Abstract:The proliferation of distorted, compressed, and manipulated music on modern media platforms like TikTok motivates the development of more robust audio fingerprinting techniques to identify the sources of musical recordings. In this paper, we develop and evaluate new neural audio fingerprinting techniques with the aim of improving their robustness. We make two contributions to neural fingerprinting methodology: (1) we use a pretrained music foundation model as the backbone of the neural architecture and (2) we expand the use of data augmentation to train fingerprinting models under a wide variety of audio manipulations, including time streching, pitch modulation, compression, and filtering. We systematically evaluate our methods in comparison to two state-of-the-art neural fingerprinting models: NAFP and GraFPrint. Results show that fingerprints extracted with music foundation models (e.g., MuQ, MERT) consistently outperform models trained from scratch or pretrained on non-musical audio. Segment-level evaluation further reveals their capability to accurately localize fingerprint matches, an important practical feature for catalog management.




Abstract:Many 3D generative models rely on variational autoencoders (VAEs) to learn compact shape representations. However, existing methods encode all shapes into a fixed-size token, disregarding the inherent variations in scale and complexity across 3D data. This leads to inefficient latent representations that can compromise downstream generation. We address this challenge by introducing Octree-based Adaptive Tokenization, a novel framework that adjusts the dimension of latent representations according to shape complexity. Our approach constructs an adaptive octree structure guided by a quadric-error-based subdivision criterion and allocates a shape latent vector to each octree cell using a query-based transformer. Building upon this tokenization, we develop an octree-based autoregressive generative model that effectively leverages these variable-sized representations in shape generation. Extensive experiments demonstrate that our approach reduces token counts by 50% compared to fixed-size methods while maintaining comparable visual quality. When using a similar token length, our method produces significantly higher-quality shapes. When incorporated with our downstream generative model, our method creates more detailed and diverse 3D content than existing approaches.




Abstract:Foundation models trained on vast amounts of data have demonstrated remarkable reasoning and generation capabilities in the domains of text, images, audio and video. Our goal at Roblox is to build such a foundation model for 3D intelligence, a model that can support developers in producing all aspects of a Roblox experience, from generating 3D objects and scenes to rigging characters for animation to producing programmatic scripts describing object behaviors. We discuss three key design requirements for such a 3D foundation model and then present our first step towards building such a model. We expect that 3D geometric shapes will be a core data type and describe our solution for 3D shape tokenizer. We show how our tokenization scheme can be used in applications for text-to-shape generation, shape-to-text generation and text-to-scene generation. We demonstrate how these applications can collaborate with existing large language models (LLMs) to perform scene analysis and reasoning. We conclude with a discussion outlining our path to building a fully unified foundation model for 3D intelligence.