Carnegie Mellon University
Abstract:Building on the foundations of language modeling in natural language processing, Next Token Prediction (NTP) has evolved into a versatile training objective for machine learning tasks across various modalities, achieving considerable success. As Large Language Models (LLMs) have advanced to unify understanding and generation tasks within the textual modality, recent research has shown that tasks from different modalities can also be effectively encapsulated within the NTP framework, transforming the multimodal information into tokens and predict the next one given the context. This survey introduces a comprehensive taxonomy that unifies both understanding and generation within multimodal learning through the lens of NTP. The proposed taxonomy covers five key aspects: Multimodal tokenization, MMNTP model architectures, unified task representation, datasets \& evaluation, and open challenges. This new taxonomy aims to aid researchers in their exploration of multimodal intelligence. An associated GitHub repository collecting the latest papers and repos is available at https://github.com/LMM101/Awesome-Multimodal-Next-Token-Prediction
Abstract:Achieving joint learning of Salient Object Detection (SOD) and Camouflaged Object Detection (COD) is extremely challenging due to their distinct object characteristics, i.e., saliency and camouflage. The only preliminary research treats them as two contradictory tasks, training models on large-scale labeled data alternately for each task and assessing them independently. However, such task-specific mechanisms fail to meet real-world demands for addressing unknown tasks effectively. To address this issue, in this paper, we pioneer a task-agnostic framework to unify SOD and COD. To this end, inspired by the agreeable nature of binary segmentation for SOD and COD, we propose a Contrastive Distillation Paradigm (CDP) to distil the foreground from the background, facilitating the identification of salient and camouflaged objects amidst their surroundings. To probe into the contribution of our CDP, we design a simple yet effective contextual decoder involving the interval-layer and global context, which achieves an inference speed of 67 fps. Besides the supervised setting, our CDP can be seamlessly integrated into unsupervised settings, eliminating the reliance on extensive human annotations. Experiments on public SOD and COD datasets demonstrate the superiority of our proposed framework in both supervised and unsupervised settings, compared with existing state-of-the-art approaches. Code is available on https://github.com/liuyi1989/Seamless-Detection.
Abstract:Visual Language Models (VLMs) demonstrate impressive capabilities in processing multimodal inputs, yet applications such as visual agents, which require handling multiple images and high-resolution videos, demand enhanced long-range modeling. Moreover, existing open-source VLMs lack systematic exploration into extending their context length, and commercial models often provide limited details. To tackle this, we aim to establish an effective solution that enhances long context performance of VLMs while preserving their capacities in short context scenarios. Towards this goal, we make the best design choice through extensive experiment settings from data curation to context window extending and utilizing: (1) we analyze data sources and length distributions to construct ETVLM - a data recipe to balance the performance across scenarios; (2) we examine existing position extending methods, identify their limitations and propose M-RoPE++ as an enhanced approach; we also choose to solely instruction-tune the backbone with mixed-source data; (3) we discuss how to better utilize extended context windows and propose hybrid-resolution training. Built on the Qwen-VL series model, we propose Giraffe, which is effectively extended to 128K lengths. Evaluated on extensive long context VLM benchmarks such as VideoMME and Viusal Haystacks, our Giraffe achieves state-of-the-art performance among similarly sized open-source long VLMs and is competitive with commercial model GPT-4V. We will open-source the code, data, and models.
Abstract:Articulated 3D object generation is fundamental for creating realistic, functional, and interactable virtual assets which are not simply static. We introduce MeshArt, a hierarchical transformer-based approach to generate articulated 3D meshes with clean, compact geometry, reminiscent of human-crafted 3D models. We approach articulated mesh generation in a part-by-part fashion across two stages. First, we generate a high-level articulation-aware object structure; then, based on this structural information, we synthesize each part's mesh faces. Key to our approach is modeling both articulation structures and part meshes as sequences of quantized triangle embeddings, leading to a unified hierarchical framework with transformers for autoregressive generation. Object part structures are first generated as their bounding primitives and articulation modes; a second transformer, guided by these articulation structures, then generates each part's mesh triangles. To ensure coherency among generated parts, we introduce structure-guided conditioning that also incorporates local part mesh connectivity. MeshArt shows significant improvements over state of the art, with 57.1% improvement in structure coverage and a 209-point improvement in mesh generation FID.
Abstract:Point cloud completion aims to recover partial geometric and topological shapes caused by equipment defects or limited viewpoints. Current methods either solely rely on the 3D coordinates of the point cloud to complete it or incorporate additional images with well-calibrated intrinsic parameters to guide the geometric estimation of the missing parts. Although these methods have achieved excellent performance by directly predicting the location of complete points, the extracted features lack fine-grained information regarding the location of the missing area. To address this issue, we propose a rapid and efficient method to expand an unimodal framework into a multimodal framework. This approach incorporates a position-aware module designed to enhance the spatial information of the missing parts through a weighted map learning mechanism. In addition, we establish a Point-Text-Image triplet corpus PCI-TI and MVP-TI based on the existing unimodal point cloud completion dataset and use the pre-trained vision-language model CLIP to provide richer detail information for 3D shapes, thereby enhancing performance. Extensive quantitative and qualitative experiments demonstrate that our method outperforms state-of-the-art point cloud completion methods.
Abstract:The proliferation of large language models has raised growing concerns about their misuse, particularly in cases where AI-generated text is falsely attributed to human authors. Machine-generated content detectors claim to effectively identify such text under various conditions and from any language model. This paper critically evaluates these claims by assessing several popular detectors (RADAR, Wild, T5Sentinel, Fast-DetectGPT, GPTID, LogRank, Binoculars) on a range of domains, datasets, and models that these detectors have not previously encountered. We employ various prompting strategies to simulate adversarial attacks, demonstrating that even moderate efforts can significantly evade detection. We emphasize the importance of the true positive rate at a specific false positive rate (TPR@FPR) metric and demonstrate that these detectors perform poorly in certain settings, with TPR@.01 as low as 0\%. Our findings suggest that both trained and zero-shot detectors struggle to maintain high sensitivity while achieving a reasonable true positive rate.
Abstract:Chain-of-Thought prompting has significantly enhanced the reasoning capabilities of large language models, with numerous studies exploring factors influencing its performance. However, the underlying mechanisms remain poorly understood. To further demystify the operational principles, this work examines three key aspects: decoding, projection, and activation, aiming to elucidate the changes that occur within models when employing Chainof-Thought. Our findings reveal that LLMs effectively imitate exemplar formats while integrating them with their understanding of the question, exhibiting fluctuations in token logits during generation but ultimately producing a more concentrated logits distribution, and activating a broader set of neurons in the final layers, indicating more extensive knowledge retrieval compared to standard prompts. Our code and data will be publicly avialable when the paper is accepted.
Abstract:The creation of 3D scenes has traditionally been both labor-intensive and costly, requiring designers to meticulously configure 3D assets and environments. Recent advancements in generative AI, including text-to-3D and image-to-3D methods, have dramatically reduced the complexity and cost of this process. However, current techniques for editing complex 3D scenes continue to rely on generally interactive multi-step, 2D-to-3D projection methods and diffusion-based techniques, which often lack precision in control and hamper real-time performance. In this work, we propose 3DSceneEditor, a fully 3D-based paradigm for real-time, precise editing of intricate 3D scenes using Gaussian Splatting. Unlike conventional methods, 3DSceneEditor operates through a streamlined 3D pipeline, enabling direct manipulation of Gaussians for efficient, high-quality edits based on input prompts.The proposed framework (i) integrates a pre-trained instance segmentation model for semantic labeling; (ii) employs a zero-shot grounding approach with CLIP to align target objects with user prompts; and (iii) applies scene modifications, such as object addition, repositioning, recoloring, replacing, and deletion directly on Gaussians. Extensive experimental results show that 3DSceneEditor achieves superior editing precision and speed with respect to current SOTA 3D scene editing approaches, establishing a new benchmark for efficient and interactive 3D scene customization.
Abstract:As the outputs of generative AI (GenAI) techniques improve in quality, it becomes increasingly challenging to distinguish them from human-created content. Watermarking schemes are a promising approach to address the problem of distinguishing between AI and human-generated content. These schemes embed hidden signals within AI-generated content to enable reliable detection. While watermarking is not a silver bullet for addressing all risks associated with GenAI, it can play a crucial role in enhancing AI safety and trustworthiness by combating misinformation and deception. This paper presents a comprehensive overview of watermarking techniques for GenAI, beginning with the need for watermarking from historical and regulatory perspectives. We formalize the definitions and desired properties of watermarking schemes and examine the key objectives and threat models for existing approaches. Practical evaluation strategies are also explored, providing insights into the development of robust watermarking techniques capable of resisting various attacks. Additionally, we review recent representative works, highlight open challenges, and discuss potential directions for this emerging field. By offering a thorough understanding of watermarking in GenAI, this work aims to guide researchers in advancing watermarking methods and applications, and support policymakers in addressing the broader implications of GenAI.
Abstract:Spatial intelligence is foundational to AI systems that interact with the physical world, particularly in 3D scene generation and spatial comprehension. Current methodologies for 3D scene generation often rely heavily on predefined datasets, and struggle to adapt dynamically to changing spatial relationships. In this paper, we introduce \textbf{GraphCanvas3D}, a programmable, extensible, and adaptable framework for controllable 3D scene generation. Leveraging in-context learning, GraphCanvas3D enables dynamic adaptability without the need for retraining, supporting flexible and customizable scene creation. Our framework employs hierarchical, graph-driven scene descriptions, representing spatial elements as graph nodes and establishing coherent relationships among objects in 3D environments. Unlike conventional approaches, which are constrained in adaptability and often require predefined input masks or retraining for modifications, GraphCanvas3D allows for seamless object manipulation and scene adjustments on the fly. Additionally, GraphCanvas3D supports 4D scene generation, incorporating temporal dynamics to model changes over time. Experimental results and user studies demonstrate that GraphCanvas3D enhances usability, flexibility, and adaptability for scene generation. Our code and models are available on the project website: https://github.com/ILGLJ/Graph-Canvas.