Attention networks such as transformers have achieved state-of-the-art performance in many domains. These networks rely heavily on the dot product attention operator, which computes the similarity between two points by taking their inner product. However, the inner product does not explicitly model the complex structural properties of real world datasets, such as hierarchies between data points. To remedy this, we introduce cone attention, a drop-in replacement for dot product attention based on hyperbolic entailment cones. Cone attention associates two points by the depth of their lowest common ancestor in a hierarchy defined by hyperbolic cones, which intuitively measures the divergence of two points and gives a hierarchy aware similarity score. We test cone attention on a wide variety of models and tasks and show that it improves task-level performance over dot product attention and other baselines, and is able to match dot-product attention with significantly fewer parameters. Our results suggest that cone attention is an effective way to capture hierarchical relationships when calculating attention.
Hyperbolic space has been shown to produce superior low-dimensional embeddings of hierarchical structures that are unattainable in Euclidean space. Building upon this, the entailment cone formulation of Ganea et al. uses geodesically convex cones to embed partial orderings in hyperbolic space. However, these entailment cones lack intuitive interpretations due to their definitions via complex concepts such as tangent vectors and the exponential map in Riemannian space. In this paper, we present shadow cones, an innovative framework that provides a physically intuitive interpretation for defining partial orders on general manifolds. This is achieved through the use of metaphoric light sources and object shadows, inspired by the sun-earth-moon relationship. Shadow cones consist of two primary classes: umbral and penumbral cones. Our results indicate that shadow cones offer robust representation and generalization capabilities across a variety of datasets, such as WordNet and ConceptNet, thereby outperforming the top-performing entailment cones. Our findings indicate that shadow cones offer an innovative, general approach to geometrically encode partial orders, enabling better representation and analysis of datasets with hierarchical structures.
While large language models (LLMs) bring not only performance but also complexity, recent work has started to turn LLMs into data generators rather than task inferencers, where another affordable task model is trained for efficient deployment and inference. However, such an approach has primarily been applied to natural language tasks and has not yet been explored for symbolic language tasks with complex structured outputs (e.g., semantic parsing and code generation). In this paper, we propose SymGen which utilizes LLMs for generating various annotation-expensive symbolic language data. SymGen consists of an informative prompt to steer generation and an agreement-based verifier to improve data correctness. We conduct extensive experiments on six symbolic language tasks across various settings. Compared with the LLMs, we demonstrate the 1\%-sized task model can achieve comparable or better performance, largely cutting inference and deployment costs. We also show that generated data with only a few human demonstrations can be as effective as over 10 times the amount of human-annotated data when training the task model, saving a considerable amount of annotation effort. SymGen sheds new light on data generation for complex tasks, and we release the code at \href{https://github.com/HKUNLP/SymGen}{https://github.com/HKUNLP/SymGen}.
Deep learning has been recently introduced for efficient acoustic howling suppression (AHS). However, the recurrent nature of howling creates a mismatch between offline training and streaming inference, limiting the quality of enhanced speech. To address this limitation, we propose a hybrid method that combines a Kalman filter with a self-attentive recurrent neural network (SARNN) to leverage their respective advantages for robust AHS. During offline training, a pre-processed signal obtained from the Kalman filter and an ideal microphone signal generated via teacher-forced training strategy are used to train the deep neural network (DNN). During streaming inference, the DNN's parameters are fixed while its output serves as a reference signal for updating the Kalman filter. Evaluation in both offline and streaming inference scenarios using simulated and real-recorded data shows that the proposed method efficiently suppresses howling and consistently outperforms baselines.
Face reenactment methods attempt to restore and re-animate portrait videos as realistically as possible. Existing methods face a dilemma in quality versus controllability: 2D GAN-based methods achieve higher image quality but suffer in fine-grained control of facial attributes compared with 3D counterparts. In this work, we propose StyleAvatar, a real-time photo-realistic portrait avatar reconstruction method using StyleGAN-based networks, which can generate high-fidelity portrait avatars with faithful expression control. We expand the capabilities of StyleGAN by introducing a compositional representation and a sliding window augmentation method, which enable faster convergence and improve translation generalization. Specifically, we divide the portrait scenes into three parts for adaptive adjustments: facial region, non-facial foreground region, and the background. Besides, our network leverages the best of UNet, StyleGAN and time coding for video learning, which enables high-quality video generation. Furthermore, a sliding window augmentation method together with a pre-training strategy are proposed to improve translation generalization and training performance, respectively. The proposed network can converge within two hours while ensuring high image quality and a forward rendering time of only 20 milliseconds. Furthermore, we propose a real-time live system, which further pushes research into applications. Results and experiments demonstrate the superiority of our method in terms of image quality, full portrait video generation, and real-time re-animation compared to existing facial reenactment methods. Training and inference code for this paper are at https://github.com/LizhenWangT/StyleAvatar.
The neural radiance field (NeRF) achieved remarkable success in modeling 3D scenes and synthesizing high-fidelity novel views. However, existing NeRF-based methods focus more on the make full use of the image resolution to generate novel views, but less considering the generation of details under the limited input resolution. In analogy to the extensive usage of image super-resolution, NeRF super-resolution is an effective way to generate the high-resolution implicit representation of 3D scenes and holds great potential applications. Up to now, such an important topic is still under-explored. In this paper, we propose a NeRF super-resolution method, named Super-NeRF, to generate high-resolution NeRF from only low-resolution inputs. Given multi-view low-resolution images, Super-NeRF constructs a consistency-controlling super-resolution module to generate view-consistent high-resolution details for NeRF. Specifically, an optimizable latent code is introduced for each low-resolution input image to control the 2D super-resolution images to converge to the view-consistent output. The latent codes of each low-resolution image are optimized synergistically with the target Super-NeRF representation to fully utilize the view consistency constraint inherent in NeRF construction. We verify the effectiveness of Super-NeRF on synthetic, real-world, and AI-generated NeRF datasets. Super-NeRF achieves state-of-the-art NeRF super-resolution performance on high-resolution detail generation and cross-view consistency.
Detailed 3D reconstruction and photo-realistic relighting of digital humans are essential for various applications. To this end, we propose a novel sparse-view 3d human reconstruction framework that closely incorporates the occupancy field and albedo field with an additional visibility field--it not only resolves occlusion ambiguity in multiview feature aggregation, but can also be used to evaluate light attenuation for self-shadowed relighting. To enhance its training viability and efficiency, we discretize visibility onto a fixed set of sample directions and supply it with coupled geometric 3D depth feature and local 2D image feature. We further propose a novel rendering-inspired loss, namely TransferLoss, to implicitly enforce the alignment between visibility and occupancy field, enabling end-to-end joint training. Results and extensive experiments demonstrate the effectiveness of the proposed method, as it surpasses state-of-the-art in terms of reconstruction accuracy while achieving comparably accurate relighting to ray-traced ground truth.
The wireless metaverse will create diverse user experiences at the intersection of the physical, digital, and virtual worlds. These experiences will enable novel interactions between the constituents (e.g., extended reality (XR) users and avatars) of the three worlds. However, remarkably, to date, there is no holistic vision that identifies the full set of metaverse worlds, constituents, and experiences, and the implications of their associated interactions on next-generation communication and computing systems. In this paper, we present a holistic vision of a limitless, wireless metaverse that distills the metaverse into an intersection of seven worlds and experiences that include the: i) physical, digital, and virtual worlds, along with the ii) cyber, extended, live, and parallel experiences. We then articulate how these experiences bring forth interactions between diverse metaverse constituents, namely, a) humans and avatars and b) connected intelligence systems and their digital twins (DTs). Then, we explore the wireless, computing, and artificial intelligence (AI) challenges that must be addressed to establish metaverse-ready networks that support these experiences and interactions. We particularly highlight the need for end-to-end synchronization of DTs, and the role of human-level AI and reasoning abilities for cognitive avatars. Moreover, we articulate a sequel of open questions that should ignite the quest for the future metaverse. We conclude with a set of recommendations to deploy the limitless metaverse over future wireless systems.
Modern image inpainting systems, despite the significant progress, often struggle with mask selection and holes filling. Based on Segment-Anything Model (SAM), we make the first attempt to the mask-free image inpainting and propose a new paradigm of ``clicking and filling'', which is named as Inpaint Anything (IA). The core idea behind IA is to combine the strengths of different models in order to build a very powerful and user-friendly pipeline for solving inpainting-related problems. IA supports three main features: (i) Remove Anything: users could click on an object and IA will remove it and smooth the ``hole'' with the context; (ii) Fill Anything: after certain objects removal, users could provide text-based prompts to IA, and then it will fill the hole with the corresponding generative content via driving AIGC models like Stable Diffusion; (iii) Replace Anything: with IA, users have another option to retain the click-selected object and replace the remaining background with the newly generated scenes. We are also very willing to help everyone share and promote new projects based on our Inpaint Anything (IA). Our codes are available at https://github.com/geekyutao/Inpaint-Anything.
Imagine an interesting multimodal interactive scenario that you can see, hear, and chat with an AI-generated digital character, who is capable of behaving like Sheldon from The Big Bang Theory, as a DEEP copy from appearance to personality. Towards this fantastic multimodal chatting scenario, we propose a novel task, named Deep Personalized Character Creation (DPCC): creating multimodal chat personalized characters from multimodal data such as TV shows. Specifically, given a single- or multi-modality input (text, audio, video), the goal of DPCC is to generate a multi-modality (text, audio, video) response, which should be well-matched the personality of a specific character such as Sheldon, and of high quality as well. To support this novel task, we further collect a character centric multimodal dialogue dataset, named Deep Personalized Character Dataset (DPCD), from TV shows. DPCD contains character-specific multimodal dialogue data of ~10k utterances and ~6 hours of audio/video per character, which is around 10 times larger compared to existing related datasets.On DPCD, we present a baseline method for the DPCC task and create 5 Deep personalized digital Characters (DeepCharacters) from Big Bang TV Shows. We conduct both subjective and objective experiments to evaluate the multimodal response from DeepCharacters in terms of characterization and quality. The results demonstrates that, on our collected DPCD dataset, the proposed baseline can create personalized digital characters for generating multimodal response.Our collected DPCD dataset, the code of data collection and our baseline will be published soon.