Abstract:Mixture-of-experts (MoEs) have been adopted for reducing inference costs by sparsely activating experts in Large language models (LLMs). Despite this reduction, the massive number of experts in MoEs still makes them expensive to serve. In this paper, we study how to address this, by pruning MoEs. Among pruning methodologies, unstructured pruning has been known to achieve the highest performance for a given pruning ratio, compared to structured pruning, since the latter imposes constraints on the sparsification structure. This is intuitive, as the solution space of unstructured pruning subsumes that of structured pruning. However, our counterintuitive finding reveals that expert pruning, a form of structured pruning, can actually precede unstructured pruning to outperform unstructured-only pruning. As existing expert pruning, requiring $O(\frac{k^n}{\sqrt{n}})$ forward passes for $n$ experts, cannot scale for recent MoEs, we propose a scalable alternative with $O(1)$ complexity, yet outperforming the more expensive methods. The key idea is leveraging a latent structure between experts, based on behavior similarity, such that the greedy decision of whether to prune closely captures the joint pruning effect. Ours is highly effective -- for Snowflake Arctic, a 480B-sized MoE with 128 experts, our method needs only one H100 and two hours to achieve nearly no loss in performance with 40% sparsity, even in generative tasks such as GSM8K, where state-of-the-art unstructured pruning fails to. The code will be made publicly available.
Abstract:3D reconstruction from multi-view images is one of the fundamental challenges in computer vision and graphics. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising technique capable of real-time rendering with high-quality 3D reconstruction. This method utilizes 3D Gaussian representation and tile-based splatting techniques, bypassing the expensive neural field querying. Despite its potential, 3DGS encounters challenges, including needle-like artifacts, suboptimal geometries, and inaccurate normals, due to the Gaussians converging into anisotropic Gaussians with one dominant variance. We propose using effective rank analysis to examine the shape statistics of 3D Gaussian primitives, and identify the Gaussians indeed converge into needle-like shapes with the effective rank 1. To address this, we introduce effective rank as a regularization, which constrains the structure of the Gaussians. Our new regularization method enhances normal and geometry reconstruction while reducing needle-like artifacts. The approach can be integrated as an add-on module to other 3DGS variants, improving their quality without compromising visual fidelity.
Abstract:Face swapping has gained significant attention for its varied applications. The majority of previous face swapping approaches have relied on the seesaw game training scheme, which often leads to the instability of the model training and results in undesired samples with blended identities due to the target identity leakage problem. This paper introduces the Shape Agnostic Masked AutoEncoder (SAMAE) training scheme, a novel self-supervised approach designed to enhance face swapping model training. Our training scheme addresses the limitations of traditional training methods by circumventing the conventional seesaw game and introducing clear ground truth through its self-reconstruction training regime. It effectively mitigates identity leakage by masking facial regions of the input images and utilizing learned disentangled identity and non-identity features. Additionally, we tackle the shape misalignment problem with new techniques including perforation confusion and random mesh scaling, and establishes a new state-of-the-art, surpassing other baseline methods, preserving both identity and non-identity attributes, without sacrificing on either aspect.
Abstract:Despite the remarkable advancements in head reenactment, the existing methods face challenges in cross-domain head reenactment, which aims to transfer human motions to domains outside the human, including cartoon characters. It is still difficult to extract motion from out-of-domain images due to the distinct appearances, such as large eyes. Recently, previous work introduced a large-scale anime dataset called AnimeCeleb and a cross-domain head reenactment model, including an optimization-based mapping function to translate the human domain's expressions to the anime domain. However, we found that the mapping function, which relies on a subset of expressions, imposes limitations on the mapping of various expressions. To solve this challenge, we introduce a novel expression domain translation network that transforms human expressions into anime expressions. Specifically, to maintain the geometric consistency of expressions between the input and output of the expression domain translation network, we employ a 3D geometric-aware loss function that reduces the distances between the vertices in the 3D mesh of the human and anime. By doing so, it forces high-fidelity and one-to-one mapping with respect to two cross-expression domains. Our method outperforms existing methods in both qualitative and quantitative analysis, marking a significant advancement in the field of cross-domain head reenactment.
Abstract:In this paper, we propose PixelHuman, a novel human rendering model that generates animatable human scenes from a few images of a person with unseen identity, views, and poses. Previous work have demonstrated reasonable performance in novel view and pose synthesis, but they rely on a large number of images to train and are trained per scene from videos, which requires significant amount of time to produce animatable scenes from unseen human images. Our method differs from existing methods in that it can generalize to any input image for animatable human synthesis. Given a random pose sequence, our method synthesizes each target scene using a neural radiance field that is conditioned on a canonical representation and pose-aware pixel-aligned features, both of which can be obtained through deformation fields learned in a data-driven manner. Our experiments show that our method achieves state-of-the-art performance in multiview and novel pose synthesis from few-shot images.
Abstract:Face swapping aims at injecting a source image's identity (i.e., facial features) into a target image, while strictly preserving the target's attributes, which are irrelevant to identity. However, we observed that previous approaches still suffer from source attribute leakage, where the source image's attributes interfere with the target image's. In this paper, we analyze the latent space of StyleGAN and find the adequate combination of the latents geared for face swapping task. Based on the findings, we develop a simple yet robust face swapping model, RobustSwap, which is resistant to the potential source attribute leakage. Moreover, we exploit the coordination of 3DMM's implicit and explicit information as a guidance to incorporate the structure of the source image and the precise pose of the target image. Despite our method solely utilizing an image dataset without identity labels for training, our model has the capability to generate high-fidelity and temporally consistent videos. Through extensive qualitative and quantitative evaluations, we demonstrate that our method shows significant improvements compared with the previous face swapping models in synthesizing both images and videos. Project page is available at https://robustswap.github.io/
Abstract:Despite remarkable success in deep learning-based face-related models, these models are still limited to the domain of real human faces. On the other hand, the domain of animation faces has been studied less intensively due to the absence of a well-organized dataset. In this paper, we present a large-scale animation celebfaces dataset (AnimeCeleb) via controllable synthetic animation models to boost research on the animation face domain. To facilitate the data generation process, we build a semi-automatic pipeline based on an open 3D software and a developed annotation system. This leads to constructing a large-scale animation face dataset that includes multi-pose and multi-style animation faces with rich annotations. Experiments suggest that our dataset is applicable to various animation-related tasks such as head reenactment and colorization.
Abstract:As the application area of convolutional neural networks (CNN) is growing in embedded devices, it becomes popular to use a hardware CNN accelerator, called neural processing unit (NPU), to achieve higher performance per watt than CPUs or GPUs. Recently, automated neural architecture search (NAS) emerges as the default technique to find a state-of-the-art CNN architecture with higher accuracy than manually-designed architectures for image classification. In this paper, we present a fast NPU-aware NAS methodology, called S3NAS, to find a CNN architecture with higher accuracy than the existing ones under a given latency constraint. It consists of three steps: supernet design, Single-Path NAS for fast architecture exploration, and scaling. To widen the search space of the supernet structure that consists of stages, we allow stages to have a different number of blocks and blocks to have parallel layers of different kernel sizes. For a fast neural architecture search, we apply a modified Single-Path NAS technique to the proposed supernet structure. In this step, we assume a shorter latency constraint than the required to reduce the search space and the search time. The last step is to scale up the network maximally within the latency constraint. For accurate latency estimation, an analytical latency estimator is devised, based on a cycle-level NPU simulator that runs an entire CNN considering the memory access overhead accurately. With the proposed methodology, we are able to find a network in 3 hours using TPUv3, which shows 82.72% top-1 accuracy on ImageNet with 11.66 ms latency. Code are released at https://github.com/cap-lab/S3NAS
Abstract:We propose a video compression framework using conditional Generative Adversarial Networks (GANs). We rely on two encoders: one that deploys a standard video codec and another which generates low-level maps via a pipeline of down-sampling, a newly devised soft edge detector, and a novel lossless compression scheme. For decoding, we use a standard video decoder as well as a neural network based one, which is trained using a conditional GAN. Recent "deep" approaches to video compression require multiple videos to pre-train generative networks to conduct interpolation. In contrast to this prior work, our scheme trains a generative decoder on pairs of a very limited number of key frames taken from a single video and corresponding low-level maps. The trained decoder produces reconstructed frames relying on a guidance of low-level maps, without any interpolation. Experiments on a diverse set of 131 videos demonstrate that our proposed GAN-based compression engine achieves much higher quality reconstructions at very low bitrates than prevailing standard codecs such as H.264 or HEVC.