Graph Neural Networks (GNNs) have empowered the advance in graph-structured data analysis. Recently, the rise of Large Language Models (LLMs) like GPT-4 has heralded a new era in deep learning. However, their application to graph data poses distinct challenges due to the inherent difficulty of translating graph structures to language. To this end, we introduce the \textbf{L}arge \textbf{L}anguage \textbf{a}nd \textbf{G}raph \textbf{A}ssistant (\textbf{LLaGA}), an innovative model that effectively integrates LLM capabilities to handle the complexities of graph-structured data. LLaGA retains the general-purpose nature of LLMs while adapting graph data into a format compatible with LLM input. LLaGA achieves this by reorganizing graph nodes to structure-aware sequences and then mapping these into the token embedding space through a versatile projector. LLaGA excels in versatility, generalizability and interpretability, allowing it to perform consistently well across different datasets and tasks, extend its ability to unseen datasets or tasks, and provide explanations for graphs. Our extensive experiments across popular graph benchmarks show that LLaGA delivers outstanding performance across four datasets and three tasks using one single model, surpassing state-of-the-art graph models in both supervised and zero-shot scenarios. Our code is available at \url{https://github.com/ChenRunjin/LLaGA}
Parameterized Quantum Circuits (PQC) have obtained increasing popularity thanks to their great potential for near-term Noisy Intermediate-Scale Quantum (NISQ) computers. Achieving quantum advantages usually requires a large number of qubits and quantum circuits with enough capacity. However, limited coherence time and massive quantum noises severely constrain the size of quantum circuits that can be executed reliably on real machines. To address these two pain points, we propose QuantumSEA, an in-time sparse exploration for noise-adaptive quantum circuits, aiming to achieve two key objectives: (1) implicit circuits capacity during training - by dynamically exploring the circuit's sparse connectivity and sticking a fixed small number of quantum gates throughout the training which satisfies the coherence time and enjoy light noises, enabling feasible executions on real quantum devices; (2) noise robustness - by jointly optimizing the topology and parameters of quantum circuits under real device noise models. In each update step of sparsity, we leverage the moving average of historical gradients to grow necessary gates and utilize salience-based pruning to eliminate insignificant gates. Extensive experiments are conducted with 7 Quantum Machine Learning (QML) and Variational Quantum Eigensolver (VQE) benchmarks on 6 simulated or real quantum computers, where QuantumSEA consistently surpasses noise-aware search, human-designed, and randomly generated quantum circuit baselines by a clear performance margin. For example, even in the most challenging on-chip training regime, our method establishes state-of-the-art results with only half the number of quantum gates and ~2x time saving of circuit executions. Codes are available at https://github.com/VITA-Group/QuantumSEA.
Given the growing need for automatic 3D content creation pipelines, various 3D representations have been studied to generate 3D objects from a single image. Due to its superior rendering efficiency, 3D Gaussian splatting-based models have recently excelled in both 3D reconstruction and generation. 3D Gaussian splatting approaches for image to 3D generation are often optimization-based, requiring many computationally expensive score-distillation steps. To overcome these challenges, we introduce an Amortized Generative 3D Gaussian framework (AGG) that instantly produces 3D Gaussians from a single image, eliminating the need for per-instance optimization. Utilizing an intermediate hybrid representation, AGG decomposes the generation of 3D Gaussian locations and other appearance attributes for joint optimization. Moreover, we propose a cascaded pipeline that first generates a coarse representation of the 3D data and later upsamples it with a 3D Gaussian super-resolution module. Our method is evaluated against existing optimization-based 3D Gaussian frameworks and sampling-based pipelines utilizing other 3D representations, where AGG showcases competitive generation abilities both qualitatively and quantitatively while being several orders of magnitude faster. Project page: https://ir1d.github.io/AGG/
Recently, several works tackled the video editing task fostered by the success of large-scale text-to-image generative models. However, most of these methods holistically edit the frame using the text, exploiting the prior given by foundation diffusion models and focusing on improving the temporal consistency across frames. In this work, we introduce a framework that is object-centric and is designed to control both the object's appearance and, notably, to execute precise and explicit structural modifications on the object. We build our framework on a pre-trained image-conditioned diffusion model, integrate layers to handle the temporal dimension, and propose training strategies and architectural modifications to enable shape control. We evaluate our method on the image-driven video editing task showing similar performance to the state-of-the-art, and showcasing novel shape-editing capabilities. Further details, code and examples are available on our project page: https://helia95.github.io/vase-website/
Score distillation has emerged as one of the most prevalent approaches for text-to-3D asset synthesis. Essentially, score distillation updates 3D parameters by lifting and back-propagating scores averaged over different views. In this paper, we reveal that the gradient estimation in score distillation is inherent to high variance. Through the lens of variance reduction, the effectiveness of SDS and VSD can be interpreted as applications of various control variates to the Monte Carlo estimator of the distilled score. Motivated by this rethinking and based on Stein's identity, we propose a more general solution to reduce variance for score distillation, termed Stein Score Distillation (SSD). SSD incorporates control variates constructed by Stein identity, allowing for arbitrary baseline functions. This enables us to include flexible guidance priors and network architectures to explicitly optimize for variance reduction. In our experiments, the overall pipeline, dubbed SteinDreamer, is implemented by instantiating the control variate with a monocular depth estimator. The results suggest that SSD can effectively reduce the distillation variance and consistently improve visual quality for both object- and scene-level generation. Moreover, we demonstrate that SteinDreamer achieves faster convergence than existing methods due to more stable gradient updates.
Despite the remarkable performance of score distillation in text-to-3D generation, such techniques notoriously suffer from view inconsistency issues, also known as "Janus" artifact, where the generated objects fake each view with multiple front faces. Although empirically effective methods have approached this problem via score debiasing or prompt engineering, a more rigorous perspective to explain and tackle this problem remains elusive. In this paper, we reveal that the existing score distillation-based text-to-3D generation frameworks degenerate to maximal likelihood seeking on each view independently and thus suffer from the mode collapse problem, manifesting as the Janus artifact in practice. To tame mode collapse, we improve score distillation by re-establishing in entropy term in the corresponding variational objective, which is applied to the distribution of rendered images. Maximizing the entropy encourages diversity among different views in generated 3D assets, thereby mitigating the Janus problem. Based on this new objective, we derive a new update rule for 3D score distillation, dubbed Entropic Score Distillation (ESD). We theoretically reveal that ESD can be simplified and implemented by just adopting the classifier-free guidance trick upon variational score distillation. Although embarrassingly straightforward, our extensive experiments successfully demonstrate that ESD can be an effective treatment for Janus artifacts in score distillation.
Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/
Recent progress in text-guided image inpainting, based on the unprecedented success of text-to-image diffusion models, has led to exceptionally realistic and visually plausible results. However, there is still significant potential for improvement in current text-to-image inpainting models, particularly in better aligning the inpainted area with user prompts and performing high-resolution inpainting. Therefore, in this paper we introduce HD-Painter, a completely training-free approach that accurately follows to prompts and coherently scales to high-resolution image inpainting. To this end, we design the Prompt-Aware Introverted Attention (PAIntA) layer enhancing self-attention scores by prompt information and resulting in better text alignment generations. To further improve the prompt coherence we introduce the Reweighting Attention Score Guidance (RASG) mechanism seamlessly integrating a post-hoc sampling strategy into general form of DDIM to prevent out-of-distribution latent shifts. Moreover, HD-Painter allows extension to larger scales by introducing a specialized super-resolution technique customized for inpainting, enabling the completion of missing regions in images of up to 2K resolution. Our experiments demonstrate that HD-Painter surpasses existing state-of-the-art approaches qualitatively and quantitatively, achieving an impressive generation accuracy improvement of 61.4% vs 51.9%. We will make the codes publicly available at: https://github.com/Picsart-AI-Research/HD-Painter
Vision Transformers have been rapidly uprising in computer vision thanks to their outstanding scaling trends, and gradually replacing convolutional neural networks (CNNs). Recent works on self-supervised learning (SSL) introduce siamese pre-training tasks, on which Transformer backbones continue to demonstrate ever stronger results than CNNs. People come to believe that Transformers or self-attention modules are inherently more suitable than CNNs in the context of SSL. However, it is noteworthy that most if not all prior arts of SSL with CNNs chose the standard ResNets as their backbones, whose architecture effectiveness is known to already lag behind advanced Vision Transformers. Therefore, it remains unclear whether the self-attention operation is crucial for the recent advances in SSL - or CNNs can deliver the same excellence with more advanced designs, too? Can we close the SSL performance gap between Transformers and CNNs? To answer these intriguing questions, we apply self-supervised pre-training to the recently proposed, stronger lager-kernel CNN architecture and conduct an apple-to-apple comparison with Transformers, in their SSL performance. Our results show that we are able to build pure CNN SSL architectures that perform on par with or better than the best SSL-trained Transformers, by just scaling up convolutional kernel sizes besides other small tweaks. Impressively, when transferring to the downstream tasks \texttt{MS COCO} detection and segmentation, our SSL pre-trained CNN model (trained in 100 epochs) achieves the same good performance as the 300-epoch pre-trained Transformer counterpart. We hope this work can help to better understand what is essential (or not) for self-supervised learning backbones.
Recent advancements in real-time neural rendering using point-based techniques have paved the way for the widespread adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting come with a substantial storage overhead caused by growing the SfM points to millions, often demanding gigabyte-level disk space for a single unbounded scene, posing significant scalability challenges and hindering the splatting efficiency. To address this challenge, we introduce LightGaussian, a novel method designed to transform 3D Gaussians into a more efficient and compact format. Drawing inspiration from the concept of Network Pruning, LightGaussian identifies Gaussians that are insignificant in contributing to the scene reconstruction and adopts a pruning and recovery process, effectively reducing redundancy in Gaussian counts while preserving visual effects. Additionally, LightGaussian employs distillation and pseudo-view augmentation to distill spherical harmonics to a lower degree, allowing knowledge transfer to more compact representations while maintaining reflectance. Furthermore, we propose a hybrid scheme, VecTree Quantization, to quantize all attributes, resulting in lower bitwidth representations with minimal accuracy losses. In summary, LightGaussian achieves an averaged compression rate over 15x while boosting the FPS from 139 to 215, enabling an efficient representation of complex scenes on Mip-NeRF 360, Tank and Temple datasets. Project website: https://lightgaussian.github.io/