Abstract:Sparse large language models (LLMs) with Mixture of Experts (MoE) and close to a trillion parameters are dominating the realm of most capable language models. However, the massive model scale poses significant challenges for the underlying software and hardware systems. In this paper, we aim to uncover a recipe to harness such scale on Ascend NPUs. The key goals are better usage of the computing resources under the dynamic sparse model structures and materializing the expected performance gain on the actual hardware. To select model configurations suitable for Ascend NPUs without repeatedly running the expensive experiments, we leverage simulation to compare the trade-off of various model hyperparameters. This study led to Pangu Ultra MoE, a sparse LLM with 718 billion parameters, and we conducted experiments on the model to verify the simulation results. On the system side, we dig into Expert Parallelism to optimize the communication between NPU devices to reduce the synchronization overhead. We also optimize the memory efficiency within the devices to further reduce the parameter and activation management overhead. In the end, we achieve an MFU of 30.0% when training Pangu Ultra MoE, with performance comparable to that of DeepSeek R1, on 6K Ascend NPUs, and demonstrate that the Ascend system is capable of harnessing all the training stages of the state-of-the-art language models. Extensive experiments indicate that our recipe can lead to efficient training of large-scale sparse language models with MoE. We also study the behaviors of such models for future reference.
Abstract:The art of instrument performance stands as a vivid manifestation of human creativity and emotion. Nonetheless, generating instrument performance motions is a highly challenging task, as it requires not only capturing intricate movements but also reconstructing the complex dynamics of the performer-instrument interaction. While existing works primarily focus on modeling partial body motions, we propose Expressive ceLlo performance motion Generation for Audio Rendition (ELGAR), a state-of-the-art diffusion-based framework for whole-body fine-grained instrument performance motion generation solely from audio. To emphasize the interactive nature of the instrument performance, we introduce Hand Interactive Contact Loss (HICL) and Bow Interactive Contact Loss (BICL), which effectively guarantee the authenticity of the interplay. Moreover, to better evaluate whether the generated motions align with the semantic context of the music audio, we design novel metrics specifically for string instrument performance motion generation, including finger-contact distance, bow-string distance, and bowing score. Extensive evaluations and ablation studies are conducted to validate the efficacy of the proposed methods. In addition, we put forward a motion generation dataset SPD-GEN, collated and normalized from the MoCap dataset SPD. As demonstrated, ELGAR has shown great potential in generating instrument performance motions with complicated and fast interactions, which will promote further development in areas such as animation, music education, interactive art creation, etc.
Abstract:Light field microscopy (LFM) has gained significant attention due to its ability to capture snapshot-based, large-scale 3D fluorescence images. However, existing LFM reconstruction algorithms are highly sensitive to sensor noise or require hard-to-get ground-truth annotated data for training. To address these challenges, this paper introduces V2V3D, an unsupervised view2view-based framework that establishes a new paradigm for joint optimization of image denoising and 3D reconstruction in a unified architecture. We assume that the LF images are derived from a consistent 3D signal, with the noise in each view being independent. This enables V2V3D to incorporate the principle of noise2noise for effective denoising. To enhance the recovery of high-frequency details, we propose a novel wave-optics-based feature alignment technique, which transforms the point spread function, used for forward propagation in wave optics, into convolution kernels specifically designed for feature alignment. Moreover, we introduce an LFM dataset containing LF images and their corresponding 3D intensity volumes. Extensive experiments demonstrate that our approach achieves high computational efficiency and outperforms the other state-of-the-art methods. These advancements position V2V3D as a promising solution for 3D imaging under challenging conditions.
Abstract:We present Kimi-VL, an efficient open-source Mixture-of-Experts (MoE) vision-language model (VLM) that offers advanced multimodal reasoning, long-context understanding, and strong agent capabilities - all while activating only 2.8B parameters in its language decoder (Kimi-VL-A3B). Kimi-VL demonstrates strong performance across challenging domains: as a general-purpose VLM, Kimi-VL excels in multi-turn agent tasks (e.g., OSWorld), matching flagship models. Furthermore, it exhibits remarkable capabilities across diverse challenging vision language tasks, including college-level image and video comprehension, OCR, mathematical reasoning, and multi-image understanding. In comparative evaluations, it effectively competes with cutting-edge efficient VLMs such as GPT-4o-mini, Qwen2.5-VL-7B, and Gemma-3-12B-IT, while surpassing GPT-4o in several key domains. Kimi-VL also advances in processing long contexts and perceiving clearly. With a 128K extended context window, Kimi-VL can process diverse long inputs, achieving impressive scores of 64.5 on LongVideoBench and 35.1 on MMLongBench-Doc. Its native-resolution vision encoder, MoonViT, further allows it to see and understand ultra-high-resolution visual inputs, achieving 83.2 on InfoVQA and 34.5 on ScreenSpot-Pro, while maintaining lower computational cost for common tasks. Building upon Kimi-VL, we introduce an advanced long-thinking variant: Kimi-VL-Thinking. Developed through long chain-of-thought (CoT) supervised fine-tuning (SFT) and reinforcement learning (RL), this model exhibits strong long-horizon reasoning capabilities. It achieves scores of 61.7 on MMMU, 36.8 on MathVision, and 71.3 on MathVista while maintaining the compact 2.8B activated LLM parameters, setting a new standard for efficient multimodal thinking models. Code and models are publicly accessible at https://github.com/MoonshotAI/Kimi-VL.
Abstract:Existing human Motion Capture (MoCap) methods mostly focus on the visual similarity while neglecting the physical plausibility. As a result, downstream tasks such as driving virtual human in 3D scene or humanoid robots in real world suffer from issues such as timing drift and jitter, spatial problems like sliding and penetration, and poor global trajectory accuracy. In this paper, we revisit human MoCap from the perspective of interaction between human body and physical world by exploring the role of pressure. Firstly, we construct a large-scale human Motion capture dataset with Pressure, RGB and Optical sensors (named MotionPRO), which comprises 70 volunteers performing 400 types of motion, encompassing a total of 12.4M pose frames. Secondly, we examine both the necessity and effectiveness of the pressure signal through two challenging tasks: (1) pose and trajectory estimation based solely on pressure: We propose a network that incorporates a small kernel decoder and a long-short-term attention module, and proof that pressure could provide accurate global trajectory and plausible lower body pose. (2) pose and trajectory estimation by fusing pressure and RGB: We impose constraints on orthographic similarity along the camera axis and whole-body contact along the vertical axis to enhance the cross-attention strategy to fuse pressure and RGB feature maps. Experiments demonstrate that fusing pressure with RGB features not only significantly improves performance in terms of objective metrics, but also plausibly drives virtual humans (SMPL) in 3D scene. Furthermore, we demonstrate that incorporating physical perception enables humanoid robots to perform more precise and stable actions, which is highly beneficial for the development of embodied artificial intelligence. Project page is available at: https://nju-cite-mocaphumanoid.github.io/MotionPRO/
Abstract:Large language models (LLMs) can handle a wide variety of general tasks with simple prompts, without the need for task-specific training. Multimodal Large Language Models (MLLMs), built upon LLMs, have demonstrated impressive potential in tackling complex tasks involving visual, auditory, and textual data. However, critical issues related to truthfulness, safety, o1-like reasoning, and alignment with human preference remain insufficiently addressed. This gap has spurred the emergence of various alignment algorithms, each targeting different application scenarios and optimization goals. Recent studies have shown that alignment algorithms are a powerful approach to resolving the aforementioned challenges. In this paper, we aim to provide a comprehensive and systematic review of alignment algorithms for MLLMs. Specifically, we explore four key aspects: (1) the application scenarios covered by alignment algorithms, including general image understanding, multi-image, video, and audio, and extended multimodal applications; (2) the core factors in constructing alignment datasets, including data sources, model responses, and preference annotations; (3) the benchmarks used to evaluate alignment algorithms; and (4) a discussion of potential future directions for the development of alignment algorithms. This work seeks to help researchers organize current advancements in the field and inspire better alignment methods. The project page of this paper is available at https://github.com/BradyFU/Awesome-Multimodal-Large-Language-Models/tree/Alignment.
Abstract:User engagement is greatly enhanced by fully immersive multi-modal experiences that combine visual and auditory stimuli. Consequently, the next frontier in VR/AR technologies lies in immersive volumetric videos with complete scene capture, large 6-DoF interaction space, multi-modal feedback, and high resolution & frame-rate contents. To stimulate the reconstruction of immersive volumetric videos, we introduce ImViD, a multi-view, multi-modal dataset featuring complete space-oriented data capture and various indoor/outdoor scenarios. Our capture rig supports multi-view video-audio capture while on the move, a capability absent in existing datasets, significantly enhancing the completeness, flexibility, and efficiency of data capture. The captured multi-view videos (with synchronized audios) are in 5K resolution at 60FPS, lasting from 1-5 minutes, and include rich foreground-background elements, and complex dynamics. We benchmark existing methods using our dataset and establish a base pipeline for constructing immersive volumetric videos from multi-view audiovisual inputs for 6-DoF multi-modal immersive VR experiences. The benchmark and the reconstruction and interaction results demonstrate the effectiveness of our dataset and baseline method, which we believe will stimulate future research on immersive volumetric video production.
Abstract:We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling tasks, our approach leverages large language models (LLMs) to generate behavior trees represented in domain-specific language (DSL). This method eliminates the computational burden associated with traditional reinforcement learning approaches while preserving strategic depth and rapid adaptability. Our framework introduces a hybrid policy structure that combines rule-based nodes with neural network components, enabling both high-level strategic reasoning and precise low-level control. A dual-feedback mechanism incorporating quantitative game metrics and vision-language model analysis facilitates iterative policy improvement at both tactical and strategic levels. The resulting policies are instantaneously deployable, human-interpretable, and capable of generalizing across diverse gaming environments. Experimental results demonstrate PORTAL's effectiveness across thousands of first-person shooter (FPS) games, showcasing significant improvements in development efficiency, policy generalization, and behavior diversity compared to traditional approaches. PORTAL represents a significant advancement in game AI development, offering a practical solution for creating sophisticated agents that can operate across thousands of commercial video games with minimal development overhead. Experiment results on the 3D video games are best viewed on https://zhongwen.one/projects/portal .
Abstract:Low precision (LP) datatypes such as MXFP4 can accelerate matrix multiplications (GEMMs) and reduce training costs. However, directly using MXFP4 instead of BF16 during training significantly degrades model quality. In this work, we present the first near-lossless training recipe that uses MXFP4 GEMMs, which are $2\times$ faster than FP8 on supported hardware. Our key insight is to compute unbiased gradient estimates with stochastic rounding (SR), resulting in more accurate model updates. However, directly applying SR to MXFP4 can result in high variance from block-level outliers, harming convergence. To overcome this, we use the random Hadamard tranform to theoretically bound the variance of SR. We train GPT models up to 6.7B parameters and find that our method induces minimal degradation over mixed-precision BF16 training. Our recipe computes $>1/2$ the training FLOPs in MXFP4, enabling an estimated speedup of $>1.3\times$ over FP8 and $>1.7\times$ over BF16 during backpropagation.
Abstract:As the parameters of Large Language Models (LLMs) have scaled to hundreds of billions, the demand for efficient training methods -- balancing faster computation and reduced memory usage without sacrificing accuracy -- has become more critical than ever. In recent years, various mixed precision strategies, which involve different precision levels for optimization components, have been proposed to increase training speed with minimal accuracy degradation. However, these strategies often require manual adjustments and lack theoretical justification. In this work, we leverage stochastic rounding (SR) to address numerical errors of training with low-precision representation. We provide theoretical analyses of implicit regularization and convergence under the Adam optimizer when SR is utilized. With the insights from these analyses, we extend previous BF16 + SR strategy to be used in distributed settings, enhancing the stability and performance for large scale training. Empirical results from pre-training models with up to 6.7B parameters, for the first time, demonstrate that our BF16 with SR strategy outperforms (BF16, FP32) mixed precision strategies, achieving better validation perplexity, up to $1.54\times$ higher throughput, and $30\%$ less memory usage.