Dennis
Abstract:Generating highly dynamic and photorealistic portrait animations driven by audio and skeletal motion remains challenging due to the need for precise lip synchronization, natural facial expressions, and high-fidelity body motion dynamics. We propose a human-preference-aligned diffusion framework that addresses these challenges through two key innovations. First, we introduce direct preference optimization tailored for human-centric animation, leveraging a curated dataset of human preferences to align generated outputs with perceptual metrics for portrait motion-video alignment and naturalness of expression. Second, the proposed temporal motion modulation resolves spatiotemporal resolution mismatches by reshaping motion conditions into dimensionally aligned latent features through temporal channel redistribution and proportional feature expansion, preserving the fidelity of high-frequency motion details in diffusion-based synthesis. The proposed mechanism is complementary to existing UNet and DiT-based portrait diffusion approaches, and experiments demonstrate obvious improvements in lip-audio synchronization, expression vividness, body motion coherence over baseline methods, alongside notable gains in human preference metrics. Our model and source code can be found at: https://github.com/xyz123xyz456/hallo4.
Abstract:Generating high-resolution 3D shapes using volumetric representations such as Signed Distance Functions (SDFs) presents substantial computational and memory challenges. We introduce Direct3D-S2, a scalable 3D generation framework based on sparse volumes that achieves superior output quality with dramatically reduced training costs. Our key innovation is the Spatial Sparse Attention (SSA) mechanism, which greatly enhances the efficiency of Diffusion Transformer (DiT) computations on sparse volumetric data. SSA allows the model to effectively process large token sets within sparse volumes, substantially reducing computational overhead and achieving a 3.9x speedup in the forward pass and a 9.6x speedup in the backward pass. Our framework also includes a variational autoencoder (VAE) that maintains a consistent sparse volumetric format across input, latent, and output stages. Compared to previous methods with heterogeneous representations in 3D VAE, this unified design significantly improves training efficiency and stability. Our model is trained on public available datasets, and experiments demonstrate that Direct3D-S2 not only surpasses state-of-the-art methods in generation quality and efficiency, but also enables training at 1024 resolution using only 8 GPUs, a task typically requiring at least 32 GPUs for volumetric representations at 256 resolution, thus making gigascale 3D generation both practical and accessible. Project page: https://www.neural4d.com/research/direct3d-s2.
Abstract:Fairness in machine learning has become a critical concern, particularly in high-stakes applications. Existing approaches often focus on achieving full fairness across all score ranges generated by predictive models, ensuring fairness in both high and low-scoring populations. However, this stringent requirement can compromise predictive performance and may not align with the practical fairness concerns of stakeholders. In this work, we propose a novel framework for building partially fair machine learning models, which enforce fairness within a specific score range of interest, such as the middle range where decisions are most contested, while maintaining flexibility in other regions. We introduce two statistical metrics to rigorously evaluate partial fairness within a given score range, such as the top 20%-40% of scores. To achieve partial fairness, we propose an in-processing method by formulating the model training problem as constrained optimization with difference-of-convex constraints, which can be solved by an inexact difference-of-convex algorithm (IDCA). We provide the complexity analysis of IDCA for finding a nearly KKT point. Through numerical experiments on real-world datasets, we demonstrate that our framework achieves high predictive performance while enforcing partial fairness where it matters most.
Abstract:With the rapid advancements in diffusion models and 3D generation techniques, dynamic 3D content generation has become a crucial research area. However, achieving high-fidelity 4D (dynamic 3D) generation with strong spatial-temporal consistency remains a challenging task. Inspired by recent findings that pretrained diffusion features capture rich correspondences, we propose FB-4D, a novel 4D generation framework that integrates a Feature Bank mechanism to enhance both spatial and temporal consistency in generated frames. In FB-4D, we store features extracted from previous frames and fuse them into the process of generating subsequent frames, ensuring consistent characteristics across both time and multiple views. To ensure a compact representation, the Feature Bank is updated by a proposed dynamic merging mechanism. Leveraging this Feature Bank, we demonstrate for the first time that generating additional reference sequences through multiple autoregressive iterations can continuously improve generation performance. Experimental results show that FB-4D significantly outperforms existing methods in terms of rendering quality, spatial-temporal consistency, and robustness. It surpasses all multi-view generation tuning-free approaches by a large margin and achieves performance on par with training-based methods.
Abstract:Deepfake detection remains a critical challenge in the era of advanced generative models, particularly as synthetic media becomes more sophisticated. In this study, we explore the potential of state of the art multi-modal (reasoning) large language models (LLMs) for deepfake image detection such as (OpenAI O1/4o, Gemini thinking Flash 2, Deepseek Janus, Grok 3, llama 3.2, Qwen 2/2.5 VL, Mistral Pixtral, Claude 3.5/3.7 sonnet) . We benchmark 12 latest multi-modal LLMs against traditional deepfake detection methods across multiple datasets, including recently published real-world deepfake imagery. To enhance performance, we employ prompt tuning and conduct an in-depth analysis of the models' reasoning pathways to identify key contributing factors in their decision-making process. Our findings indicate that best multi-modal LLMs achieve competitive performance with promising generalization ability with zero shot, even surpass traditional deepfake detection pipelines in out-of-distribution datasets while the rest of the LLM families performs extremely disappointing with some worse than random guess. Furthermore, we found newer model version and reasoning capabilities does not contribute to performance in such niche tasks of deepfake detection while model size do help in some cases. This study highlights the potential of integrating multi-modal reasoning in future deepfake detection frameworks and provides insights into model interpretability for robustness in real-world scenarios.
Abstract:Training Large Language Models (LLMs) from scratch requires immense computational resources, making it prohibitively expensive. Model scaling-up offers a promising solution by leveraging the parameters of smaller models to create larger ones. However, existing depth scaling-up methods rely on empirical heuristic rules for layer duplication, which result in poorer initialization and slower convergence during continual pre-training. We propose \textbf{LESA}, a novel learnable method for depth scaling-up. By concatenating parameters from each layer and applying Singular Value Decomposition, we uncover latent patterns between layers, suggesting that inter-layer parameters can be learned. LESA uses a neural network to predict the parameters inserted between adjacent layers, enabling better initialization and faster training. Experiments show that LESA outperforms existing baselines, achieving superior performance with less than half the computational cost during continual pre-training. Extensive analyses demonstrate its effectiveness across different model sizes and tasks.
Abstract:We present Matrix3D, a unified model that performs several photogrammetry subtasks, including pose estimation, depth prediction, and novel view synthesis using just the same model. Matrix3D utilizes a multi-modal diffusion transformer (DiT) to integrate transformations across several modalities, such as images, camera parameters, and depth maps. The key to Matrix3D's large-scale multi-modal training lies in the incorporation of a mask learning strategy. This enables full-modality model training even with partially complete data, such as bi-modality data of image-pose and image-depth pairs, thus significantly increases the pool of available training data. Matrix3D demonstrates state-of-the-art performance in pose estimation and novel view synthesis tasks. Additionally, it offers fine-grained control through multi-round interactions, making it an innovative tool for 3D content creation. Project page: https://nju-3dv.github.io/projects/matrix3d.
Abstract:3D Gaussian Splatting (3DGS) has achieved excellent rendering quality with fast training and rendering speed. However, its optimization process lacks explicit geometric constraints, leading to suboptimal geometric reconstruction in regions with sparse or no observational input views. In this work, we try to mitigate the issue by incorporating a pre-trained matching prior to the 3DGS optimization process. We introduce Flow Distillation Sampling (FDS), a technique that leverages pre-trained geometric knowledge to bolster the accuracy of the Gaussian radiance field. Our method employs a strategic sampling technique to target unobserved views adjacent to the input views, utilizing the optical flow calculated from the matching model (Prior Flow) to guide the flow analytically calculated from the 3DGS geometry (Radiance Flow). Comprehensive experiments in depth rendering, mesh reconstruction, and novel view synthesis showcase the significant advantages of FDS over state-of-the-art methods. Additionally, our interpretive experiments and analysis aim to shed light on the effects of FDS on geometric accuracy and rendering quality, potentially providing readers with insights into its performance. Project page: https://nju-3dv.github.io/projects/fds
Abstract:3D-printed bellow soft pneumatic arms are widely adopted for their flexible design, ease of fabrication, and large deformation capabilities. However, their low stiffness limits their real-world applications. Although several methods exist to enhance the stiffness of soft actuators, many involve complex manufacturing processes not in line with modern goals of monolithic and automated additive manufacturing. With its simplicity, bead-jamming represents a simple and effective solution to these challenges. This work introduces a method for monolithic printing of a bellow soft pneumatic arm, integrating a tendon-driven central spine of bowl-shaped beads. We experimentally characterized the arm's range of motion in both unjammed and jammed states, as well as its stiffness under various actuation and jamming conditions. As a result, we provide an optimal jamming policy as a trade-off between preserving the range of motion and maximizing stiffness. The proposed design was further demonstrated in a switch-toggling task, showing its potential for practical applications.
Abstract:Existing 2D methods utilize UNet-based diffusion models to generate multi-view physically-based rendering (PBR) maps but struggle with multi-view inconsistency, while some 3D methods directly generate UV maps, encountering generalization issues due to the limited 3D data. To address these problems, we propose a two-stage approach, including multi-view generation and UV materials refinement. In the generation stage, we adopt a Diffusion Transformer (DiT) model to generate PBR materials, where both the specially designed multi-branch DiT and reference-based DiT blocks adopt a global attention mechanism to promote feature interaction and fusion between different views, thereby improving multi-view consistency. In addition, we adopt a PBR-based diffusion loss to ensure that the generated materials align with realistic physical principles. In the refinement stage, we propose a material-refined DiT that performs inpainting in empty areas and enhances details in UV space. Except for the normal condition, this refinement also takes the material map from the generation stage as an additional condition to reduce the learning difficulty and improve generalization. Extensive experiments show that our method achieves state-of-the-art performance in texturing 3D objects with PBR materials and provides significant advantages for graphics relighting applications. Project Page: https://lingtengqiu.github.io/2024/MCMat/