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Hugo Caselles-Dupré

Publications and source records attributed to Hugo Caselles-Dupré.

At least 19 recordsLinked to original sources

FrescoDiffusion: 4K Image-to-Video with Prior-Regularized Tiled Diffusion

Diffusion-based image-to-video (I2V) models are increasingly effective, yet they struggle to scale to ultra-high-resolution inputs (e.g., 4K). Generating videos at the model's native resolution often loses fine-grained structure, whereas high-resolution tiled denoising preserves local detail but breaks global layout consistency. This failure mode is particularly severe in the fresco animation setting: monumental artworks containing many distinct characters, objects, and semantically different sub-scenes that must remain spatially coherent over time. We introduce FrescoDiffusion, a training-free method for coherent large-format I2V generation from a single complex image. The key idea is to augment tiled denoising with a precomputed latent prior: we first generate a low-resolution video at the underlying model resolution and upsample its latent trajectory to obtain a global reference that captures long-range temporal and spatial structure. For 4K generation, we compute per-tile noise predictions and fuse them with this reference at every diffusion timestep by minimizing a single weighted least-squares objective in model-output space. The objective combines a standard tile-merging criterion with our regularization term, yielding a closed-form fusion update that strengthens global coherence while retaining fine detail. We additionally provide a spatial regularization variable that enables region-level control over where motion is allowed. Experiments on the VBench-I2V dataset and our proposed fresco I2V dataset show improved global consistency and fidelity over tiled baselines, while being computationally efficient. Our regularization enables explicit controllability of the trade-off between creativity and consistency.

cs.CV

JoLT: Joint Latent Trajectories for Context-Guided High-Resolution Tiled Generation

Although text-to-image generative models produce impressive results, they struggle to generate densely detailed, high-resolution (HR) images. Current literature addresses this issue with a low-to-high-resolution approach. First, a low-resolution (LR) image is generated. Then, an upsampled version is generated using the LR image as an additional cue. In this paper, we present Joint Latent Trajectories (JoLT). To generate an image, JoLT uses two streams that jointly denoise LR and HR latent images at each sampling step. The LR latent controls the overall layout, while the HR latent controls the details. We interconnect both branches to jointly integrate their information. We extensively validate our method, demonstrating its advantages over competing baselines. The resulting images are not only richly detailed but also visually pleasing, opening new avenues for artistic creation.

cs.CV

Spatially-Grounded Text-to-Video Generation via Inference-Time Gradient-Free Optimization

Diffusion Transformer Text-to-Video models have achieved remarkable synthesis quality, yet fine-grained spatial controllability remains a significant challenge. While existing training-free methods produce solid overall results in spatially grounded generation, \ie, placing a specific object in a designated location, they rely on gradient-based optimization techniques that incur prohibitive computational overhead, a bottleneck amplified in modern large-scale architectures. To address this limitation, we present Gradient-free Analytical Trajectory Optimization Video Generation (GATO-Vid), a novel training-free and gradient-free approach for precise spatial guidance. Rather than relying on costly backward passes, we introduce an alternative cross-attention score and solve it analytically to obtain an exact, closed-form solution. To use our analytical solution, we propose an on-the-fly injection mechanism tailored to the topological manifold of the transformer's latent space. Our experiments demonstrate that GATO-Vid significantly outperforms existing baselines in localization accuracy while introducing minimal computational overhead.

cs.CV

HyperbolicDiffusion: Sharp & Scalable Tiled Generation on the Hyperbolic Plane

Planar tiled diffusion denoises overlapping windows of one rectangular canvas. The hyperbolic plane has no such canvas, and its area grows exponentially with radius. We introduce HyperbolicDiffusion, a training-free method for generating finite visual fields directly on the hyperbolic plane H2. Our Hyperbolic Blooming Cover reduces window placement to a compact dynamic program that runs in seconds while providing strong theoretical guarantees. Permanent surface IDs form a shared latent canvas: a standard diffusion model denoises local windows, whose predictions are fused back onto H2. Because curvature causes residual disagreement and blur at multi-window junctions, a geometry-derived second stage re-noises and repairs precisely those regions. The resulting fields are sharp, reprojectable, and consistent across viewpoints, providing a prompt-driven generative counterpart to Escher's Circle Limit series.

cs.CV

OnlyFlow: Optical Flow based Motion Conditioning for Video Diffusion Models

We consider the problem of text-to-video generation tasks with precise control for various applications such as camera movement control and video-to-video editing. Most methods tacking this problem rely on providing user-defined controls, such as binary masks or camera movement embeddings. In our approach we propose OnlyFlow, an approach leveraging the optical flow firstly extracted from an input video to condition the motion of generated videos. Using a text prompt and an input video, OnlyFlow allows the user to generate videos that respect the motion of the input video as well as the text prompt. This is implemented through an optical flow estimation model applied on the input video, which is then fed to a trainable optical flow encoder. The output feature maps are then injected into the text-to-video backbone model. We perform quantitative, qualitative and user preference studies to show that OnlyFlow positively compares to state-of-the-art methods on a wide range of tasks, even though OnlyFlow was not specifically trained for such tasks. OnlyFlow thus constitutes a versatile, lightweight yet efficient method for controlling motion in text-to-video generation. Models and code will be made available on GitHub and HuggingFace.

cs.CV

Proportion and Perspective Control for Flow-Based Image Generation

While modern text-to-image diffusion models generate high-fidelity images, they offer limited control over the spatial and geometric structure of the output. To address this, we introduce and evaluate two ControlNets specialized for artistic control: (1) a proportion ControlNet that uses bounding boxes to dictate the position and scale of objects, and (2) a perspective ControlNet that employs vanishing lines to control the 3D geometry of the scene. We support the training of these modules with data pipelines that leverage vision-language models for annotation and specialized algorithms for conditioning image synthesis. Our experiments demonstrate that both modules provide effective control but exhibit limitations with complex constraints. Both models are released on HuggingFace: https://huggingface.co/obvious-research

cs.CV

Weaving the Future: Generative AI and the Reimagining of Fashion Design

This paper explores the integration of generative AI into the fashion design process. Drawing on insights from the January 2025 seminar ``Tisser le futur,'' it investigates how AI reshapes creative workflows, from ideation to prototyping, while interrogating the ethical, aesthetic, and labor implications. The paper highlights co-creative dynamics between humans and machines, the potential for aesthetic innovation, and the environmental and cultural challenges of algorithmic design.

cs.CY

Mind-to-Image: Projecting Visual Mental Imagination of the Brain from fMRI

The reconstruction of images observed by subjects from fMRI data collected during visual stimuli has made strong progress in the past decade, thanks to the availability of extensive fMRI datasets and advancements in generative models for image generation. However, the application of visual reconstruction has remained limited. Reconstructing visual imagination presents a greater challenge, with potentially revolutionary applications ranging from aiding individuals with disabilities to verifying witness accounts in court. The primary hurdles in this field are the absence of data collection protocols for visual imagery and the lack of datasets on the subject. Traditionally, fMRI-to-image relies on data collected from subjects exposed to visual stimuli, which poses issues for generating visual imagery based on the difference of brain activity between visual stimulation and visual imagery. For the first time, we have compiled a substantial dataset (around 6h of scans) on visual imagery along with a proposed data collection protocol. We then train a modified version of an fMRI-to-image model and demonstrate the feasibility of reconstructing images from two modes of imagination: from memory and from pure imagination. The resulting pipeline we call Mind-to-Image marks a step towards creating a technology that allow direct reconstruction of visual imagery.

q-bio.NC

Utility-based Adaptive Teaching Strategies using Bayesian Theory of Mind

Good teachers always tailor their explanations to the learners. Cognitive scientists model this process under the rationality principle: teachers try to maximise the learner's utility while minimising teaching costs. To this end, human teachers seem to build mental models of the learner's internal state, a capacity known as Theory of Mind (ToM). Inspired by cognitive science, we build on Bayesian ToM mechanisms to design teacher agents that, like humans, tailor their teaching strategies to the learners. Our ToM-equipped teachers construct models of learners' internal states from observations and leverage them to select demonstrations that maximise the learners' rewards while minimising teaching costs. Our experiments in simulated environments demonstrate that learners taught this way are more efficient than those taught in a learner-agnostic way. This effect gets stronger when the teacher's model of the learner better aligns with the actual learner's state, either using a more accurate prior or after accumulating observations of the learner's behaviour. This work is a first step towards social machines that teach us and each other, see https://teacher-with-tom.github.io.

cs.LG

Pedagogical Demonstrations and Pragmatic Learning in Artificial Tutor-Learner Interactions

When demonstrating a task, human tutors pedagogically modify their behavior by either "showing" the task rather than just "doing" it (exaggerating on relevant parts of the demonstration) or by giving demonstrations that best disambiguate the communicated goal. Analogously, human learners pragmatically infer the communicative intent of the tutor: they interpret what the tutor is trying to teach them and deduce relevant information for learning. Without such mechanisms, traditional Learning from Demonstration (LfD) algorithms will consider such demonstrations as sub-optimal. In this paper, we investigate the implementation of such mechanisms in a tutor-learner setup where both participants are artificial agents in an environment with multiple goals. Using pedagogy from the tutor and pragmatism from the learner, we show substantial improvements over standard learning from demonstrations.

cs.LG

Pragmatically Learning from Pedagogical Demonstrations in Multi-Goal Environments

Learning from demonstration methods usually leverage close to optimal demonstrations to accelerate training. By contrast, when demonstrating a task, human teachers deviate from optimal demonstrations and pedagogically modify their behavior by giving demonstrations that best disambiguate the goal they want to demonstrate. Analogously, human learners excel at pragmatically inferring the intent of the teacher, facilitating communication between the two agents. These mechanisms are critical in the few demonstrations regime, where inferring the goal is more difficult. In this paper, we implement pedagogy and pragmatism mechanisms by leveraging a Bayesian model of Goal Inference from demonstrations (BGI). We highlight the benefits of this model in multi-goal teacher-learner setups with two artificial agents that learn with goal-conditioned Reinforcement Learning. We show that combining BGI-agents (a pedagogical teacher and a pragmatic learner) results in faster learning and reduced goal ambiguity over standard learning from demonstrations, especially in the few demonstrations regime. We provide the code for our experiments (https://github.com/Caselles/NeurIPS22-demonstrations-pedagogy-pragmatism), as well as an illustrative video explaining our approach (https://youtu.be/V4n16IjkNyw).

cs.LG

Overcoming Referential Ambiguity in Language-Guided Goal-Conditioned Reinforcement Learning

Teaching an agent to perform new tasks using natural language can easily be hindered by ambiguities in interpretation. When a teacher provides an instruction to a learner about an object by referring to its features, the learner can misunderstand the teacher's intentions, for instance if the instruction ambiguously refer to features of the object, a phenomenon called referential ambiguity. We study how two concepts derived from cognitive sciences can help resolve those referential ambiguities: pedagogy (selecting the right instructions) and pragmatism (learning the preferences of the other agents using inductive reasoning). We apply those ideas to a teacher/learner setup with two artificial agents on a simulated robotic task (block-stacking). We show that these concepts improve sample efficiency for training the learner.

cs.LG

Enhancing Agent Communication and Learning through Action and Language

We introduce a novel category of GC-agents capable of functioning as both teachers and learners. Leveraging action-based demonstrations and language-based instructions, these agents enhance communication efficiency. We investigate the incorporation of pedagogy and pragmatism, essential elements in human communication and goal achievement, enhancing the agents' teaching and learning capabilities. Furthermore, we explore the impact of combining communication modes (action and language) on learning outcomes, highlighting the benefits of a multi-modal approach.

cs.AI

Towards Teachable Autotelic Agents

Autonomous discovery and direct instruction are two distinct sources of learning in children but education sciences demonstrate that mixed approaches such as assisted discovery or guided play result in improved skill acquisition. In the field of Artificial Intelligence, these extremes respectively map to autonomous agents learning from their own signals and interactive learning agents fully taught by their teachers. In between should stand teachable autotelic agents (TAA): agents that learn from both internal and teaching signals to benefit from the higher efficiency of assisted discovery. Designing such agents will enable real-world non-expert users to orient the learning trajectories of agents towards their expectations. More fundamentally, this may also be a key step to build agents with human-level intelligence. This paper presents a roadmap towards the design of teachable autonomous agents. Building on developmental psychology and education sciences, we start by identifying key features enabling assisted discovery processes in child-tutor interactions. This leads to the production of a checklist of features that future TAA will need to demonstrate. The checklist allows us to precisely pinpoint the various limitations of current reinforcement learning agents and to identify the promising first steps towards TAA. It also shows the way forward by highlighting key research directions towards the design or autonomous agents that can be taught by ordinary people via natural pedagogy.

cs.LG

S-TRIGGER: Continual State Representation Learning via Self-Triggered Generative Replay

We consider the problem of building a state representation model for control, in a continual learning setting. As the environment changes, the aim is to efficiently compress the sensory state's information without losing past knowledge, and then use Reinforcement Learning on the resulting features for efficient policy learning. To this end, we propose S-TRIGGER, a general method for Continual State Representation Learning applicable to Variational Auto-Encoders and its many variants. The method is based on Generative Replay, i.e. the use of generated samples to maintain past knowledge. It comes along with a statistically sound method for environment change detection, which self-triggers the Generative Replay. Our experiments on VAEs show that S-TRIGGER learns state representations that allows fast and high-performing Reinforcement Learning, while avoiding catastrophic forgetting. The resulting system is capable of autonomously learning new information without using past data and with a bounded system size. Code for our experiments is attached in Appendix.

cs.LG

SCOD: Active Object Detection for Embodied Agents using Sensory Commutativity of Action Sequences

We introduce SCOD (Sensory Commutativity Object Detection), an active method for movable and immovable object detection. SCOD exploits the commutative properties of action sequences, in the scenario of an embodied agent equipped with first-person sensors and a continuous motor space with multiple degrees of freedom. SCOD is based on playing an action sequence in two different orders from the same starting point and comparing the two final observations obtained after each sequence. Our experiments on 3D realistic robotic setups (iGibson) demonstrate the accuracy of SCOD and its generalization to unseen environments and objects. We also successfully apply SCOD on a real robot to further illustrate its generalization properties. With SCOD, we aim at providing a novel way of approaching the problem of object discovery in the context of a naive embodied agent. We provide code and a supplementary video.

cs.LG

Are standard Object Segmentation models sufficient for Learning Affordance Segmentation?

Affordances are the possibilities of actions the environment offers to the individual. Ordinary objects (hammer, knife) usually have many affordances (grasping, pounding, cutting), and detecting these allow artificial agents to understand what are their possibilities in the environment, with obvious application in Robotics. Proposed benchmarks and state-of-the-art prediction models for supervised affordance segmentation are usually modifications of popular object segmentation models such as Mask R-CNN. We observe that theoretically, these popular object segmentation methods should be sufficient for detecting affordances masks. So we ask the question: is it necessary to tailor new architectures to the problem of learning affordances? We show that applying the out-of-the-box Mask R-CNN to the problem of affordances segmentation outperforms the current state-of-the-art. We conclude that the problem of supervised affordance segmentation is included in the problem of object segmentation and argue that better benchmarks for affordance learning should include action capacities.

cs.LG

On the Sensory Commutativity of Action Sequences for Embodied Agents

Perception of artificial agents is one the grand challenges of AI research. Deep Learning and data-driven approaches are successful on constrained problems where perception can be learned using supervision, but do not scale to open-worlds. In such case, for autonomous embodied agents with first-person sensors, perception can be learned end-to-end to solve particular tasks. However, literature shows that perception is not a purely passive compression mechanism, and that actions play an important role in the formulation of abstract representations. We propose to study perception for these embodied agents, under the mathematical formalism of group theory in order to make the link between perception and action. In particular, we consider the commutative properties of continuous action sequences with respect to sensory information perceived by such an embodied agent. We introduce the Sensory Commutativity Probability (SCP) criterion which measures how much an agent's degree of freedom affects the environment in embodied scenarios. We show how to compute this criterion in different environments, including realistic robotic setups. We empirically illustrate how SCP and the commutative properties of action sequences can be used to learn about objects in the environment and improve sample-efficiency in Reinforcement Learning.

cs.AI