Abstract:Large language models (LLMs), with advanced linguistic capabilities, have been employed in reranking tasks through a sequence-to-sequence approach. In this paradigm, multiple passages are reranked in a listwise manner and a textual reranked permutation is generated. However, due to the limited context window of LLMs, this reranking paradigm requires a sliding window strategy to iteratively handle larger candidate sets. This not only increases computational costs but also restricts the LLM from fully capturing all the comparison information for all candidates. To address these challenges, we propose a novel self-calibrated listwise reranking method, which aims to leverage LLMs to produce global relevance scores for ranking. To achieve it, we first propose the relevance-aware listwise reranking framework, which incorporates explicit list-view relevance scores to improve reranking efficiency and enable global comparison across the entire candidate set. Second, to ensure the comparability of the computed scores, we propose self-calibrated training that uses point-view relevance assessments generated internally by the LLM itself to calibrate the list-view relevance assessments. Extensive experiments and comprehensive analysis on the BEIR benchmark and TREC Deep Learning Tracks demonstrate the effectiveness and efficiency of our proposed method.
Abstract:Video Multimodal Large Language Models (MLLMs) have shown remarkable capability of understanding the video semantics on various downstream tasks. Despite the advancements, there is still a lack of systematic research on visual context representation, which refers to the scheme to select frames from a video and further select the tokens from a frame. In this paper, we explore the design space for visual context representation, and aim to improve the performance of video MLLMs by finding more effective representation schemes. Firstly, we formulate the task of visual context representation as a constrained optimization problem, and model the language modeling loss as a function of the number of frames and the number of embeddings (or tokens) per frame, given the maximum visual context window size. Then, we explore the scaling effects in frame selection and token selection respectively, and fit the corresponding function curve by conducting extensive empirical experiments. We examine the effectiveness of typical selection strategies and present empirical findings to determine the two factors. Furthermore, we study the joint effect of frame selection and token selection, and derive the optimal formula for determining the two factors. We demonstrate that the derived optimal settings show alignment with the best-performed results of empirical experiments. Our code and model are available at: https://github.com/RUCAIBox/Opt-Visor.
Abstract:We present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including rendered images of synthetic/reconstructed objects, photographs captured with a handheld camera and a flash, or from a professional lightstage. We achieve a training time of 40-70 minutes and a rendering speed of 90 fps on a single commodity GPU. Our results compare favorably with state-of-the-art techniques in terms of quality/performance. Our code and data are publicly available at https://GSrelight.github.io/.
Abstract:Multi-lingual ability transfer has become increasingly important for the broad application of large language models (LLMs). Existing work highly relies on training with the multi-lingual ability-related data, which may be not available for low-resource languages. To solve it, we propose a Multi-lingual Ability Extraction and Transfer approach, named as MAET. Our key idea is to decompose and extract language-agnostic ability-related weights from LLMs, and transfer them across different languages by simple addition and subtraction operations without training. Specially, our MAET consists of the extraction and transfer stages. In the extraction stage, we firstly locate key neurons that are highly related to specific abilities, and then employ them to extract the transferable ability-specific weights. In the transfer stage, we further select the ability-related parameter tensors, and design the merging strategy based on the linguistic and ability specific weights, to build the multi-lingual ability-enhanced LLM. To demonstrate the effectiveness of our proposed approach, we conduct extensive experiments on mathematical and scientific tasks in both high-resource lingual and low-resource lingual scenarios. Experiment results have shown that MAET can effectively and efficiently extract and transfer the advanced abilities, and outperform training-based baseline methods. Our code and data are available at \url{https://github.com/RUCAIBox/MAET}.
Abstract:Current co-speech motion generation approaches usually focus on upper body gestures following speech contents only, while lacking supporting the elaborate control of synergistic full-body motion based on text prompts, such as talking while walking. The major challenges lie in 1) the existing speech-to-motion datasets only involve highly limited full-body motions, making a wide range of common human activities out of training distribution; 2) these datasets also lack annotated user prompts. To address these challenges, we propose SynTalker, which utilizes the off-the-shelf text-to-motion dataset as an auxiliary for supplementing the missing full-body motion and prompts. The core technical contributions are two-fold. One is the multi-stage training process which obtains an aligned embedding space of motion, speech, and prompts despite the significant distributional mismatch in motion between speech-to-motion and text-to-motion datasets. Another is the diffusion-based conditional inference process, which utilizes the separate-then-combine strategy to realize fine-grained control of local body parts. Extensive experiments are conducted to verify that our approach supports precise and flexible control of synergistic full-body motion generation based on both speeches and user prompts, which is beyond the ability of existing approaches.
Abstract:Large-scale text-guided image diffusion models have shown astonishing results in text-to-image (T2I) generation. However, applying these models to synthesize textures for 3D geometries remains challenging due to the domain gap between 2D images and textures on a 3D surface. Early works that used a projecting-and-inpainting approach managed to preserve generation diversity but often resulted in noticeable artifacts and style inconsistencies. While recent methods have attempted to address these inconsistencies, they often introduce other issues, such as blurring, over-saturation, or over-smoothing. To overcome these challenges, we propose a novel text-to-texture synthesis framework that leverages pretrained diffusion models. We first introduce a local attention reweighing mechanism in the self-attention layers to guide the model in concentrating on spatial-correlated patches across different views, thereby enhancing local details while preserving cross-view consistency. Additionally, we propose a novel latent space merge pipeline, which further ensures consistency across different viewpoints without sacrificing too much diversity. Our method significantly outperforms existing state-of-the-art techniques regarding texture consistency and visual quality, while delivering results much faster than distillation-based methods. Importantly, our framework does not require additional training or fine-tuning, making it highly adaptable to a wide range of models available on public platforms.
Abstract:Current emotional text-to-speech (TTS) systems face challenges in mimicking a broad spectrum of human emotions due to the inherent complexity of emotions and limitations in emotional speech datasets and models. This paper proposes a TTS framework that facilitates control over pleasure, arousal, and dominance, and can synthesize a diversity of emotional styles without requiring any emotional speech data during TTS training. We train an emotional attribute predictor using only categorical labels from speech data, aligning with psychological research and incorporating anchored dimensionality reduction on self-supervised learning (SSL) features. The TTS framework converts text inputs into phonetic tokens via an autoregressive language model and uses pseudo-emotional dimensions to guide the parallel prediction of fine-grained acoustic details. Experiments conducted on the LibriTTS dataset demonstrate that our framework can synthesize speech with enhanced naturalness and a variety of emotional styles by effectively controlling emotional dimensions, even without the inclusion of any emotional speech during TTS training.
Abstract:While current emotional text-to-speech (TTS) systems can generate highly intelligible emotional speech, achieving fine control over emotion rendering of the output speech still remains a significant challenge. In this paper, we introduce ParaEVITS, a novel emotional TTS framework that leverages the compositionality of natural language to enhance control over emotional rendering. By incorporating a text-audio encoder inspired by ParaCLAP, a contrastive language-audio pretraining (CLAP) model for computational paralinguistics, the diffusion model is trained to generate emotional embeddings based on textual emotional style descriptions. Our framework first trains on reference audio using the audio encoder, then fine-tunes a diffusion model to process textual inputs from ParaCLAP's text encoder. During inference, speech attributes such as pitch, jitter, and loudness are manipulated using only textual conditioning. Our experiments demonstrate that ParaEVITS effectively control emotion rendering without compromising speech quality. Speech demos are publicly available.
Abstract:Previous low-light image enhancement (LLIE) approaches, while employing frequency decomposition techniques to address the intertwined challenges of low frequency (e.g., illumination recovery) and high frequency (e.g., noise reduction), primarily focused on the development of dedicated and complex networks to achieve improved performance. In contrast, we reveal that an advanced disentanglement paradigm is sufficient to consistently enhance state-of-the-art methods with minimal computational overhead. Leveraging the image Laplace decomposition scheme, we propose a novel low-frequency consistency method, facilitating improved frequency disentanglement optimization. Our method, seamlessly integrating with various models such as CNNs, Transformers, and flow-based and diffusion models, demonstrates remarkable adaptability. Noteworthy improvements are showcased across five popular benchmarks, with up to 7.68dB gains on PSNR achieved for six state-of-the-art models. Impressively, our approach maintains efficiency with only 88K extra parameters, setting a new standard in the challenging realm of low-light image enhancement.
Abstract:We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.