Three-dimensional coronary magnetic resonance angiography (CMRA) demands reconstruction algorithms that can significantly suppress the artifacts from a heavily undersampled acquisition. While unrolling-based deep reconstruction methods have achieved state-of-the-art performance on 2D image reconstruction, their application to 3D reconstruction is hindered by the large amount of memory needed to train an unrolled network. In this study, we propose a memory-efficient deep compressed sensing method by employing a sparsifying transform based on a pre-trained artifact estimation network. The motivation is that the artifact image estimated by a well-trained network is sparse when the input image is artifact-free, and less sparse when the input image is artifact-affected. Thus, the artifact-estimation network can be used as an inherent sparsifying transform. The proposed method, named De-Aliasing Regularization based Compressed Sensing (DARCS), was compared with a traditional compressed sensing method, de-aliasing generative adversarial network (DAGAN), model-based deep learning (MoDL), and plug-and-play for accelerations of 3D CMRA. The results demonstrate that the proposed method improved the reconstruction quality relative to the compared methods by a large margin. Furthermore, the proposed method well generalized for different undersampling rates and noise levels. The memory usage of the proposed method was only 63% of that needed by MoDL. In conclusion, the proposed method achieves improved reconstruction quality for 3D CMRA with reduced memory burden.
Recent language model (LM) advancements have showcased impressive zero-shot voice conversion (VC) performance. However, existing LM-based VC models usually apply offline conversion from source semantics to acoustic features, demanding the complete source speech, and limiting their deployment to real-time applications. In this paper, we introduce StreamVoice, a novel streaming LM-based model for zero-shot VC, facilitating real-time conversion given arbitrary speaker prompts and source speech. Specifically, to enable streaming capability, StreamVoice employs a fully causal context-aware LM with a temporal-independent acoustic predictor, while alternately processing semantic and acoustic features at each time step of autoregression which eliminates the dependence on complete source speech. To address the potential performance degradation from the incomplete context in streaming processing, we enhance the context-awareness of the LM through two strategies: 1) teacher-guided context foresight, using a teacher model to summarize the present and future semantic context during training to guide the model's forecasting for missing context; 2) semantic masking strategy, promoting acoustic prediction from preceding corrupted semantic and acoustic input, enhancing context-learning ability. Notably, StreamVoice is the first LM-based streaming zero-shot VC model without any future look-ahead. Experimental results demonstrate StreamVoice's streaming conversion capability while maintaining zero-shot performance comparable to non-streaming VC systems.
MaxSAT is an optimization version of the famous NP-complete Satisfiability problem (SAT). Algorithms for MaxSAT mainly include complete solvers and local search incomplete solvers. In many complete solvers, once a better solution is found, a Soft conflict Pseudo Boolean (SPB) constraint will be generated to enforce the algorithm to find better solutions. In many local search algorithms, clause weighting is a key technique for effectively guiding the search directions. In this paper, we propose to transfer the SPB constraint into the clause weighting system of the local search method, leading the algorithm to better solutions. We further propose an adaptive clause weighting strategy that breaks the tradition of using constant values to adjust clause weights. Based on the above methods, we propose a new local search algorithm called SPB-MaxSAT that provides new perspectives for clause weighting on MaxSAT local search solvers. Extensive experiments demonstrate the excellent performance of the proposed methods.
The language model (LM) approach based on acoustic and linguistic prompts, such as VALL-E, has achieved remarkable progress in the field of zero-shot audio generation. However, existing methods still have some limitations: 1) repetitions, transpositions, and omissions in the output synthesized speech due to limited alignment constraints between audio and phoneme tokens; 2) challenges of fine-grained control over the synthesized speech with autoregressive (AR) language model; 3) infinite silence generation due to the nature of AR-based decoding, especially under the greedy strategy. To alleviate these issues, we propose ELLA-V, a simple but efficient LM-based zero-shot text-to-speech (TTS) framework, which enables fine-grained control over synthesized audio at the phoneme level. The key to ELLA-V is interleaving sequences of acoustic and phoneme tokens, where phoneme tokens appear ahead of the corresponding acoustic tokens. The experimental findings reveal that our model outperforms VALL-E in terms of accuracy and delivers more stable results using both greedy and sampling-based decoding strategies. The code of ELLA-V will be open-sourced after cleanups. Audio samples are available at https://ereboas.github.io/ELLAV/.
To promote speech processing and recognition research in driving scenarios, we build on the success of the Intelligent Cockpit Speech Recognition Challenge (ICSRC) held at ISCSLP 2022 and launch the ICASSP 2024 In-Car Multi-Channel Automatic Speech Recognition (ICMC-ASR) Challenge. This challenge collects over 100 hours of multi-channel speech data recorded inside a new energy vehicle and 40 hours of noise for data augmentation. Two tracks, including automatic speech recognition (ASR) and automatic speech diarization and recognition (ASDR) are set up, using character error rate (CER) and concatenated minimum permutation character error rate (cpCER) as evaluation metrics, respectively. Overall, the ICMC-ASR Challenge attracts 98 participating teams and receives 53 valid results in both tracks. In the end, first-place team USTCiflytek achieves a CER of 13.16% in the ASR track and a cpCER of 21.48% in the ASDR track, showing an absolute improvement of 13.08% and 51.4% compared to our challenge baseline, respectively.
Both graph structures and textual information play a critical role in Knowledge Graph Completion (KGC). With the success of Pre-trained Language Models (PLMs) such as BERT, they have been applied for text encoding for KGC. However, the current methods mostly prefer to fine-tune PLMs, leading to huge training costs and limited scalability to larger PLMs. In contrast, we propose to utilize prompts and perform KGC on a frozen PLM with only the prompts trained. Accordingly, we propose a new KGC method named PDKGC with two prompts -- a hard task prompt which is to adapt the KGC task to the PLM pre-training task of token prediction, and a disentangled structure prompt which learns disentangled graph representation so as to enable the PLM to combine more relevant structure knowledge with the text information. With the two prompts, PDKGC builds a textual predictor and a structural predictor, respectively, and their combination leads to more comprehensive entity prediction. Solid evaluation on two widely used KGC datasets has shown that PDKGC often outperforms the baselines including the state-of-the-art, and its components are all effective. Our codes and data are available at https://github.com/genggengcss/PDKGC.
Artificial intelligence (AI) has revolutionized the field of materials science by improving the prediction of properties and accelerating the discovery of novel materials. In recent years, publicly available material data repositories containing data for various material properties have grown rapidly. In this work, we introduce Multimodal Learning for Crystalline Materials (MLCM), a new method for training a foundation model for crystalline materials via multimodal alignment, where high-dimensional material properties (i.e. modalities) are connected in a shared latent space to produce highly useful material representations. We show the utility of MLCM on multiple axes: (i) MLCM achieves state-of-the-art performance for material property prediction on the challenging Materials Project database; (ii) MLCM enables a novel, highly accurate method for inverse design, allowing one to screen for stable material with desired properties; and (iii) MLCM allows the extraction of interpretable emergent features that may provide insight to material scientists. Further, we explore several novel methods for aligning an arbitrary number of modalities, improving upon prior art in multimodal learning that focuses on bimodal alignment. Our work brings innovations from the ongoing AI revolution into the domain of materials science and identifies materials as a testbed for the next generation of AI.
In the domain of 3D Human Pose Estimation, which finds widespread daily applications, the requirement for convenient acquisition equipment continues to grow. To satisfy this demand, we set our sights on a short-baseline binocular setting that offers both portability and a geometric measurement property that radically mitigates depth ambiguity. However, as the binocular baseline shortens, two serious challenges emerge: first, the robustness of 3D reconstruction against 2D errors deteriorates; and second, occlusion reoccurs due to the limited visual differences between two views. To address the first challenge, we propose the Stereo Co-Keypoints Estimation module to improve the view consistency of 2D keypoints and enhance the 3D robustness. In this module, the disparity is utilized to represent the correspondence of binocular 2D points and the Stereo Volume Feature is introduced to contain binocular features across different disparities. Through the regression of SVF, two-view 2D keypoints are simultaneously estimated in a collaborative way which restricts their view consistency. Furthermore, to deal with occlusions, a Pre-trained Pose Transformer module is introduced. Through this module, 3D poses are refined by perceiving pose coherence, a representation of joint correlations. This perception is injected by the Pose Transformer network and learned through a pre-training task that recovers iterative masked joints. Comprehensive experiments carried out on H36M and MHAD datasets, complemented by visualizations, validate the effectiveness of our approach in the short-baseline binocular 3D Human Pose Estimation and occlusion handling.
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present $\textbf{EvaSurf}$, an $\textbf{E}$fficient $\textbf{V}$iew-$\textbf{A}$ware implicit textured $\textbf{Surf}$ace reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.