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Jen-Hao Rick Chang

Publications and source records attributed to Jen-Hao Rick Chang.

At least 19 recordsLinked to original sources

RayRoPE: Projective Ray Positional Encoding for Multi-view Attention

We study positional encodings for multi-view transformers that process tokens from a set of posed input images, and seek a mechanism that encodes patches uniquely, allows SE(3)-invariant attention with multi-frequency similarity, and can adapt to the geometry of the underlying 3D scene. We find that prior (absolute or relative) encoding schemes for multi-view attention do not meet these desiderata, and present RayRoPE to address this gap. RayRoPE represents patch positions based on associated rays and computes query-frame projective coordinates to ensure SE(3) invariance. To adapt to scene geometry, RayRoPE predicts (without direct supervision) a per-token depth to obtain its position along the corresponding ray, while also modeling uncertainty and analytically computing the expected positional encoding. We validate our method on the tasks of novel-view synthesis, stereo depth estimation, and feed-forward 3DGS reconstruction. While remaining efficient, RayRoPE consistently improves over alternate position encoding schemes (e.g., 24% relative improvement on LPIPS in RE10K).

cs.CV

Velox: Learning Representations of 4D Geometry and Appearance

We introduce a framework for learning latent representations of 4D objects which are descriptive, faithfully capturing object geometry and appearance; compressive, aiding in downstream efficiency; and accessible, requiring minimal input, i.e., an unstructured dynamic point cloud, to construct. Specifically, Velox trains an encoder to compress spatiotemporal color point clouds into a set of dynamic shape tokens. These tokens are supervised using two complementary decoders: a 4D surface decoder, which models the time-varying surface distribution capturing the geometry; and a Gaussian decoder, which maps the tokens to 3D Gaussians, helping learn appearance. To demonstrate the utility of our representation, we evaluate it across three downstream tasks -- video-to-4D generation, 3D tracking, and cloth simulation via image-to-4D generation -- and observe strong performances in all settings.

cs.CV

LiTo: Surface Light Field Tokenization

We propose a 3D latent representation that jointly models object geometry and view-dependent appearance. Most prior works focus on either reconstructing 3D geometry or predicting view-independent diffuse appearance, and thus struggle to capture realistic view-dependent effects. Our approach leverages that RGB-depth images provide samples of a surface light field. By encoding random subsamples of this surface light field into a compact set of latent vectors, our model learns to represent both geometry and appearance within a unified 3D latent space. This representation reproduces view-dependent effects such as specular highlights and Fresnel reflections under complex lighting. We further train a latent flow matching model on this representation to learn its distribution conditioned on a single input image, enabling the generation of 3D objects with appearances consistent with the lighting and materials in the input. Experiments show that our approach achieves higher visual quality and better input fidelity than existing methods.

cs.CV

3D Shape Tokenization via Latent Flow Matching

We introduce a latent 3D representation that models 3D surfaces as probability density functions in 3D, i.e., p(x,y,z), with flow-matching. Our representation is specifically designed for consumption by machine learning models, offering continuity and compactness by construction while requiring only point clouds and minimal data preprocessing. Despite being a data-driven method, our use of flow matching in the 3D space enables interesting geometry properties, including the capabilities to perform zero-shot estimation of surface normal and deformation field. We evaluate with several machine learning tasks, including 3D-CLIP, unconditional generative models, single-image conditioned generative model, and intersection-point estimation. Across all experiments, our models achieve competitive performance to existing baselines, while requiring less preprocessing and auxiliary information from training data.

cs.CV

Mutual Reinforcement of LLM Dialogue Synthesis and Summarization Capabilities for Few-Shot Dialogue Summarization

In this work, we propose Mutual Reinforcing Data Synthesis (MRDS) within LLMs to improve few-shot dialogue summarization task. Unlike prior methods that require external knowledge, we mutually reinforce the LLMś dialogue synthesis and summarization capabilities, allowing them to complement each other during training and enhance overall performances. The dialogue synthesis capability is enhanced by directed preference optimization with preference scoring from summarization capability. The summarization capability is enhanced by the additional high quality dialogue-summary paired data produced by the dialogue synthesis capability. By leveraging the proposed MRDS mechanism, we elicit the internal knowledge of LLM in the format of synthetic data, and use it to augment the few-shot real training dataset. Empirical results demonstrate that our method improves dialogue summarization, achieving a 1.5% increase in ROUGE scores and a 0.3% improvement in BERT scores in few-shot settings. Furthermore, our method attains the highest average scores in human evaluations, surpassing both the pre-trained models and the baselines fine-tuned solely for summarization tasks.

cs.CL

Dataset Decomposition: Faster LLM Training with Variable Sequence Length Curriculum

Large language models (LLMs) are commonly trained on datasets consisting of fixed-length token sequences. These datasets are created by randomly concatenating documents of various lengths and then chunking them into sequences of a predetermined target length (concat-and-chunk). Recent attention implementations mask cross-document attention, reducing the effective length of a chunk of tokens. Additionally, training on long sequences becomes computationally prohibitive due to the quadratic cost of attention. In this study, we introduce dataset decomposition, a novel variable sequence length training technique, to tackle these challenges. We decompose a dataset into a union of buckets, each containing sequences of the same size extracted from a unique document. During training, we use variable sequence length and batch-size, sampling simultaneously from all buckets with a curriculum. In contrast to the concat-and-chunk baseline, which incurs a fixed attention cost at every step of training, our proposed method incurs a computational cost proportional to the actual document lengths at each step, resulting in significant savings in training time. We train an 8k context-length 1B model at the same cost as a 2k context-length model trained with the baseline approach. Experiments on a web-scale corpus demonstrate that our approach significantly enhances performance on standard language evaluations and long-context benchmarks, reaching target accuracy with up to 6x faster training compared to the baseline. Our method not only enables efficient pretraining on long sequences but also scales effectively with dataset size. Lastly, we shed light on a critical yet less studied aspect of training large language models: the distribution and curriculum of sequence lengths, which results in a non-negligible difference in performance.

cs.CL

Novel-View Acoustic Synthesis from 3D Reconstructed Rooms

We investigate the benefit of combining blind audio recordings with 3D scene information for novel-view acoustic synthesis. Given audio recordings from 2-4 microphones and the 3D geometry and material of a scene containing multiple unknown sound sources, we estimate the sound anywhere in the scene. We identify the main challenges of novel-view acoustic synthesis as sound source localization, separation, and dereverberation. While naively training an end-to-end network fails to produce high-quality results, we show that incorporating room impulse responses (RIRs) derived from 3D reconstructed rooms enables the same network to jointly tackle these tasks. Our method outperforms existing methods designed for the individual tasks, demonstrating its effectiveness at utilizing 3D visual information. In a simulated study on the Matterport3D-NVAS dataset, our model achieves near-perfect accuracy on source localization, a PSNR of 26.44dB and a SDR of 14.23dB for source separation and dereverberation, resulting in a PSNR of 25.55 dB and a SDR of 14.20 dB on novel-view acoustic synthesis. We release our code and model on our project website at https://github.com/apple/ml-nvas3d. Please wear headphones when listening to the results.

cs.SD

Probabilistic Speech-Driven 3D Facial Motion Synthesis: New Benchmarks, Methods, and Applications

We consider the task of animating 3D facial geometry from speech signal. Existing works are primarily deterministic, focusing on learning a one-to-one mapping from speech signal to 3D face meshes on small datasets with limited speakers. While these models can achieve high-quality lip articulation for speakers in the training set, they are unable to capture the full and diverse distribution of 3D facial motions that accompany speech in the real world. Importantly, the relationship between speech and facial motion is one-to-many, containing both inter-speaker and intra-speaker variations and necessitating a probabilistic approach. In this paper, we identify and address key challenges that have so far limited the development of probabilistic models: lack of datasets and metrics that are suitable for training and evaluating them, as well as the difficulty of designing a model that generates diverse results while remaining faithful to a strong conditioning signal as speech. We first propose large-scale benchmark datasets and metrics suitable for probabilistic modeling. Then, we demonstrate a probabilistic model that achieves both diversity and fidelity to speech, outperforming other methods across the proposed benchmarks. Finally, we showcase useful applications of probabilistic models trained on these large-scale datasets: we can generate diverse speech-driven 3D facial motion that matches unseen speaker styles extracted from reference clips; and our synthetic meshes can be used to improve the performance of downstream audio-visual models.

cs.CV

HUGS: Human Gaussian Splats

Recent advances in neural rendering have improved both training and rendering times by orders of magnitude. While these methods demonstrate state-of-the-art quality and speed, they are designed for photogrammetry of static scenes and do not generalize well to freely moving humans in the environment. In this work, we introduce Human Gaussian Splats (HUGS) that represents an animatable human together with the scene using 3D Gaussian Splatting (3DGS). Our method takes only a monocular video with a small number of (50-100) frames, and it automatically learns to disentangle the static scene and a fully animatable human avatar within 30 minutes. We utilize the SMPL body model to initialize the human Gaussians. To capture details that are not modeled by SMPL (e.g. cloth, hairs), we allow the 3D Gaussians to deviate from the human body model. Utilizing 3D Gaussians for animated humans brings new challenges, including the artifacts created when articulating the Gaussians. We propose to jointly optimize the linear blend skinning weights to coordinate the movements of individual Gaussians during animation. Our approach enables novel-pose synthesis of human and novel view synthesis of both the human and the scene. We achieve state-of-the-art rendering quality with a rendering speed of 60 FPS while being ~100x faster to train over previous work. Our code will be announced here: https://github.com/apple/ml-hugs

cs.CV

Efficient-3DiM: Learning a Generalizable Single-image Novel-view Synthesizer in One Day

The task of novel view synthesis aims to generate unseen perspectives of an object or scene from a limited set of input images. Nevertheless, synthesizing novel views from a single image still remains a significant challenge in the realm of computer vision. Previous approaches tackle this problem by adopting mesh prediction, multi-plain image construction, or more advanced techniques such as neural radiance fields. Recently, a pre-trained diffusion model that is specifically designed for 2D image synthesis has demonstrated its capability in producing photorealistic novel views, if sufficiently optimized on a 3D finetuning task. Although the fidelity and generalizability are greatly improved, training such a powerful diffusion model requires a vast volume of training data and model parameters, resulting in a notoriously long time and high computational costs. To tackle this issue, we propose Efficient-3DiM, a simple but effective framework to learn a single-image novel-view synthesizer. Motivated by our in-depth analysis of the inference process of diffusion models, we propose several pragmatic strategies to reduce the training overhead to a manageable scale, including a crafted timestep sampling strategy, a superior 3D feature extractor, and an enhanced training scheme. When combined, our framework is able to reduce the total training time from 10 days to less than 1 day, significantly accelerating the training process under the same computational platform (one instance with 8 Nvidia A100 GPUs). Comprehensive experiments are conducted to demonstrate the efficiency and generalizability of our proposed method.

cs.CV

Corpus Synthesis for Zero-shot ASR domain Adaptation using Large Language Models

While Automatic Speech Recognition (ASR) systems are widely used in many real-world applications, they often do not generalize well to new domains and need to be finetuned on data from these domains. However, target-domain data usually are not readily available in many scenarios. In this paper, we propose a new strategy for adapting ASR models to new target domains without any text or speech from those domains. To accomplish this, we propose a novel data synthesis pipeline that uses a Large Language Model (LLM) to generate a target domain text corpus, and a state-of-the-art controllable speech synthesis model to generate the corresponding speech. We propose a simple yet effective in-context instruction finetuning strategy to increase the effectiveness of LLM in generating text corpora for new domains. Experiments on the SLURP dataset show that the proposed method achieves an average relative word error rate improvement of $28\%$ on unseen target domains without any performance drop in source domains.

eess.AS

Pointersect: Neural Rendering with Cloud-Ray Intersection

We propose a novel method that renders point clouds as if they are surfaces. The proposed method is differentiable and requires no scene-specific optimization. This unique capability enables, out-of-the-box, surface normal estimation, rendering room-scale point clouds, inverse rendering, and ray tracing with global illumination. Unlike existing work that focuses on converting point clouds to other representations--e.g., surfaces or implicit functions--our key idea is to directly infer the intersection of a light ray with the underlying surface represented by the given point cloud. Specifically, we train a set transformer that, given a small number of local neighbor points along a light ray, provides the intersection point, the surface normal, and the material blending weights, which are used to render the outcome of this light ray. Localizing the problem into small neighborhoods enables us to train a model with only 48 meshes and apply it to unseen point clouds. Our model achieves higher estimation accuracy than state-of-the-art surface reconstruction and point-cloud rendering methods on three test sets. When applied to room-scale point clouds, without any scene-specific optimization, the model achieves competitive quality with the state-of-the-art novel-view rendering methods. Moreover, we demonstrate ability to render and manipulate Lidar-scanned point clouds such as lighting control and object insertion.

cs.CV

Text is All You Need: Personalizing ASR Models using Controllable Speech Synthesis

Adapting generic speech recognition models to specific individuals is a challenging problem due to the scarcity of personalized data. Recent works have proposed boosting the amount of training data using personalized text-to-speech synthesis. Here, we ask two fundamental questions about this strategy: when is synthetic data effective for personalization, and why is it effective in those cases? To address the first question, we adapt a state-of-the-art automatic speech recognition (ASR) model to target speakers from four benchmark datasets representative of different speaker types. We show that ASR personalization with synthetic data is effective in all cases, but particularly when (i) the target speaker is underrepresented in the global data, and (ii) the capacity of the global model is limited. To address the second question of why personalized synthetic data is effective, we use controllable speech synthesis to generate speech with varied styles and content. Surprisingly, we find that the text content of the synthetic data, rather than style, is important for speaker adaptation. These results lead us to propose a data selection strategy for ASR personalization based on speech content.

eess.AS

FaceLit: Neural 3D Relightable Faces

We propose a generative framework, FaceLit, capable of generating a 3D face that can be rendered at various user-defined lighting conditions and views, learned purely from 2D images in-the-wild without any manual annotation. Unlike existing works that require careful capture setup or human labor, we rely on off-the-shelf pose and illumination estimators. With these estimates, we incorporate the Phong reflectance model in the neural volume rendering framework. Our model learns to generate shape and material properties of a face such that, when rendered according to the natural statistics of pose and illumination, produces photorealistic face images with multiview 3D and illumination consistency. Our method enables photorealistic generation of faces with explicit illumination and view controls on multiple datasets - FFHQ, MetFaces and CelebA-HQ. We show state-of-the-art photorealism among 3D aware GANs on FFHQ dataset achieving an FID score of 3.5.

cs.CV

Style Equalization: Unsupervised Learning of Controllable Generative Sequence Models

Controllable generative sequence models with the capability to extract and replicate the style of specific examples enable many applications, including narrating audiobooks in different voices, auto-completing and auto-correcting written handwriting, and generating missing training samples for downstream recognition tasks. However, under an unsupervised-style setting, typical training algorithms for controllable sequence generative models suffer from the training-inference mismatch, where the same sample is used as content and style input during training but unpaired samples are given during inference. In this paper, we tackle the training-inference mismatch encountered during unsupervised learning of controllable generative sequence models. The proposed method is simple yet effective, where we use a style transformation module to transfer target style information into an unrelated style input. This method enables training using unpaired content and style samples and thereby mitigate the training-inference mismatch. We apply style equalization to text-to-speech and text-to-handwriting synthesis on three datasets. We conduct thorough evaluation, including both quantitative and qualitative user studies. Our results show that by mitigating the training-inference mismatch with the proposed style equalization, we achieve style replication scores comparable to real data in our user studies.

cs.LG

Synt++: Utilizing Imperfect Synthetic Data to Improve Speech Recognition

With recent advances in speech synthesis, synthetic data is becoming a viable alternative to real data for training speech recognition models. However, machine learning with synthetic data is not trivial due to the gap between the synthetic and the real data distributions. Synthetic datasets may contain artifacts that do not exist in real data such as structured noise, content errors, or unrealistic speaking styles. Moreover, the synthesis process may introduce a bias due to uneven sampling of the data manifold. We propose two novel techniques during training to mitigate the problems due to the distribution gap: (i) a rejection sampling algorithm and (ii) using separate batch normalization statistics for the real and the synthetic samples. We show that these methods significantly improve the training of speech recognition models using synthetic data. We evaluate the proposed approach on keyword detection and Automatic Speech Recognition (ASR) tasks, and observe up to 18% and 13% relative error reduction, respectively, compared to naively using the synthetic data.

eess.AS

Data Incubation -- Synthesizing Missing Data for Handwriting Recognition

In this paper, we demonstrate how a generative model can be used to build a better recognizer through the control of content and style. We are building an online handwriting recognizer from a modest amount of training samples. By training our controllable handwriting synthesizer on the same data, we can synthesize handwriting with previously underrepresented content (e.g., URLs and email addresses) and style (e.g., cursive and slanted). Moreover, we propose a framework to analyze a recognizer that is trained with a mixture of real and synthetic training data. We use the framework to optimize data synthesis and demonstrate significant improvement on handwriting recognition over a model trained on real data only. Overall, we achieve a 66% reduction in Character Error Rate.

cs.CV

Token Pooling in Vision Transformers

Despite the recent success in many applications, the high computational requirements of vision transformers limit their use in resource-constrained settings. While many existing methods improve the quadratic complexity of attention, in most vision transformers, self-attention is not the major computation bottleneck, e.g., more than 80% of the computation is spent on fully-connected layers. To improve the computational complexity of all layers, we propose a novel token downsampling method, called Token Pooling, efficiently exploiting redundancies in the images and intermediate token representations. We show that, under mild assumptions, softmax-attention acts as a high-dimensional low-pass (smoothing) filter. Thus, its output contains redundancy that can be pruned to achieve a better trade-off between the computational cost and accuracy. Our new technique accurately approximates a set of tokens by minimizing the reconstruction error caused by downsampling. We solve this optimization problem via cost-efficient clustering. We rigorously analyze and compare to prior downsampling methods. Our experiments show that Token Pooling significantly improves the cost-accuracy trade-off over the state-of-the-art downsampling. Token Pooling is a simple and effective operator that can benefit many architectures. Applied to DeiT, it achieves the same ImageNet top-1 accuracy using 42% fewer computations.

cs.CV