Abstract:World models integrate raw data from various modalities, such as images and language to simulate comprehensive interactions in the world, thereby displaying crucial roles in fields like mixed reality and robotics. Yet, applying the world model for accurate video prediction is quite challenging due to the complex and dynamic intentions of the various scenes in practice. In this paper, inspired by the human rethinking process, we decompose the complex video prediction into four meta-tasks that enable the world model to handle this issue in a more fine-grained manner. Alongside these tasks, we introduce a new benchmark named Embodied Video Anticipation Benchmark (EVA-Bench) to provide a well-rounded evaluation. EVA-Bench focused on evaluating the video prediction ability of human and robot actions, presenting significant challenges for both the language model and the generation model. Targeting embodied video prediction, we propose the Embodied Video Anticipator (EVA), a unified framework aiming at video understanding and generation. EVA integrates a video generation model with a visual language model, effectively combining reasoning capabilities with high-quality generation. Moreover, to enhance the generalization of our framework, we tailor-designed a multi-stage pretraining paradigm that adaptatively ensembles LoRA to produce high-fidelity results. Extensive experiments on EVA-Bench highlight the potential of EVA to significantly improve performance in embodied scenes, paving the way for large-scale pre-trained models in real-world prediction tasks.
Abstract:Detailed and photorealistic 3D human modeling is essential for various applications and has seen tremendous progress. However, full-body reconstruction from a monocular RGB image remains challenging due to the ill-posed nature of the problem and sophisticated clothing topology with self-occlusions. In this paper, we propose PSHuman, a novel framework that explicitly reconstructs human meshes utilizing priors from the multiview diffusion model. It is found that directly applying multiview diffusion on single-view human images leads to severe geometric distortions, especially on generated faces. To address it, we propose a cross-scale diffusion that models the joint probability distribution of global full-body shape and local facial characteristics, enabling detailed and identity-preserved novel-view generation without any geometric distortion. Moreover, to enhance cross-view body shape consistency of varied human poses, we condition the generative model on parametric models like SMPL-X, which provide body priors and prevent unnatural views inconsistent with human anatomy. Leveraging the generated multi-view normal and color images, we present SMPLX-initialized explicit human carving to recover realistic textured human meshes efficiently. Extensive experimental results and quantitative evaluations on CAPE and THuman2.1 datasets demonstrate PSHumans superiority in geometry details, texture fidelity, and generalization capability.
Abstract:Massive multi-modality datasets play a significant role in facilitating the success of large video-language models. However, current video-language datasets primarily provide text descriptions for visual frames, considering audio to be weakly related information. They usually overlook exploring the potential of inherent audio-visual correlation, leading to monotonous annotation within each modality instead of comprehensive and precise descriptions. Such ignorance results in the difficulty of multiple cross-modality studies. To fulfill this gap, we present MMTrail, a large-scale multi-modality video-language dataset incorporating more than 20M trailer clips with visual captions, and 2M high-quality clips with multimodal captions. Trailers preview full-length video works and integrate context, visual frames, and background music. In particular, the trailer has two main advantages: (1) the topics are diverse, and the content characters are of various types, e.g., film, news, and gaming. (2) the corresponding background music is custom-designed, making it more coherent with the visual context. Upon these insights, we propose a systemic captioning framework, achieving various modality annotations with more than 27.1k hours of trailer videos. Here, to ensure the caption retains music perspective while preserving the authority of visual context, we leverage the advanced LLM to merge all annotations adaptively. In this fashion, our MMtrail dataset potentially paves the path for fine-grained large multimodal-language model training. In experiments, we provide evaluation metrics and benchmark results on our dataset, demonstrating the high quality of our annotation and its effectiveness for model training.
Abstract:Despite recent advancements in the Large Reconstruction Model (LRM) demonstrating impressive results, when extending its input from single image to multiple images, it exhibits inefficiencies, subpar geometric and texture quality, as well as slower convergence speed than expected. It is attributed to that, LRM formulates 3D reconstruction as a naive images-to-3D translation problem, ignoring the strong 3D coherence among the input images. In this paper, we propose a Multi-view Large Reconstruction Model (M-LRM) designed to efficiently reconstruct high-quality 3D shapes from multi-views in a 3D-aware manner. Specifically, we introduce a multi-view consistent cross-attention scheme to enable M-LRM to accurately query information from the input images. Moreover, we employ the 3D priors of the input multi-view images to initialize the tri-plane tokens. Compared to LRM, the proposed M-LRM can produce a tri-plane NeRF with $128 \times 128$ resolution and generate 3D shapes of high fidelity. Experimental studies demonstrate that our model achieves a significant performance gain and faster training convergence than LRM. Project page: https://murphylmf.github.io/M-LRM/
Abstract:With the recent advancement in large language models (LLMs), there is a growing interest in combining LLMs with multimodal learning. Previous surveys of multimodal large language models (MLLMs) mainly focus on understanding. This survey elaborates on multimodal generation across different domains, including image, video, 3D, and audio, where we highlight the notable advancements with milestone works in these fields. Specifically, we exhaustively investigate the key technical components behind methods and multimodal datasets utilized in these studies. Moreover, we dig into tool-augmented multimodal agents that can use existing generative models for human-computer interaction. Lastly, we also comprehensively discuss the advancement in AI safety and investigate emerging applications as well as future prospects. Our work provides a systematic and insightful overview of multimodal generation, which is expected to advance the development of Artificial Intelligence for Generative Content (AIGC) and world models. A curated list of all related papers can be found at https://github.com/YingqingHe/Awesome-LLMs-meet-Multimodal-Generation
Abstract:Deriving co-speech 3D gestures has seen tremendous progress in virtual avatar animation. Yet, the existing methods often produce stiff and unreasonable gestures with unseen human speech inputs due to the limited 3D speech-gesture data. In this paper, we propose CoCoGesture, a novel framework enabling vivid and diverse gesture synthesis from unseen human speech prompts. Our key insight is built upon the custom-designed pretrain-fintune training paradigm. At the pretraining stage, we aim to formulate a large generalizable gesture diffusion model by learning the abundant postures manifold. Therefore, to alleviate the scarcity of 3D data, we first construct a large-scale co-speech 3D gesture dataset containing more than 40M meshed posture instances across 4.3K speakers, dubbed GES-X. Then, we scale up the large unconditional diffusion model to 1B parameters and pre-train it to be our gesture experts. At the finetune stage, we present the audio ControlNet that incorporates the human voice as condition prompts to guide the gesture generation. Here, we construct the audio ControlNet through a trainable copy of our pre-trained diffusion model. Moreover, we design a novel Mixture-of-Gesture-Experts (MoGE) block to adaptively fuse the audio embedding from the human speech and the gesture features from the pre-trained gesture experts with a routing mechanism. Such an effective manner ensures audio embedding is temporal coordinated with motion features while preserving the vivid and diverse gesture generation. Extensive experiments demonstrate that our proposed CoCoGesture outperforms the state-of-the-art methods on the zero-shot speech-to-gesture generation. The dataset will be publicly available at: https://mattie-e.github.io/GES-X/
Abstract:Zero-Shot Object Navigation (ZSON) requires agents to autonomously locate and approach unseen objects in unfamiliar environments and has emerged as a particularly challenging task within the domain of Embodied AI. Existing datasets for developing ZSON algorithms lack consideration of dynamic obstacles, object attribute diversity, and scene texts, thus exhibiting noticeable discrepancy from real-world situations. To address these issues, we propose a Dataset for Open-Vocabulary Zero-Shot Object Navigation in Dynamic Environments (DOZE) that comprises ten high-fidelity 3D scenes with over 18k tasks, aiming to mimic complex, dynamic real-world scenarios. Specifically, DOZE scenes feature multiple moving humanoid obstacles, a wide array of open-vocabulary objects, diverse distinct-attribute objects, and valuable textual hints. Besides, different from existing datasets that only provide collision checking between the agent and static obstacles, we enhance DOZE by integrating capabilities for detecting collisions between the agent and moving obstacles. This novel functionality enables evaluation of the agents' collision avoidance abilities in dynamic environments. We test four representative ZSON methods on DOZE, revealing substantial room for improvement in existing approaches concerning navigation efficiency, safety, and object recognition accuracy. Our dataset could be found at https://DOZE-Dataset.github.io/.
Abstract:While Large Language Models (LLMs) demonstrate impressive capabilities in text generation, we find that their ability has yet to be generalized to music, humanity's creative language. We introduce ChatMusician, an open-source LLM that integrates intrinsic musical abilities. It is based on continual pre-training and finetuning LLaMA2 on a text-compatible music representation, ABC notation, and the music is treated as a second language. ChatMusician can understand and generate music with a pure text tokenizer without any external multi-modal neural structures or tokenizers. Interestingly, endowing musical abilities does not harm language abilities, even achieving a slightly higher MMLU score. Our model is capable of composing well-structured, full-length music, conditioned on texts, chords, melodies, motifs, musical forms, etc, surpassing GPT-4 baseline. On our meticulously curated college-level music understanding benchmark, MusicTheoryBench, ChatMusician surpasses LLaMA2 and GPT-3.5 on zero-shot setting by a noticeable margin. Our work reveals that LLMs can be an excellent compressor for music, but there remains significant territory to be conquered. We release our 4B token music-language corpora MusicPile, the collected MusicTheoryBench, code, model and demo in GitHub.
Abstract:As the capabilities of Large-Language Models (LLMs) become widely recognized, there is an increasing demand for human-machine chat applications. Human interaction with text often inherently invokes mental imagery, an aspect that existing LLM-based chatbots like GPT-4 do not currently emulate, as they are confined to generating text-only content. To bridge this gap, we introduce ChatIllusion, an advanced Generative multimodal large language model (MLLM) that combines the capabilities of LLM with not only visual comprehension but also creativity. Specifically, ChatIllusion integrates Stable Diffusion XL and Llama, which have been fine-tuned on modest image-caption data, to facilitate multiple rounds of illustrated chats. The central component of ChatIllusion is the "GenAdapter," an efficient approach that equips the multimodal language model with capabilities for visual representation, without necessitating modifications to the foundational model. Extensive experiments validate the efficacy of our approach, showcasing its ability to produce diverse and superior-quality image outputs Simultaneously, it preserves semantic consistency and control over the dialogue, significantly enhancing the overall user's quality of experience (QoE). The code is available at https://github.com/litwellchi/ChatIllusion.
Abstract:Generating vivid and emotional 3D co-speech gestures is crucial for virtual avatar animation in human-machine interaction applications. While the existing methods enable generating the gestures to follow a single emotion label, they overlook that long gesture sequence modeling with emotion transition is more practical in real scenes. In addition, the lack of large-scale available datasets with emotional transition speech and corresponding 3D human gestures also limits the addressing of this task. To fulfill this goal, we first incorporate the ChatGPT-4 and an audio inpainting approach to construct the high-fidelity emotion transition human speeches. Considering obtaining the realistic 3D pose annotations corresponding to the dynamically inpainted emotion transition audio is extremely difficult, we propose a novel weakly supervised training strategy to encourage authority gesture transitions. Specifically, to enhance the coordination of transition gestures w.r.t different emotional ones, we model the temporal association representation between two different emotional gesture sequences as style guidance and infuse it into the transition generation. We further devise an emotion mixture mechanism that provides weak supervision based on a learnable mixed emotion label for transition gestures. Last, we present a keyframe sampler to supply effective initial posture cues in long sequences, enabling us to generate diverse gestures. Extensive experiments demonstrate that our method outperforms the state-of-the-art models constructed by adapting single emotion-conditioned counterparts on our newly defined emotion transition task and datasets.