Abstract:We present Movie Gen, a cast of foundation models that generates high-quality, 1080p HD videos with different aspect ratios and synchronized audio. We also show additional capabilities such as precise instruction-based video editing and generation of personalized videos based on a user's image. Our models set a new state-of-the-art on multiple tasks: text-to-video synthesis, video personalization, video editing, video-to-audio generation, and text-to-audio generation. Our largest video generation model is a 30B parameter transformer trained with a maximum context length of 73K video tokens, corresponding to a generated video of 16 seconds at 16 frames-per-second. We show multiple technical innovations and simplifications on the architecture, latent spaces, training objectives and recipes, data curation, evaluation protocols, parallelization techniques, and inference optimizations that allow us to reap the benefits of scaling pre-training data, model size, and training compute for training large scale media generation models. We hope this paper helps the research community to accelerate progress and innovation in media generation models. All videos from this paper are available at https://go.fb.me/MovieGenResearchVideos.
Abstract:Learning 3D head priors from large 2D image collections is an important step towards high-quality 3D-aware human modeling. A core requirement is an efficient architecture that scales well to large-scale datasets and large image resolutions. Unfortunately, existing 3D GANs struggle to scale to generate samples at high resolutions due to their relatively slow train and render speeds, and typically have to rely on 2D superresolution networks at the expense of global 3D consistency. To address these challenges, we propose Generative Gaussian Heads (GGHead), which adopts the recent 3D Gaussian Splatting representation within a 3D GAN framework. To generate a 3D representation, we employ a powerful 2D CNN generator to predict Gaussian attributes in the UV space of a template head mesh. This way, GGHead exploits the regularity of the template's UV layout, substantially facilitating the challenging task of predicting an unstructured set of 3D Gaussians. We further improve the geometric fidelity of the generated 3D representations with a novel total variation loss on rendered UV coordinates. Intuitively, this regularization encourages that neighboring rendered pixels should stem from neighboring Gaussians in the template's UV space. Taken together, our pipeline can efficiently generate 3D heads trained only from single-view 2D image observations. Our proposed framework matches the quality of existing 3D head GANs on FFHQ while being both substantially faster and fully 3D consistent. As a result, we demonstrate real-time generation and rendering of high-quality 3D-consistent heads at $1024^2$ resolution for the first time.
Abstract:The Mixture of Experts (MoE) paradigm provides a powerful way to decompose inscrutable dense layers into smaller, modular computations often more amenable to human interpretation, debugging, and editability. A major problem however lies in the computational cost of scaling the number of experts to achieve sufficiently fine-grained specialization. In this paper, we propose the Multilinear Mixutre of Experts (MMoE) layer to address this, focusing on vision models. MMoE layers perform an implicit computation on prohibitively large weight tensors entirely in factorized form. Consequently, MMoEs both (1) avoid the issues incurred through the discrete expert routing in the popular 'sparse' MoE models, yet (2) do not incur the restrictively high inference-time costs of 'soft' MoE alternatives. We present both qualitative and quantitative evidence (through visualization and counterfactual interventions respectively) that scaling MMoE layers when fine-tuning foundation models for vision tasks leads to more specialized experts at the class-level whilst remaining competitive with the performance of parameter-matched linear layer counterparts. Finally, we show that learned expert specialism further facilitates manual correction of demographic bias in CelebA attribute classification. Our MMoE model code is available at https://github.com/james-oldfield/MMoE.
Abstract:Large Language Models (LLMs) are susceptible to Jailbreaking attacks, which aim to extract harmful information by subtly modifying the attack query. As defense mechanisms evolve, directly obtaining harmful information becomes increasingly challenging for Jailbreaking attacks. In this work, inspired by human practices of indirect context to elicit harmful information, we focus on a new attack form called Contextual Interaction Attack. The idea relies on the autoregressive nature of the generation process in LLMs. We contend that the prior context--the information preceding the attack query--plays a pivotal role in enabling potent Jailbreaking attacks. Specifically, we propose an approach that leverages preliminary question-answer pairs to interact with the LLM. By doing so, we guide the responses of the model toward revealing the 'desired' harmful information. We conduct experiments on four different LLMs and demonstrate the efficacy of this attack, which is black-box and can also transfer across LLMs. We believe this can lead to further developments and understanding of the context vector in LLMs.
Abstract:Despite the remarkable capabilities of deep neural networks in image recognition, the dependence on activation functions remains a largely unexplored area and has yet to be eliminated. On the other hand, Polynomial Networks is a class of models that does not require activation functions, but have yet to perform on par with modern architectures. In this work, we aim close this gap and propose MONet, which relies solely on multilinear operators. The core layer of MONet, called Mu-Layer, captures multiplicative interactions of the elements of the input token. MONet captures high-degree interactions of the input elements and we demonstrate the efficacy of our approach on a series of image recognition and scientific computing benchmarks. The proposed model outperforms prior polynomial networks and performs on par with modern architectures. We believe that MONet can inspire further research on models that use entirely multilinear operations.
Abstract:We present Monocular Neural Parametric Head Models (MonoNPHM) for dynamic 3D head reconstructions from monocular RGB videos. To this end, we propose a latent appearance space that parameterizes a texture field on top of a neural parametric model. We constrain predicted color values to be correlated with the underlying geometry such that gradients from RGB effectively influence latent geometry codes during inverse rendering. To increase the representational capacity of our expression space, we augment our backward deformation field with hyper-dimensions, thus improving color and geometry representation in topologically challenging expressions. Using MonoNPHM as a learned prior, we approach the task of 3D head reconstruction using signed distance field based volumetric rendering. By numerically inverting our backward deformation field, we incorporated a landmark loss using facial anchor points that are closely tied to our canonical geometry representation. To evaluate the task of dynamic face reconstruction from monocular RGB videos we record 20 challenging Kinect sequences under casual conditions. MonoNPHM outperforms all baselines with a significant margin, and makes an important step towards easily accessible neural parametric face models through RGB tracking.
Abstract:Representing human performance at high-fidelity is an essential building block in diverse applications, such as film production, computer games or videoconferencing. To close the gap to production-level quality, we introduce HumanRF, a 4D dynamic neural scene representation that captures full-body appearance in motion from multi-view video input, and enables playback from novel, unseen viewpoints. Our novel representation acts as a dynamic video encoding that captures fine details at high compression rates by factorizing space-time into a temporal matrix-vector decomposition. This allows us to obtain temporally coherent reconstructions of human actors for long sequences, while representing high-resolution details even in the context of challenging motion. While most research focuses on synthesizing at resolutions of 4MP or lower, we address the challenge of operating at 12MP. To this end, we introduce ActorsHQ, a novel multi-view dataset that provides 12MP footage from 160 cameras for 16 sequences with high-fidelity, per-frame mesh reconstructions. We demonstrate challenges that emerge from using such high-resolution data and show that our newly introduced HumanRF effectively leverages this data, making a significant step towards production-level quality novel view synthesis.
Abstract:We propose a novel 3D morphable model for complete human heads based on hybrid neural fields. At the core of our model lies a neural parametric representation which disentangles identity and expressions in disjoint latent spaces. To this end, we capture a person's identity in a canonical space as a signed distance field (SDF), and model facial expressions with a neural deformation field. In addition, our representation achieves high-fidelity local detail by introducing an ensemble of local fields centered around facial anchor points. To facilitate generalization, we train our model on a newly-captured dataset of over 2200 head scans from 124 different identities using a custom high-end 3D scanning setup. Our dataset significantly exceeds comparable existing datasets, both with respect to quality and completeness of geometry, averaging around 3.5M mesh faces per scan. Finally, we demonstrate that our approach outperforms state-of-the-art methods by a significant margin in terms of fitting error and reconstruction quality.
Abstract:Generative Adversarial Networks (GANs) are the driving force behind the state-of-the-art in image generation. Despite their ability to synthesize high-resolution photo-realistic images, generating content with on-demand conditioning of different granularity remains a challenge. This challenge is usually tackled by annotating massive datasets with the attributes of interest, a laborious task that is not always a viable option. Therefore, it is vital to introduce control into the generation process of unsupervised generative models. In this work, we focus on controllable image generation by leveraging GANs that are well-trained in an unsupervised fashion. To this end, we discover that the representation space of intermediate layers of the generator forms a number of clusters that separate the data according to semantically meaningful attributes (e.g., hair color and pose). By conditioning on the cluster assignments, the proposed method is able to control the semantic class of the generated image. Our approach enables sampling from each cluster by Implicit Maximum Likelihood Estimation (IMLE). We showcase the efficacy of our approach on faces (CelebA-HQ and FFHQ), animals (Imagenet) and objects (LSUN) using different pre-trained generative models. The results highlight the ability of our approach to condition image generation on attributes like gender, pose and hair style on faces, as well as a variety of features on different object classes.
Abstract:This paper addresses the problem of finding interpretable directions in the latent space of pre-trained Generative Adversarial Networks (GANs) to facilitate controllable image synthesis. Such interpretable directions correspond to transformations that can affect both the style and geometry of the synthetic images. However, existing approaches that utilise linear techniques to find these transformations often fail to provide an intuitive way to separate these two sources of variation. To address this, we propose to a) perform a multilinear decomposition of the tensor of intermediate representations, and b) use a tensor-based regression to map directions found using this decomposition to the latent space. Our scheme allows for both linear edits corresponding to the individual modes of the tensor, and non-linear ones that model the multiplicative interactions between them. We show experimentally that we can utilise the former to better separate style- from geometry-based transformations, and the latter to generate an extended set of possible transformations in comparison to prior works. We demonstrate our approach's efficacy both quantitatively and qualitatively compared to the current state-of-the-art.