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Greg Shakhnarovich

Publications and source records attributed to Greg Shakhnarovich.

At least 19 recordsLinked to original sources

Autoregressive Modeling of Film with Applications in Video Montage

This work introduces FilmGPT, an autoregressive transformer designed to address the challenge of video montage--turning a collection of raw, "unwatchable" footage into coherent cinematic sequences. Inspired by language learning in modern LLMs, we train a long-context autoregressive transformer on a large corpus of movies. The aim is to implicitly capture the "grammar" of film directly from data rather than from hand-coded rules. Unlike other generative models, FilmGPT does not generate any new video frames. Instead, at inference time, we introduce a footage-constrained decoding algorithm to select the best next shot from the input raw footage according to the statistical patterns learned from films. We first evaluate these learned statistics directly by using the FilmGPT autoregressive model for next shot prediction on a standard benchmark of shot sequence ordering, outperforming the previous state of the art. We then evaluate our footage-constrained decoding algorithm on the full film editing task via a user study, and find that our FilmGPT-based editing significantly outperforms previous approaches. Finally, we demonstrate the applicability of FilmGPT to a wide range of applications in video montage, from automatic video segment trimming to human-in-the-loop film editing.

cs.CV

Targeted Linguistic Analysis of Sign Language Models with Minimal Translation Pairs

Models of sign language have historically lagged behind those for spoken language (text and speech). Recent work has greatly improved their performance on tasks like sign language translation and isolated sign recognition. However, it remains unclear to what extent existing models capture various linguistic phenomena of sign language, and how well they use cues from the multiple articulators used in sign language (hands, upper body, face). We introduce a new benchmark dataset for American Sign Language, ASL Minimal Translation Pairs (ASL-MTP), divided into multiple types of sign language phenomena and corresponding minimal pairs of translations, for performing such linguistic analyses. As a case study, we use ASL-MTP to analyze a state-of-the-art ASL-to-English translation model. We conduct a targeted analysis of the model by ablating various input cues during training and inference and evaluating on the phenomena in ASL-MTP. Our results show that, while the model performs above chance level on most of the phenomena, it relies strongly on manual cues while often missing crucial non-manual cues.

cs.CL

Teaching an Agent to Sketch One Part at a Time

We develop a method for producing vector sketches one part at a time. To do this, we train a multi-modal language model-based agent using a novel multi-turn process-reward reinforcement learning following supervised fine-tuning. Our approach is enabled by a new dataset we call ControlSketch-Part, containing rich part-level annotations for sketches, obtained using a novel, generic automatic annotation pipeline that segments vector sketches into semantic parts and assigns paths to parts with a structured multi-stage labeling process. Our results indicate that incorporating structured part-level data and providing agent with the visual feedback through the process enables interpretable, controllable, and locally editable text-to-vector sketch generation.

cs.AI

Cross-Modal Taxonomic Generalization in (Vision-) Language Models

What is the interplay between semantic representations learned by language models (LM) from surface form alone to those learned from more grounded evidence? We study this question for a scenario where part of the input comes from a different modality -- in our case, in a vision-language model (VLM), where a pretrained LM is aligned with a pretrained image encoder. As a case study, we focus on the task of predicting hypernyms of objects represented in images. We do so in a VLM setup where the image encoder and LM are kept frozen, and only the intermediate mappings are learned. We progressively deprive the VLM of explicit evidence for hypernyms, and test whether knowledge of hypernyms is recoverable from the LM. We find that the LMs we study can recover this knowledge and generalize even in the most extreme version of this experiment (when the model receives no evidence of a hypernym during training). Additional experiments suggest that this cross-modal taxonomic generalization persists under counterfactual image-label mappings only when the counterfactual data have high visual similarity within each category. Taken together, these findings suggest that cross-modal generalization in LMs arises as a result of both coherence in the extralinguistic input and knowledge derived from language cues.

cs.CL

OmniShape: Zero-Shot Multi-Hypothesis Shape and Pose Estimation in the Real World

We would like to estimate the pose and full shape of an object from a single observation, without assuming known 3D model or category. In this work, we propose OmniShape, the first method of its kind to enable probabilistic pose and shape estimation. OmniShape is based on the key insight that shape completion can be decoupled into two multi-modal distributions: one capturing how measurements project into a normalized object reference frame defined by the dataset and the other modelling a prior over object geometries represented as triplanar neural fields. By training separate conditional diffusion models for these two distributions, we enable sampling multiple hypotheses from the joint pose and shape distribution. OmniShape demonstrates compelling performance on challenging real world datasets. Project website: https://tri-ml.github.io/omnishape

cs.CV

SplArt: Articulation Estimation and Part-Level Reconstruction with 3D Gaussian Splatting

Reconstructing articulated objects prevalent in daily environments is crucial for applications in augmented/virtual reality and robotics. However, existing methods face scalability limitations (requiring 3D supervision or costly annotations), robustness issues (being susceptible to local optima), and rendering shortcomings (lacking speed or photorealism). We introduce SplArt, a self-supervised, category-agnostic framework that leverages 3D Gaussian Splatting (3DGS) to reconstruct articulated objects and infer kinematics from two sets of posed RGB images captured at different articulation states, enabling real-time photorealistic rendering for novel viewpoints and articulations. SplArt augments 3DGS with a differentiable mobility parameter per Gaussian, achieving refined part segmentation. A multi-stage optimization strategy is employed to progressively handle reconstruction, part segmentation, and articulation estimation, significantly enhancing robustness and accuracy. SplArt exploits geometric self-supervision, effectively addressing challenging scenarios without requiring 3D annotations or category-specific priors. Evaluations on established and newly proposed benchmarks, along with applications to real-world scenarios using a handheld RGB camera, demonstrate SplArt's state-of-the-art performance and real-world practicality. Code is publicly available at https://github.com/ripl/splart.

cs.CV

FastMap: Revisiting Structure from Motion through First-Order Optimization

We propose FastMap, a new global structure from motion method focused on speed and simplicity. Previous methods like COLMAP and GLOMAP are able to estimate high-precision camera poses, but suffer from poor scalability when the number of matched keypoint pairs becomes large, mainly due to the time-consuming process of second-order Gauss-Newton optimization. Instead, we design our method solely based on first-order optimizers. To obtain maximal speedup, we identify and eliminate two key performance bottlenecks: computational complexity and the kernel implementation of each optimization step. Through extensive experiments, we show that FastMap is up to 10 times faster than COLMAP and GLOMAP with GPU acceleration and achieves comparable pose accuracy.

cs.CV

Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion

Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.

cs.CV

SHuBERT: Self-Supervised Sign Language Representation Learning via Multi-Stream Cluster Prediction

Sign language processing has traditionally relied on task-specific models, limiting the potential for transfer learning across tasks. Pre-training methods for sign language have typically focused on either supervised pre-training, which cannot take advantage of unlabeled data, or context-independent (frame or video segment) representations, which ignore the effects of relationships across time in sign language. We introduce SHuBERT (Sign Hidden-Unit BERT), a self-supervised contextual representation model learned from approximately 1,000 hours of American Sign Language video. SHuBERT adapts masked token prediction objectives to multi-stream visual sign language input, learning to predict multiple targets corresponding to clustered hand, face, and body pose streams. SHuBERT achieves state-of-the-art performance across multiple tasks including sign language translation, isolated sign language recognition, and fingerspelling detection.

cs.CL

HyperFields: Towards Zero-Shot Generation of NeRFs from Text

We introduce HyperFields, a method for generating text-conditioned Neural Radiance Fields (NeRFs) with a single forward pass and (optionally) some fine-tuning. Key to our approach are: (i) a dynamic hypernetwork, which learns a smooth mapping from text token embeddings to the space of NeRFs; (ii) NeRF distillation training, which distills scenes encoded in individual NeRFs into one dynamic hypernetwork. These techniques enable a single network to fit over a hundred unique scenes. We further demonstrate that HyperFields learns a more general map between text and NeRFs, and consequently is capable of predicting novel in-distribution and out-of-distribution scenes -- either zero-shot or with a few finetuning steps. Finetuning HyperFields benefits from accelerated convergence thanks to the learned general map, and is capable of synthesizing novel scenes 5 to 10 times faster than existing neural optimization-based methods. Our ablation experiments show that both the dynamic architecture and NeRF distillation are critical to the expressivity of HyperFields.

cs.CV

SignMusketeers: An Efficient Multi-Stream Approach for Sign Language Translation at Scale

A persistent challenge in sign language video processing, including the task of sign to written language translation, is how we learn representations of sign language in an effective and efficient way that preserves the important attributes of these languages, while remaining invariant to irrelevant visual differences. Informed by the nature and linguistics of signed languages, our proposed method focuses on just the most relevant parts in a signing video: the face, hands and body pose of the signer. However, instead of fully relying on pose estimation from off-the-shelf pose tracking models, which have inconsistent performance for hands and faces, we propose to learn a representation of the complex handshapes and facial expressions of sign languages in a self-supervised fashion. Our approach is based on learning from individual frames (rather than video sequences) and is therefore much more efficient than prior work on sign language pre-training. Compared to a recent model that established a new state of the art in sign language translation on the How2Sign dataset, our approach yields similar translation performance, using less than 3\% of the compute.

cs.CL

LoopDraw: a Loop-Based Autoregressive Model for Shape Synthesis and Editing

There is no settled universal 3D representation for geometry with many alternatives such as point clouds, meshes, implicit functions, and voxels to name a few. In this work, we present a new, compelling alternative for representing shapes using a sequence of cross-sectional closed loops. The loops across all planes form an organizational hierarchy which we leverage for autoregressive shape synthesis and editing. Loops are a non-local description of the underlying shape, as simple loop manipulations (such as shifts) result in significant structural changes to the geometry. This is in contrast to manipulating local primitives such as points in a point cloud or a triangle in a triangle mesh. We further demonstrate that loops are intuitive and natural primitive for analyzing and editing shapes, both computationally and for users.

cs.GR

Alpha Invariance: On Inverse Scaling Between Distance and Volume Density in Neural Radiance Fields

Scale-ambiguity in 3D scene dimensions leads to magnitude-ambiguity of volumetric densities in neural radiance fields, i.e., the densities double when scene size is halved, and vice versa. We call this property alpha invariance. For NeRFs to better maintain alpha invariance, we recommend 1) parameterizing both distance and volume densities in log space, and 2) a discretization-agnostic initialization strategy to guarantee high ray transmittance. We revisit a few popular radiance field models and find that these systems use various heuristics to deal with issues arising from scene scaling. We test their behaviors and show our recipe to be more robust.

cs.CV

Generative Models: What Do They Know? Do They Know Things? Let's Find Out!

Generative models excel at mimicking real scenes, suggesting they might inherently encode important intrinsic scene properties. In this paper, we aim to explore the following key questions: (1) What intrinsic knowledge do generative models like GANs, Autoregressive models, and Diffusion models encode? (2) Can we establish a general framework to recover intrinsic representations from these models, regardless of their architecture or model type? (3) How minimal can the required learnable parameters and labeled data be to successfully recover this knowledge? (4) Is there a direct link between the quality of a generative model and the accuracy of the recovered scene intrinsics? Our findings indicate that a small Low-Rank Adaptators (LoRA) can recover intrinsic images-depth, normals, albedo and shading-across different generators (Autoregressive, GANs and Diffusion) while using the same decoder head that generates the image. As LoRA is lightweight, we introduce very few learnable parameters (as few as 0.04% of Stable Diffusion model weights for a rank of 2), and we find that as few as 250 labeled images are enough to generate intrinsic images with these LoRA modules. Finally, we also show a positive correlation between the generative model's quality and the accuracy of the recovered intrinsics through control experiments.

cs.CV

Instant3D: Fast Text-to-3D with Sparse-View Generation and Large Reconstruction Model

Text-to-3D with diffusion models has achieved remarkable progress in recent years. However, existing methods either rely on score distillation-based optimization which suffer from slow inference, low diversity and Janus problems, or are feed-forward methods that generate low-quality results due to the scarcity of 3D training data. In this paper, we propose Instant3D, a novel method that generates high-quality and diverse 3D assets from text prompts in a feed-forward manner. We adopt a two-stage paradigm, which first generates a sparse set of four structured and consistent views from text in one shot with a fine-tuned 2D text-to-image diffusion model, and then directly regresses the NeRF from the generated images with a novel transformer-based sparse-view reconstructor. Through extensive experiments, we demonstrate that our method can generate diverse 3D assets of high visual quality within 20 seconds, which is two orders of magnitude faster than previous optimization-based methods that can take 1 to 10 hours. Our project webpage: https://jiahao.ai/instant3d/.

cs.CV

Score Jacobian Chaining: Lifting Pretrained 2D Diffusion Models for 3D Generation

A diffusion model learns to predict a vector field of gradients. We propose to apply chain rule on the learned gradients, and back-propagate the score of a diffusion model through the Jacobian of a differentiable renderer, which we instantiate to be a voxel radiance field. This setup aggregates 2D scores at multiple camera viewpoints into a 3D score, and repurposes a pretrained 2D model for 3D data generation. We identify a technical challenge of distribution mismatch that arises in this application, and propose a novel estimation mechanism to resolve it. We run our algorithm on several off-the-shelf diffusion image generative models, including the recently released Stable Diffusion trained on the large-scale LAION dataset.

cs.CV

Open-Domain Sign Language Translation Learned from Online Video

Existing work on sign language translation - that is, translation from sign language videos into sentences in a written language - has focused mainly on (1) data collected in a controlled environment or (2) data in a specific domain, which limits the applicability to real-world settings. In this paper, we introduce OpenASL, a large-scale American Sign Language (ASL) - English dataset collected from online video sites (e.g., YouTube). OpenASL contains 288 hours of ASL videos in multiple domains from over 200 signers and is the largest publicly available ASL translation dataset to date. To tackle the challenges of sign language translation in realistic settings and without glosses, we propose a set of techniques including sign search as a pretext task for pre-training and fusion of mouthing and handshape features. The proposed techniques produce consistent and large improvements in translation quality, over baseline models based on prior work. Our data and code are publicly available at https://github.com/chevalierNoir/OpenASL

cs.CV

Text-Free Learning of a Natural Language Interface for Pretrained Face Generators

We propose Fast text2StyleGAN, a natural language interface that adapts pre-trained GANs for text-guided human face synthesis. Leveraging the recent advances in Contrastive Language-Image Pre-training (CLIP), no text data is required during training. Fast text2StyleGAN is formulated as a conditional variational autoencoder (CVAE) that provides extra control and diversity to the generated images at test time. Our model does not require re-training or fine-tuning of the GANs or CLIP when encountering new text prompts. In contrast to prior work, we do not rely on optimization at test time, making our method orders of magnitude faster than prior work. Empirically, on FFHQ dataset, our method offers faster and more accurate generation of images from natural language descriptions with varying levels of detail compared to prior work.

cs.CV