the transition operator, we show that temporal abstraction acts as a low-pass filter that suppresses high-frequency spectral components. This suppression reduces the effective rank of the induced SR while preserving a formal bound on the resulting value function error. Empirically, we show that this alignment is a key factor for stable FB learning, particularly at high discount factors where bootstrapping becomes error-prone. Our results identify temporal abstraction as a principled mechanism for shaping the spectral structure of the underlying MDP and enabling effective long-horizon representations in continuous control.
Abstract:Single-view 3D human reconstruction has garnered significant attention in recent years. Despite numerous advancements, prior research has concentrated on reconstructing 3D models from clear, close-up images of individual subjects, often yielding subpar results in the more prevalent multi-person scenarios. Reconstructing 3D human crowd models is a highly intricate task, laden with challenges such as: 1) extensive occlusions, 2) low clarity, and 3) numerous and various appearances. To address this task, we propose CrowdGaussian, a unified framework that directly reconstructs multi-person 3D Gaussian Splatting (3DGS) representations from single-image inputs. To handle occlusions, we devise a self-supervised adaptation pipeline that enables the pretrained large human model to reconstruct complete 3D humans with plausible geometry and appearance from heavily occluded inputs. Furthermore, we introduce Self-Calibrated Learning (SCL). This training strategy enables single-step diffusion models to adaptively refine coarse renderings to optimal quality by blending identity-preserving samples with clean/corrupted image pairs. The outputs can be distilled back to enhance the quality of multi-person 3DGS representations. Extensive experiments demonstrate that CrowdGaussian generates photorealistic, geometrically coherent reconstructions of multi-person scenes.
Abstract:Humans perceive actions through key transitions that structure actions across multiple abstraction levels, whereas machines, relying on visual features, tend to over-segment. This highlights the difficulty of enabling hierarchical reasoning in video understanding. Interestingly, we observe that lower-level visual and high-level action latent variables evolve at different rates, with low-level visual variables changing rapidly, while high-level action variables evolve more slowly, making them easier to identify. Building on this insight, we propose the Hierarchical Action Learning (\textbf{HAL}) model for weakly-supervised action segmentation. Our approach introduces a hierarchical causal data generation process, where high-level latent action governs the dynamics of low-level visual features. To model these varying timescales effectively, we introduce deterministic processes to align these latent variables over time. The \textbf{HAL} model employs a hierarchical pyramid transformer to capture both visual features and latent variables, and a sparse transition constraint is applied to enforce the slower dynamics of high-level action variables. This mechanism enhances the identification of these latent variables over time. Under mild assumptions, we prove that these latent action variables are strictly identifiable. Experimental results on several benchmarks show that the \textbf{HAL} model significantly outperforms existing methods for weakly-supervised action segmentation, confirming its practical effectiveness in real-world applications.