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9,256篇论文匹配“Diffusion models”
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Deep Learning · Generative Models and Autoencoders

Grigory Bartosh, Teodora Pandeva, Sushrut Karmalkar, Javier Zazo

Discrete diffusion models are a powerful class of generative models that demonstrate strong performance across many domains. However, for efficiency, discrete diffusion typically parameterizes the generative (reverse) process with factorized distributions, which makes it difficult for the model to learn a target process in a small number of steps and necessitates a long, computationally expensive sampling procedure. To reduce the gap between the target and model distributions and enable few-step generation, we introduce a learnable noising (forward) process for discrete diffusion. Instead of fixing a Markovian forward chain, we adopt a non-Markovian formulation and introduce learnable marginal and posterior distributions. This allows the generative process to remain factorized while matching the target defined by the noising process. We train all parameters end-to-end under the standard variational objective.

Deep Learning · Generative Models and Autoencoders

Iskander Azangulov, Teodora Pandeva, Niranjani Prasad, Javier Zazo, Sushrut Karmalkar

Masked diffusion models (MDMs) offer a compelling alternative to autoregres- sive models (ARMs) for discrete text generation because they enable parallel token sampling, rather than sequential, left-to-right generation. This means po- tentially much faster inference. However, effective parallel sampling faces two competing requirements: (i) simultaneously updated tokens must be conditionally independent, and (ii) updates should prioritise high-confidence predictions. These goals conflict because high-confidence predictions often cluster and depend on each other, opportunities for parallel updates. We present PUNT, a model-agnostic sampler that reconciles this trade-off. Our method identifies token dependencies and removes lower-confidence tokens from conflicting groups. This produces sets of indices for unmasking that satisfy both independence and confidence criteria. Our approach ensures improved parallel unmasking through approximate conditional independence testing. Our experiments show that PUNT delivers a superior trade-off between accuracy and compute when compared to other strong training-free baselines, especially for generation of longer sequences. On the IFEval benchmark, it achieves up to 16% higher accuracy over baseline methods, including sequential generation (one-by- one). These gains hold across different values of hyperparameters, mitigating the need for brittle hyperparameter tuning. Moreover, we observe that PUNT induces an emergent hierarchical generation strategy, where the model first establishes high-level paragraph structure before local refinement, suggesting a planning-like generation process that contributes to strong alignment performance.

Social Aspects · Trustworthy Machine Learning

Roberto Gheda, Abele Mălan, Robert Birke, Maksim Kitsak, Lydia Chen

Watermarking provides an effective means for data governance. However, conventional post-editing graph watermarking approaches degrade the graph quality and involve NP-hard subroutines. Alternatively, recent approaches advocate for embedding watermarking patterns in the noisy latent during data generation from diffusion models, but remain uncharted for graph models due to the hardness of inverting the graph diffusion process. In this work, we propose CheckWate: the first watermarking framework for graph diffusion models embedding checkerboard watermark and providing polynomial time verification. To address NP-completeness due to graph isomorphism, CheckWate embeds the watermark into the latent eigenvalues, which are isomorphism-invariant. To detect the watermark through reversing the graph diffusion process, CheckWate leverages the graph eigenvectors to approximately dequantize the discrete graph back to the continuous latent, with theoretical guarantees on the detectability and dequantization error. We further introduce a latent sparsification mechanism to enhance the robustness of CheckWate against graph modifications. We evaluate CheckWate on four datasets and four graph modification attacks, against three generation time watermark schemes. CheckWate achieves remarkable generation quality while being detectable under strong attacks such as isomorphism, whereas the baselines are unable to detect the watermark. Code available at: https://github.com/r-gheda/checkwate.

Deep Learning · Generative Models and Autoencoders

Duc Kieu, Kien Do, Tuan Hoang, Thao Le, Tung Kieu, Dang Nguyen, Thin Nguyen

Multi-domain translation (MDT) aims to learn translations between multiple domains, yet existing approaches either require fully aligned tuples or can only handle domain pairs seen in training, limiting their practicality and excluding many cross-domain mappings. We introduce universal MDT (UMDT), a generalization of MDT that seeks to translate between any pair of $K$ domains using only $K-1$ paired datasets with a central domain. To tackle this problem, we propose Diffusion Router (DR), a unified diffusion-based framework that models all central$\leftrightarrow$non-central translations with a single noise predictor conditioned on the source and target domain labels. DR enables indirect non-central translations by routing through the central domain. We further introduce a novel scalable learning strategy with a variational-bound objective and an efficient Tweedie refinement procedure to support direct non-central mappings. Through evaluation on three large-scale UMDT benchmarks, DR achieves state-of-the-art results for both indirect and direct translations, while lowering sampling cost and unlocking novel tasks such as sketch$\leftrightarrow$segmentation. These results establish DR as a scalable and versatile framework for universal translation across multiple domains.

Michael Liu, Xinlei Wang, Minchen Li

The Material Point Method (MPM) has become a cornerstone of physics-based simulation, widely used in geomechanics and computer graphics for modeling phenomena such as granular flows, viscoelasticity, fracture mechanics, etc. Despite its versatility, the original MPM suffers from cell-crossing instabilities caused by discontinuities in particle-grid transfer kernels. Existing solutions mostly mitigate these issues by adopting smoother shape functions, but at the cost of increased numerical diffusion and computational overhead due to larger kernel support. In this paper, we propose a novel C2-continuous compact kernel for MPM that achieves a unique balance in terms of stability, accuracy, and computational efficiency. Our method integrates seamlessly with Affine Particle-In-Cell (APIC) and Moving Least Squares (MLS) MPM, while only doubling the number of grid nodes associated with each particle compared to linear kernels. At its core is an innovative dual-grid framework, which associates particles with grid nodes exclusively within the cells they occupy on two staggered grids, ensuring consistent and stable force computations. We demonstrate that our method can be conveniently implemented using a domain-specific language, Taichi, or based on open-source GPU MPM frameworks, achieving faster runtime and less numerical diffusion compared to quadratic B-spline MPM. Comprehensive validation through unit tests, comparative studies, and stress tests demonstrates the efficacy of our approach in conserving both linear and angular momentum, handling stiff materials, and scaling efficiently for large-scale simulations. Our results highlight the transformative potential of compact, high-order kernels in advancing MPM's capabilities for stable, accurate, and high-performance simulations.

Xiaoyu Huang, Takara Truong, Yunbo Zhang, Fangzhou Yu, Jean-Pierre Sleiman, Jessica K. Hodgins, Koushil Sreenath, Farbod Farshidian

We present Diffuse-CLoC, a guided diffusion framework for physics-based look-ahead control that enables intuitive, steerable, and physically realistic motion generation. While existing kinematics motion generation with diffusion models offer intuitive steering capabilities with inference-time conditioning, they often fail to produce physically viable motions. In contrast, recent diffusion-based control policies have shown promise in generating physically realizable motion sequences, but the lack of kinematics prediction limits their steerability. Diffuse-CLoC addresses these challenges through a key insight: modeling the joint distribution of states and actions within a single diffusion model makes action generation steerable by conditioning it on the predicted states. This approach allows us to leverage established conditioning techniques from kinematic motion generation while producing physically realistic motions. As a result, we achieve planning capabilities without the need for a high-level planner. Our method handles a diverse set of unseen long-horizon downstream tasks through a single pre-trained model, including static and dynamic obstacle avoidance, motion in-betweening, and task-space control. Experimental results show that our method significantly outperforms the traditional hierarchical framework of high-level motion diffusion and low-level tracking.

Isabella Liu, Zhan Xu, Wang Yifan 0001, Hao Tan 0002, Zexiang Xu, Xiaolong Wang 0004, Hao Su 0001, Zifan Shi

We present RigAnything, a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints and skeleton topologies and assigning skinning weights in a template-free manner. Unlike most existing auto-rigging methods, which rely on predefined skeleton templates and are limited to specific categories like humanoid, RigAnything approaches the rigging problem in an autoregressive manner, iteratively predicting the next joint based on the global input shape and the previous prediction. While autoregressive models are typically used to generate sequential data, RigAnything extends its application to effectively learn and represent skeletons, which are inherently tree structures. To achieve this, we organize the joints in a breadth-first search (BFS) order, enabling the skeleton to be defined as a sequence of 3D locations and the parent index. Furthermore, our model improves the accuracy of position prediction by leveraging diffusion modeling, ensuring precise and consistent placement of joints within the hierarchy. This formulation allows the autoregressive model to efficiently capture both spatial and hierarchical relationships within the skeleton. Trained end-to-end on both RigNet and Objaverse datasets, RigAnything demonstrates state-of-the-art performance across diverse object types, including humanoids, quadrupeds, marine creatures, insects, and many more, surpassing prior methods in quality, robustness, generalizability, and efficiency. It achieves significantly faster performance than existing auto-rigging methods, completing rigging in under a few seconds per shape.

Philippe Weier, Jérémy Riviere, Ruslan Guseinov, Stephan J. Garbin, Philipp Slusallek, Bernd Bickel, Thabo Beeler, Delio Vicini

Inverse rendering has emerged as a standard tool to reconstruct the parameters of appearance models from images (e.g., textured BSDFs). In this work, we present several novel contributions motivated by the practical challenges of recovering high-resolution surface appearance textures, including spatially-varying subsurface scattering parameters. First, we propose Laplacian mipmapping, which combines differentiable mipmapping and a Laplacian pyramid representation into an effective preconditioner. This seemingly simple technique significantly improves the quality of recovered surface textures on a set of challenging inverse rendering problems. Our method automatically adapts to the render and texture resolutions, only incurs moderate computational cost and achieves better quality than prior work while using fewer hyperparameters. Second, we introduce a specialized gradient computation algorithm for textured, path-traced subsurface scattering, which facilitates faithful reconstruction of translucent materials. By using path tracing, we enable the recovery of complex appearance while avoiding the approximations of the previously used diffusion dipole methods. Third, we demonstrate the application of both these techniques to reconstructing the textured appearance of human faces from sparse captures. Our method recovers high-quality relightable appearance parameters that are compatible with current production renderers.

Yilin Liu, Duoteng Xu, Xingyao Yu, Xiang Xu 0008, Daniel Cohen-Or, Hao Zhang 0002, Hui Huang 0004

We introduce a novel representation for learning and generating Computer-Aided Design (CAD) models in the form of boundary representations (B-Reps). Our representation unifies the continuous geometric properties of B-Rep primitives in different orders (e.g., surfaces and curves) and their discrete topological relations in a holistic latent (HoLa) space. This is based on the simple observation that the topological connection between two surfaces is intrinsically tied to the geometry of their intersecting curve. Such a prior allows us to reformulate topology learning in B-Reps as a geometric reconstruction problem in Euclidean space. Specifically, we eliminate the presence of curves, vertices, and all the topological connections in the latent space by learning to distinguish and derive curve geometries from a pair of surface primitives via a neural intersection network. To this end, our holistic latent space is only defined on surfaces but encodes a full B-Rep model, including the geometry of surfaces, curves, vertices, and their topological relations. Our compact and holistic latent space facilitates the design of a first diffusion-based generator to take on a large variety of inputs including point clouds, single/multi-view images, 2D sketches, and text prompts. Our method significantly reduces ambiguities, redundancies, and incoherences among the generated B-Rep primitives, as well as training complexities inherent in prior multi-step B-Rep learning pipelines, while achieving greatly improved validity rate over current state of the art: 82% vs. ≈50%.

Linjie Lyu, Valentin Deschaintre, Yannick Hold-Geoffroy, Milos Hasan, Jae Shin Yoon, Thomas Leimkühler, Christian Theobalt, Iliyan Georgiev

Generative diffusion models have advanced image editing by delivering high-quality results through intuitive interfaces such as prompts, scribbles, and semantic drawing. However, these interfaces lack precise control, and associated editing methods often specialize in a single task. We introduce a versatile workflow for a range of editing tasks which operates in an intrinsic-image latent space, enabling semantic, local manipulation with pixel precision while automatically handling effects like reflections and shadows. We build on the RGB↔X diffusion framework and address its key deficiencies: the lack of identity preservation and the need to update multiple channels to achieve plausible results. We propose an edit-friendly diffusion inversion and prompt-embedding optimization to enable precise and efficient editing of only the relevant channels. Our method achieves identity preservation and resolves global illumination, without requiring task-specific model fine-tuning. We demonstrate state-of-the-art performance across a variety of tasks on complex images, including material adjustments, object insertion and removal, global relighting, and their combinations.

Ruizhi Shao, Yinghao Xu 0001, Yujun Shen, Ceyuan Yang, Yang Zheng, Changan Chen, Yebin Liu, Gordon Wetzstein

Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)-based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/.

Lei Zhong, Chuan Guo 0002, Yiming Xie, Jiawei Wang, Changjian Li 0001

Storyboarding is widely used for creating 3D animations. Animators use the 2D sketches in storyboards as references to craft the desired 3D animations through a trial-and-error process. The traditional approach requires exceptional expertise and is both labor-intensive and time-consuming. Consequently, there is a high demand for automated methods that can directly translate 2D storyboard sketches into 3D animations. This task is under-explored to date and inspired by the significant advancements of motion diffusion models, we propose to address it from the perspective of conditional motion synthesis. We thus present Sketch2Anim, composed of two key modules for sketch constraint understanding and motion generation. Specifically, due to the large domain gap between the 2D sketch and 3D motion, instead of directly conditioning on 2D inputs, we design a 3D conditional motion generator that simultaneously leverages 3D keyposes, joint trajectories, and action words, to achieve precise and fine-grained motion control. Then, we invent a neural mapper dedicated to aligning user-provided 2D sketches with their corresponding 3D keyposes and trajectories in a shared embedding space, enabling, for the first time, direct 2D control of motion generation. Our approach successfully transfers storyboards into high-quality 3D motions and inherently supports direct 3D animation editing, thanks to the flexibility of our multi-conditional motion generator. Comprehensive experiments and evaluations, and a user perceptual study demonstrate the effectiveness of our approach. The code, data, trained models, and sketch-based motion designing interface are at https://zhongleilz.github.io/Sketch2Anim/.

Xuan Li 0015, Chang Yu 0005, Wenxin Du, Ying Jiang, Tianyi Xie, Yunuo Chen 0001, Yin Yang 0002, Chenfanfu Jiang

Recent advances in large models have significantly advanced image-to-3D reconstruction. However, the generated models are often fused into a single piece, limiting their applicability in downstream tasks. This paper focuses on 3D garment generation, a key area for applications like virtual try-on with dynamic garment animations, which require garments to be separable and simulation-ready. We introduce Dress-1-to-3, a novel pipeline that reconstructs physics-plausible, simulation-ready separated garments with sewing patterns and humans from an in-the-wild image. Starting with the image, our approach combines a pre-trained image-to-sewing pattern generation model for creating coarse sewing patterns with a pre-trained multi-view diffusion model to produce multi-view images. The sewing pattern is further refined using a differentiable garment simulator based on the generated multi-view images. Versatile experiments demonstrate that our optimization approach substantially enhances the geometric alignment of the reconstructed 3D garments and humans with the input image. Furthermore, by integrating a texture generation module and a human motion generation module, we produce customized physics-plausible and realistic dynamic garment demonstrations. Our project page is https://dress-1-to-3.github.io/.

Longwen Zhang, Qixuan Zhang, Haoran Jiang, Yinuo Bai 0001, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001

3D creation has always been a unique human strength, driven by our ability to deconstruct and reassemble objects using our eyes, mind and hand. However, current 3D design tools struggle to replicate this natural process, requiring considerable artistic expertise and manual labor. This paper introduces BANG, a novel generative approach that bridges 3D generation and reasoning, allowing for intuitive and flexible part-level decomposition of 3D objects. At the heart of BANG is "Generative Exploded Dynamics", which creates a smooth sequence of exploded states for an input geometry, progressively separating parts while preserving their geometric and semantic coherence. BANG utilizes a pre-trained large-scale latent diffusion model, fine-tuned for exploded dynamics with a lightweight exploded view adapter, allowing precise control over the decomposition process. It also incorporates a temporal attention module to ensure smooth transitions and consistency across time. BANG enhances control with spatial prompts, such as bounding boxes and surface regions, enabling users to specify which parts to decompose and how. This interaction can be extended with multimodal models like GPT-4, enabling 2D-to-3D manipulations for more intuitive and creative workflows. The capabilities of BANG extend to generating detailed part-level geometry, associating parts with functional descriptions, and facilitating component-aware 3D creation and manufacturing workflows. Additionally, BANG offers applications in 3D printing, where separable parts are generated for easy printing and reassembly. In essence, BANG enables seamless transformation from imaginative concepts to detailed 3D assets, offering a new perspective on creation that resonates with human intuition.

Yuxuan Han, Junfeng Lyu, Kuan Sheng, Minghao Que, Qixuan Zhang, Lan Xu 0003, Feng Xu 0005

Existing facial appearance capture methods can reconstruct plausible facial reflectance from smartphone-recorded videos. However, the reconstruction quality is still far behind the ones based on studio recordings. This paper fills the gap by developing a novel daily-used solution with a co-located smartphone and flashlight video capture setting in a dim room. To enhance the quality, our key observation is to solve facial reflectance maps within the data distribution of studio-scanned ones. Specifically, we first learn a diffusion prior over the Light Stage scans and then steer it to produce the reflectance map that best matches the captured images. We propose to train the diffusion prior at the patch level to improve generalization ability and training stability, as current Light Stage datasets are in ultra-high resolution but limited in data size. Tailored to this prior, we propose a patch-level posterior sampling technique to sample seamless full-resolution reflectance maps from this patch-level diffusion model. Experiments demonstrate our method closes the quality gap between low-cost and studio recordings by a large margin, opening the door for everyday users to clone themselves to the digital world.

Daniel Garibi, Shahar Yadin, Roni Paiss, Omer Tov, Shiran Zada, Ariel Ephrat, Tomer Michaeli, Inbar Mosseri, Tali Dekel

We present TokenVerse - a method for multi-concept personalization, leveraging a pre-trained text-to-image diffusion model. Our framework can disentangle complex visual elements and attributes from as little as a single image, while enabling seamless plug-and-play generation of combinations of concepts extracted from multiple images. As opposed to existing works, TokenVerse can handle multiple images with multiple concepts each, and supports a wide-range of concepts, including objects, accessories, materials, pose, and lighting. Our work exploits a DiT-based text-to-image model, in which the input text affects the generation through both attention and modulation (shift and scale). We observe that the modulation space is semantic and enables localized control over complex concepts. Building on this insight, we devise an optimization-based framework that takes as input an image and a text description, and finds for each word a distinct direction in the modulation space. These directions can then be used to generate new images that combine the learned concepts in a desired configuration. We demonstrate the effectiveness of TokenVerse in challenging personalization settings, and showcase its advantages over existing methods.

Junming Huang 0002, Chi Wang 0004, Letian Li, Changxin Huang, Qiang Dai, Weiwei Xu 0003

Three-dimensional building generation is vital for applications in gaming, virtual reality, and digital twins, yet current methods face challenges in producing diverse, structured, and hierarchically coherent buildings. We propose BuildingBlock, a hybrid approach that integrates generative models, procedural content generation (PCG), and large language models (LLMs) to address these limitations. Specifically, our method introduces a two-phase pipeline: the Layout Generation Phase (LGP) and the Building Construction Phase (BCP). LGP reframes box-based layout generation as a point-cloud generation task, utilizing a newly constructed architectural dataset and a Transformer-based diffusion model to create globally consistent layouts. With LLMs, these layouts are extended into rule-based hierarchical designs, seamlessly incorporating component styles and spatial structures. The BCP leverages these layouts to guide PCG, enabling local-customizable, high-quality structured building generation. Experimental results demonstrate BuildingBlock ’s effectiveness in generating diverse and hierarchically structured buildings, achieving state-of-the-art results on multiple benchmarks, and paving the way for scalable and intuitive architectural workflows.

Ruben Wiersma, Julien Philip, Milos Hasan, Krishna Mullia, Fujun Luan, Elmar Eisemann, Valentin Deschaintre

This paper aims to quantify uncertainty for SVBRDF acquisition in multi-view captures. Under uncontrolled illumination and unstructured viewpoints, there is no guarantee that the observations contain enough information to reconstruct the appearance properties of a captured object. We study this ambiguity, or uncertainty, using entropy and accelerate the analysis by using the frequency domain, rather than the domain of incoming and outgoing viewing angles. The result is a method that computes a map of uncertainty over an entire object within a millisecond. We find that the frequency model allows us to recover SVBRDF parameters with competitive performance, that the accelerated entropy computation matches results with a physically-based path tracer, and that there is a positive correlation between error and uncertainty. We then show that the uncertainty map can be applied to improve SVBRDF acquisition using capture guidance, sharing information on the surface, and using a diffusion model to inpaint uncertain regions. Our code is available at https://github.com/rubenwiersma/svbrdf_uncertainty.

Saeed Hadadan, Benedikt Bitterli, Tizian Zeltner, Jan Novák, Fabrice Rousselle, Jacob Munkberg, Jon Hasselgren, Bartlomiej Wronski, Matthias Zwicker

We present a tool for enhancing the detail of physically based materials using an off-the-shelf diffusion model and inverse rendering. Our goal is to increase the visual fidelity of existing materials by adding, for instance, signs of wear, aging, and weathering that are tedious to author. To obtain realistic appearance with minimal user effort, we leverage a generative image model trained on a large dataset of natural images. Given the geometry, UV mapping, and basic appearance of an object, we proceed as follows: We render multiple views of the object and use them, together with an appearance-defining text prompt, to condition a diffusion model. The generated details are then backpropagated from the enhanced images to the material parameters via inverse rendering. For inverse rendering to be successful, the generated appearance has to be consistent across all the images. We propose two priors to address the multi-view consistency of the diffusion model. First, we ensure that the noise that seeds the diffusion process is itself consistent across views by integrating it from a view-independent UV space. Second, we enforce spatial consistency by biasing the attention mechanism via a projective constraint so that pixels attend strongly to their corresponding pixel locations in other views. Our approach does not require any training or finetuning of the diffusion model, is agnostic to the used material model, and the enhanced material properties, i.e., 2D PBR textures, can be further edited by artists. We demonstrate prompt-based material edits exhibiting high levels of realism and detail. This project is available at https://generative-detail.github.io.

Nithin Raghavan, Krishna Mullia, Alexander Trevithick, Fujun Luan, Milos Hasan, Ravi Ramamoorthi

Advancements in neural rendering techniques have sparked renewed interest in neural materials, which are capable of representing bidirectional texture functions (BTFs) cheaply and with high quality. However, content creation in the neural material format is not straightforward. To address this limitation, we present the first image-conditioned diffusion model for neural materials, and show an extension to text conditioning. To achieve this, we make two main contributions: (1) we introduce a universal MLP variant of the NeuMIP architecture, defining a universal basis for neural materials as 16-channel feature textures, and (2) we train a conditional diffusion model for generating neural materials in this basis from flash images, natural images and text prompts. To achieve this, we also construct a new dataset of 150k neural materials in 16 categories, since no large-scale neural material data exists. To our knowledge, our work is the first to enable single-shot neural material generation from arbitrary text or image prompts.