Abstract:Generative modeling aims to transform random noise into structured outputs. In this work, we enhance video diffusion models by allowing motion control via structured latent noise sampling. This is achieved by just a change in data: we pre-process training videos to yield structured noise. Consequently, our method is agnostic to diffusion model design, requiring no changes to model architectures or training pipelines. Specifically, we propose a novel noise warping algorithm, fast enough to run in real time, that replaces random temporal Gaussianity with correlated warped noise derived from optical flow fields, while preserving the spatial Gaussianity. The efficiency of our algorithm enables us to fine-tune modern video diffusion base models using warped noise with minimal overhead, and provide a one-stop solution for a wide range of user-friendly motion control: local object motion control, global camera movement control, and motion transfer. The harmonization between temporal coherence and spatial Gaussianity in our warped noise leads to effective motion control while maintaining per-frame pixel quality. Extensive experiments and user studies demonstrate the advantages of our method, making it a robust and scalable approach for controlling motion in video diffusion models. Video results are available on our webpage: https://vgenai-netflix-eyeline-research.github.io/Go-with-the-Flow. Source code and model checkpoints are available on GitHub: https://github.com/VGenAI-Netflix-Eyeline-Research/Go-with-the-Flow.
Abstract:Tree-based models for probability distributions are usually specified using a predetermined, data-independent collection of candidate recursive partitions of the sample space. To characterize an unknown target density in detail over the entire sample space, candidate partitions must have the capacity to expand deeply into all areas of the sample space with potential non-zero sampling probability. Such an expansive system of partitions often incurs prohibitive computational costs and makes inference prone to overfitting, especially in regions with little probability mass. Existing models typically make a compromise and rely on relatively shallow trees. This hampers one of the most desirable features of trees, their ability to characterize local features, and results in reduced statistical efficiency. Traditional wisdom suggests that this compromise is inevitable to ensure coherent likelihood-based reasoning, as a data-dependent partition system that allows deeper expansion only in regions with more observations would induce double dipping of the data and thus lead to inconsistent inference. We propose a simple strategy to restore coherency while allowing the candidate partitions to be data-dependent, using Cox's partial likelihood. This strategy parametrizes the tree-based sampling model according to the allocation of probability mass based on the observed data, and yet under appropriate specification, the resulting inference remains valid. Our partial likelihood approach is broadly applicable to existing likelihood-based methods and in particular to Bayesian inference on tree-based models. We give examples in density estimation in which the partial likelihood is endowed with existing priors on tree-based models and compare with the standard, full-likelihood approach. The results show substantial gains in estimation accuracy and computational efficiency from using the partial likelihood.
Abstract:We present a technique for fitting high dynamic range illumination (HDRI) sequences using anisotropic spherical Gaussians (ASGs) while preserving temporal consistency in the compressed HDRI maps. Our approach begins with an optimization network that iteratively minimizes a composite loss function, which includes both reconstruction and diffuse losses. This allows us to represent all-frequency signals with a small number of ASGs, optimizing their directions, sharpness, and intensity simultaneously for an individual HDRI. To extend this optimization into the temporal domain, we introduce a temporal consistency loss, ensuring a consistent approximation across the entire HDRI sequence.
Abstract:Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.
Abstract:We present a novel framework for free-viewpoint facial performance relighting using diffusion-based image-to-image translation. Leveraging a subject-specific dataset containing diverse facial expressions captured under various lighting conditions, including flat-lit and one-light-at-a-time (OLAT) scenarios, we train a diffusion model for precise lighting control, enabling high-fidelity relit facial images from flat-lit inputs. Our framework includes spatially-aligned conditioning of flat-lit captures and random noise, along with integrated lighting information for global control, utilizing prior knowledge from the pre-trained Stable Diffusion model. This model is then applied to dynamic facial performances captured in a consistent flat-lit environment and reconstructed for novel-view synthesis using a scalable dynamic 3D Gaussian Splatting method to maintain quality and consistency in the relit results. In addition, we introduce unified lighting control by integrating a novel area lighting representation with directional lighting, allowing for joint adjustments in light size and direction. We also enable high dynamic range imaging (HDRI) composition using multiple directional lights to produce dynamic sequences under complex lighting conditions. Our evaluations demonstrate the models efficiency in achieving precise lighting control and generalizing across various facial expressions while preserving detailed features such as skintexture andhair. The model accurately reproduces complex lighting effects like eye reflections, subsurface scattering, self-shadowing, and translucency, advancing photorealism within our framework.
Abstract:Flow matching (FM) is a family of training algorithms for fitting continuous normalizing flows (CNFs). A standard approach to FM, called conditional flow matching (CFM), exploits the fact that the marginal vector field of a CNF can be learned by fitting least-square regression to the so-called conditional vector field specified given one or both ends of the flow path. We show that viewing CFM training from a Bayesian decision theoretic perspective on parameter estimation opens the door to generalizations of CFM algorithms. We propose one such extension by introducing a CFM algorithm based on defining conditional probability paths given what we refer to as ``streams'', instances of latent stochastic paths that connect pairs of noise and observed data. Further, we advocates the modeling of these latent streams using Gaussian processes (GPs). The unique distributional properties of GPs, and in particular the fact that the velocities of a GP is still a GP, allows drawing samples from the resulting stream-augmented conditional probability path without simulating the actual streams, and hence the ``simulation-free" nature of CFM training is preserved. We show that this generalization of the CFM can substantially reduce the variance in the estimated marginal vector field at a moderate computational cost, thereby improving the quality of the generated samples under common metrics. Additionally, we show that adopting the GP on the streams allows for flexibly linking multiple related training data points (e.g., time series) and incorporating additional prior information. We empirically validate our claim through both simulations and applications to two hand-written image datasets.
Abstract:Recently, 3D Gaussian Splatting (3DGS) has garnered attention for its high fidelity and real-time rendering. However, adapting 3DGS to different camera models, particularly fisheye lenses, poses challenges due to the unique 3D to 2D projection calculation. Additionally, there are inefficiencies in the tile-based splatting, especially for the extreme curvature and wide field of view of fisheye lenses, which are crucial for its broader real-life applications. To tackle these challenges, we introduce Fisheye-GS.This innovative method recalculates the projection transformation and its gradients for fisheye cameras. Our approach can be seamlessly integrated as a module into other efficient 3D rendering methods, emphasizing its extensibility, lightweight nature, and modular design. Since we only modified the projection component, it can also be easily adapted for use with different camera models. Compared to methods that train after undistortion, our approach demonstrates a clear improvement in visual quality.
Abstract:Efficient, accurate and low-cost estimation of human skeletal information is crucial for a range of applications such as biology education and human-computer interaction. However, current simple skeleton models, which are typically based on 2D-3D joint points, fall short in terms of anatomical fidelity, restricting their utility in fields. On the other hand, more complex models while anatomically precise, are hindered by sophisticate multi-stage processing and the need for extra data like skin meshes, making them unsuitable for real-time applications. To this end, we propose the EA-RAS (Towards Efficient and Accurate End-to-End Reconstruction of Anatomical Skeleton), a single-stage, lightweight, and plug-and-play anatomical skeleton estimator that can provide real-time, accurate anatomically realistic skeletons with arbitrary pose using only a single RGB image input. Additionally, EA-RAS estimates the conventional human-mesh model explicitly, which not only enhances the functionality but also leverages the outside skin information by integrating features into the inside skeleton modeling process. In this work, we also develop a progressive training strategy and integrated it with an enhanced optimization process, enabling the network to obtain initial weights using only a small skin dataset and achieve self-supervision in skeleton reconstruction. Besides, we also provide an optional lightweight post-processing optimization strategy to further improve accuracy for scenarios that prioritize precision over real-time processing. The experiments demonstrated that our regression method is over 800 times faster than existing methods, meeting real-time requirements. Additionally, the post-processing optimization strategy provided can enhance reconstruction accuracy by over 50% and achieve a speed increase of more than 7 times.
Abstract:Histological Tertiary Lymphoid Structures (TLSs) are increasingly recognized for their correlation with the efficacy of immunotherapy in various solid tumors. Traditionally, the identification and characterization of TLSs rely on immunohistochemistry (IHC) staining techniques, utilizing markers such as CD20 for B cells. Despite the specificity of IHC, Hematoxylin-Eosin (H&E) staining offers a more accessible and cost-effective choice. Capitalizing on the prevalence of H&E staining slides, we introduce a novel Mask-Guided Adversarial Transfer Learning method designed for virtual pathological staining. This method adeptly captures the nuanced color variations across diverse tissue types under various staining conditions, such as nucleus, red blood cells, positive reaction regions, without explicit label information, and adeptly synthesizes realistic IHC-like virtual staining patches, even replicating the positive reaction. Further, we propose the Virtual IHC Pathology Analysis Network (VIPA-Net), an integrated framework encompassing a Mask-Guided Transfer Module and an H&E-Based Virtual Staining TLS Detection Module. VIPA-Net synergistically harnesses both H\&E staining slides and the synthesized virtual IHC patches to enhance the detection of TLSs within H&E Whole Slide Images (WSIs). We evaluate the network with a comprehensive dataset comprising 1019 annotated slides from The Cancer Genome Atlas (TCGA). Experimental results compellingly illustrate that the VIPA-Net substantially elevates TLS detection accuracy, effectively circumventing the need for actual CD20 staining across the public dataset.
Abstract:Serving disaggregated large language models (LLMs) over tens of thousands of xPU devices (GPUs or NPUs) with reliable performance faces multiple challenges. 1) Ignoring the diversity (various prefixes and tidal requests), treating all the prompts in a mixed pool is inadequate. To facilitate the similarity per scenario and minimize the inner mismatch on P/D (prefill and decoding) processing, fine-grained organization is required, dynamically adjusting P/D ratios for better performance. 2) Due to inaccurate estimation on workload (queue status or maintained connections), the global scheduler easily incurs unnecessary timeouts in prefill. 3) Block-fixed device-to-device (D2D) KVCache transfer over cluster-level RDMA (remote direct memory access) fails to achieve desired D2D utilization as expected. To overcome previous problems, this paper proposes an end-to-end system P/D-Serve, complying with the paradigm of MLOps (machine learning operations), which models end-to-end (E2E) P/D performance and enables: 1) fine-grained P/D organization, mapping the service with RoCE (RDMA over converged ethernet) as needed, to facilitate similar processing and dynamic adjustments on P/D ratios; 2) on-demand forwarding upon rejections for idle prefill, decoupling the scheduler from regular inaccurate reports and local queues, to avoid timeouts in prefill; and 3) efficient KVCache transfer via optimized D2D access. P/D-Serve is implemented upon Ascend and MindSpore, has been deployed over tens of thousands of NPUs for more than eight months in commercial use, and further achieves 60\%, 42\% and 46\% improvements on E2E throughput, time-to-first-token (TTFT) SLO (service level objective) and D2D transfer time. As the E2E system with optimizations, P/D-Serve achieves 6.7x increase on throughput, compared with aggregated LLMs.