Recent advancements in large language models (LLMs) have led to the creation of intelligent agents capable of performing complex tasks. This paper introduces a novel LLM-based multimodal agent framework designed to operate smartphone applications. Our framework enables the agent to operate smartphone applications through a simplified action space, mimicking human-like interactions such as tapping and swiping. This novel approach bypasses the need for system back-end access, thereby broadening its applicability across diverse apps. Central to our agent's functionality is its innovative learning method. The agent learns to navigate and use new apps either through autonomous exploration or by observing human demonstrations. This process generates a knowledge base that the agent refers to for executing complex tasks across different applications. To demonstrate the practicality of our agent, we conducted extensive testing over 50 tasks in 10 different applications, including social media, email, maps, shopping, and sophisticated image editing tools. The results affirm our agent's proficiency in handling a diverse array of high-level tasks.
Recently, DNA storage has emerged as a promising data storage solution, offering significant advantages in storage density, maintenance cost efficiency, and parallel replication capability. Mathematically, the DNA storage pipeline can be viewed as an insertion, deletion, and substitution (IDS) channel. Because of the mathematical terra incognita of the Levenshtein distance, designing an IDS-correcting code is still a challenge. In this paper, we propose an innovative approach that utilizes deep Levenshtein distance embedding to bypass these mathematical challenges. By representing the Levenshtein distance between two sequences as a conventional distance between their corresponding embedding vectors, the inherent structural property of Levenshtein distance is revealed in the friendly embedding space. Leveraging this embedding space, we introduce the DoDo-Code, an IDS-correcting code that incorporates deep embedding of Levenshtein distance, deep embedding-based codeword search, and deep embedding-based segment correcting. To address the requirements of DNA storage, we also present a preliminary algorithm for long sequence decoding. As far as we know, the DoDo-Code is the first IDS-correcting code designed using plausible deep learning methodologies, potentially paving the way for a new direction in error-correcting code research. It is also the first IDS code that exhibits characteristics of being `optimal' in terms of redundancy, significantly outperforming the mainstream IDS-correcting codes of the Varshamov-Tenengolts code family in code rate.
We have recently seen tremendous progress in realistic text-to-motion generation. Yet, the existing methods often fail or produce implausible motions with unseen text inputs, which limits the applications. In this paper, we present OMG, a novel framework, which enables compelling motion generation from zero-shot open-vocabulary text prompts. Our key idea is to carefully tailor the pretrain-then-finetune paradigm into the text-to-motion generation. At the pre-training stage, our model improves the generation ability by learning the rich out-of-domain inherent motion traits. To this end, we scale up a large unconditional diffusion model up to 1B parameters, so as to utilize the massive unlabeled motion data up to over 20M motion instances. At the subsequent fine-tuning stage, we introduce motion ControlNet, which incorporates text prompts as conditioning information, through a trainable copy of the pre-trained model and the proposed novel Mixture-of-Controllers (MoC) block. MoC block adaptively recognizes various ranges of the sub-motions with a cross-attention mechanism and processes them separately with the text-token-specific experts. Such a design effectively aligns the CLIP token embeddings of text prompts to various ranges of compact and expressive motion features. Extensive experiments demonstrate that our OMG achieves significant improvements over the state-of-the-art methods on zero-shot text-to-motion generation. Project page: https://tr3e.github.io/omg-page.
Recently, 3D understanding has become popular to facilitate autonomous agents to perform further decisionmaking. However, existing 3D datasets and methods are often limited to specific tasks. On the other hand, recent progress in Large Language Models (LLMs) and Multimodal Language Models (MLMs) have demonstrated exceptional general language and imagery tasking performance. Therefore, it is interesting to unlock MLM's potential to be 3D generalist for wider tasks. However, current MLMs' research has been less focused on 3D tasks due to a lack of large-scale 3D instruction-following datasets. In this work, we introduce a comprehensive 3D instructionfollowing dataset called M3DBench, which possesses the following characteristics: 1) It supports general multimodal instructions interleaved with text, images, 3D objects, and other visual prompts. 2) It unifies diverse 3D tasks at both region and scene levels, covering a variety of fundamental abilities in real-world 3D environments. 3) It is a large-scale 3D instruction-following dataset with over 320k instruction-response pairs. Furthermore, we establish a new benchmark for assessing the performance of large models in understanding multi-modal 3D prompts. Extensive experiments demonstrate the effectiveness of our dataset and baseline, supporting general 3D-centric tasks, which can inspire future research.
Existing hands datasets are largely short-range and the interaction is weak due to the self-occlusion and self-similarity of hands, which can not yet fit the need for interacting hands motion generation. To rescue the data scarcity, we propose HandDiffuse12.5M, a novel dataset that consists of temporal sequences with strong two-hand interactions. HandDiffuse12.5M has the largest scale and richest interactions among the existing two-hand datasets. We further present a strong baseline method HandDiffuse for the controllable motion generation of interacting hands using various controllers. Specifically, we apply the diffusion model as the backbone and design two motion representations for different controllers. To reduce artifacts, we also propose Interaction Loss which explicitly quantifies the dynamic interaction process. Our HandDiffuse enables various applications with vivid two-hand interactions, i.e., motion in-betweening and trajectory control. Experiments show that our method outperforms the state-of-the-art techniques in motion generation and can also contribute to data augmentation for other datasets. Our dataset, corresponding codes, and pre-trained models will be disseminated to the community for future research towards two-hand interaction modeling.
The advent of large language models, enabling flexibility through instruction-driven approaches, has revolutionized many traditional generative tasks, but large models for 3D data, particularly in comprehensively handling 3D shapes with other modalities, are still under-explored. By achieving instruction-based shape generations, versatile multimodal generative shape models can significantly benefit various fields like 3D virtual construction and network-aided design. In this work, we present ShapeGPT, a shape-included multi-modal framework to leverage strong pre-trained language models to address multiple shape-relevant tasks. Specifically, ShapeGPT employs a word-sentence-paragraph framework to discretize continuous shapes into shape words, further assembles these words for shape sentences, as well as integrates shape with instructional text for multi-modal paragraphs. To learn this shape-language model, we use a three-stage training scheme, including shape representation, multimodal alignment, and instruction-based generation, to align shape-language codebooks and learn the intricate correlations among these modalities. Extensive experiments demonstrate that ShapeGPT achieves comparable performance across shape-relevant tasks, including text-to-shape, shape-to-text, shape completion, and shape editing.
Recent advances in Large Multimodal Models (LMM) have made it possible for various applications in human-machine interactions. However, developing LMMs that can comprehend, reason, and plan in complex and diverse 3D environments remains a challenging topic, especially considering the demand for understanding permutation-invariant point cloud 3D representations of the 3D scene. Existing works seek help from multi-view images, and project 2D features to 3D space as 3D scene representations. This, however, leads to huge computational overhead and performance degradation. In this paper, we present LL3DA, a Large Language 3D Assistant that takes point cloud as direct input and respond to both textual-instructions and visual-prompts. This help LMMs better comprehend human interactions and further help to remove the ambiguities in cluttered 3D scenes. Experiments show that LL3DA achieves remarkable results, and surpasses various 3D vision-language models on both 3D Dense Captioning and 3D Question Answering.
Multi-modal large language models have demonstrated impressive performances on most vision-language tasks. However, the model generally lacks the understanding capabilities for specific domain data, particularly when it comes to interpreting chart figures. This is mainly due to the lack of relevant multi-modal instruction tuning datasets. In this article, we create a high-quality instruction-tuning dataset leveraging GPT-4. We develop a multi-step data generation process in which different steps are responsible for generating tabular data, creating chart figures, and designing instruction tuning data separately. Our method's flexibility enables us to generate diverse, high-quality instruction-tuning data consistently and efficiently while maintaining a low resource expenditure. Additionally, it allows us to incorporate a wider variety of chart and task types not yet featured in existing datasets. Next, we introduce ChartLlama, a multi-modal large language model that we've trained using our created dataset. ChartLlama outperforms all prior methods in ChartQA, Chart-to-text, and Chart-extraction evaluation benchmarks. Additionally, ChartLlama significantly improves upon the baseline in our specially compiled chart dataset, which includes new chart and task types. The results of ChartLlama confirm the value and huge potential of our proposed data generation method in enhancing chart comprehension.
Recent advances in implicit neural representations have achieved impressive results by sampling and fusing individual points along sampling rays in the sampling space. However, due to the explosively growing sampling space, finely representing and synthesizing detailed textures remains a challenge for unbounded large-scale outdoor scenes. To alleviate the dilemma of using individual points to perceive the entire colossal space, we explore learning the surface distribution of the scene to provide structural priors and reduce the samplable space and propose a Point Diffusion implicit Function, PDF, for large-scale scene neural representation. The core of our method is a large-scale point cloud super-resolution diffusion module that enhances the sparse point cloud reconstructed from several training images into a dense point cloud as an explicit prior. Then in the rendering stage, only sampling points with prior points within the sampling radius are retained. That is, the sampling space is reduced from the unbounded space to the scene surface. Meanwhile, to fill in the background of the scene that cannot be provided by point clouds, the region sampling based on Mip-NeRF 360 is employed to model the background representation. Expensive experiments have demonstrated the effectiveness of our method for large-scale scene novel view synthesis, which outperforms relevant state-of-the-art baselines.