SearcharxivSearch

arXiv subjects

Klaus Greff

Publications and source records attributed to Klaus Greff.

At least 19 recordsLinked to original sources

DiffusionGemma Technical Report

We introduce DiffusionGemma, an experimental open-weight language model that uses discrete diffusion to generate text at exceptionally high speed. Rather than decoding one token at a time, DiffusionGemma iteratively refines blocks of 256 tokens in parallel, avoiding the sequential decoding bottleneck of conventional autoregressive (AR) large language models. Instead of training from scratch, we obtain DiffusionGemma by fine-tuning the mixture-of-experts Gemma 4 model with 3.8B activated and 25.2B total parameters. Our compute-efficient two-stage training pipeline uses fewer than 10% of the starting AR model's total training token budget. The first stage uses supervised fine-tuning to teach bidirectional denoising, while the second stage combines reinforcement learning with sampler distillation to jointly improve generation quality and inference efficiency. DiffusionGemma establishes a new Pareto frontier for the trade-off between generation speed and model capability. Averaged across our full evaluation suite, it generates around 20 tokens per forward pass and achieves roughly 1,500 output tokens per second on a single NVIDIA H100 GPU, which is substantially faster than AR models even with state-of-the-art speculative decoding. DiffusionGemma also retains the starting model's support for thinking mode, multimodal inputs, and long contexts. Despite diffusion fine-tuning, it remains capable of AR generation with only minor performance degradation, suggesting a path toward hybrid diffusion-AR decoding.

cs.CL

AsyncPatch Diffusion: spatially-flexible image generation

Standard diffusion models corrupt an entire sample with a single shared noise level, forcing all spatial regions to follow the same denoising trajectory. We introduce AsyncPatch Diffusion, a joint-diffusion framework that assigns distinct noise levels to different input dimensions, such as image pixels, or latent tokens. We show how this asynchronous corruption defines a valid generative process while supporting a richer family of spatially heterogeneous denoising trajectories, and prove the first valid ELBO for this process. We show that a single pretrained model can perform spatially adaptive generation, where different regions are denoised on different schedules. A key challenge is training: naive independent noise-level sampling overemphasizes highly heterogeneous configurations and underrepresents homogeneous noise levels, that are crucial during sampling. We address this with a controlled noise-level sampler that regulates both the average corruption level and its spatial variability. AsyncPatch achieves generation quality comparable to conventional diffusion on ImageNet 256 and LSUN, while being natively suited for inpainting without task-specific fine-tuning. We further introduce input guidance, which uses clean or partially corrupted regions to guide the generation of unknown regions, improving local consistency and texture matching. Finally, we demonstrate adaptive generation strategies including uncertainty-guided acceleration and autoregressive sampling.

cs.CV

MIND: Monge Inception Distance for Generative Models Evaluation

We propose the Monge Inception Distance (MIND), a metric for evaluating generative models that addresses key limitations of the widely adopted Fr\'echet Inception Distance (FID). The MIND metric leverages the sliced Wasserstein distance to compare distributions by averaging one-dimensional optimal transport distances, efficiently computed via sorting. This approach circumvents the estimation of high-dimensional means and covariance matrices, which underlie FID's poor sample complexity and vulnerability to adversarial attacks. We empirically demonstrate three primary advantages: (i) it is more sample-efficient by one order of magnitude, (ii) it is faster to compute by two orders of magnitude, (iii) it is more robust to adversarial attacks such as moment-matching. We show that MIND with 5k samples can replace the evaluation performance of FID with 50k samples, providing high correlation with this standard benchmark and superior discriminative performance. We further demonstrate that even smaller sample sizes (e.g., 1k or 2k) remain highly informative for rapid model iteration.

cs.LG

Scaling 4D Representations

Scaling has not yet been convincingly demonstrated for pure self-supervised learning from video. However, prior work has focused evaluations on semantic-related tasks $\unicode{x2013}$ action classification, ImageNet classification, etc. In this paper we focus on evaluating self-supervised learning on non-semantic vision tasks that are more spatial (3D) and temporal (+1D = 4D), such as camera pose estimation, point and object tracking, and depth estimation. We show that by learning from very large video datasets, masked auto-encoding (MAE) with transformer video models actually scales, consistently improving performance on these 4D tasks, as model size increases from 20M all the way to the largest by far reported self-supervised video model $\unicode{x2013}$ 22B parameters. Rigorous apples-to-apples comparison with many recent image and video models demonstrates the benefits of scaling 4D representations. Pretrained models are available at https://github.com/google-deepmind/representations4d .

cs.CV

Moving Off-the-Grid: Scene-Grounded Video Representations

Current vision models typically maintain a fixed correspondence between their representation structure and image space. Each layer comprises a set of tokens arranged "on-the-grid," which biases patches or tokens to encode information at a specific spatio(-temporal) location. In this work we present Moving Off-the-Grid (MooG), a self-supervised video representation model that offers an alternative approach, allowing tokens to move "off-the-grid" to better enable them to represent scene elements consistently, even as they move across the image plane through time. By using a combination of cross-attention and positional embeddings we disentangle the representation structure and image structure. We find that a simple self-supervised objective--next frame prediction--trained on video data, results in a set of latent tokens which bind to specific scene structures and track them as they move. We demonstrate the usefulness of MooG's learned representation both qualitatively and quantitatively by training readouts on top of the learned representation on a variety of downstream tasks. We show that MooG can provide a strong foundation for different vision tasks when compared to "on-the-grid" baselines.

cs.CV

Aligning Machine and Human Visual Representations across Abstraction Levels

Deep neural networks have achieved success across a wide range of applications, including as models of human behavior and neural representations in vision tasks. However, neural network training and human learning differ in fundamental ways, and neural networks often fail to generalize as robustly as humans do raising questions regarding the similarity of their underlying representations. What is missing for modern learning systems to exhibit more human-aligned behavior? We highlight a key misalignment between vision models and humans: whereas human conceptual knowledge is hierarchically organized from fine- to coarse-scale distinctions, model representations do not accurately capture all these levels of abstraction. To address this misalignment, we first train a teacher model to imitate human judgments, then transfer human-aligned structure from its representations to refine the representations of pretrained state-of-the-art vision foundation models via finetuning. These human-aligned models more accurately approximate human behavior and uncertainty across a wide range of similarity tasks, including a new dataset of human judgments spanning multiple levels of semantic abstractions. They also perform better on a diverse set of machine learning tasks, increasing generalization and out-of-distribution robustness. Thus, infusing neural networks with additional human knowledge yields a best-of-both-worlds representation that is both more consistent with human cognitive judgments and more practically useful, thus paving the way toward more robust, interpretable, and human-aligned artificial intelligence systems.

cs.CV

Getting aligned on representational alignment

Biological and artificial information processing systems form representations of the world that they can use to categorize, reason, plan, navigate, and make decisions. How can we measure the similarity between the representations formed by these diverse systems? Do similarities in representations then translate into similar behavior? If so, then how can a system's representations be modified to better match those of another system? These questions pertaining to the study of representational alignment are at the heart of some of the most promising research areas in contemporary cognitive science, neuroscience, and machine learning. In this Perspective, we survey the exciting recent developments in representational alignment research in the fields of cognitive science, neuroscience, and machine learning. Despite their overlapping interests, there is limited knowledge transfer between these fields, so work in one field ends up duplicated in another, and useful innovations are not shared effectively. To improve communication, we propose a unifying framework that can serve as a common language for research on representational alignment, and map several streams of existing work across fields within our framework. We also lay out open problems in representational alignment where progress can benefit all three of these fields. We hope that this paper will catalyze cross-disciplinary collaboration and accelerate progress for all communities studying and developing information processing systems.

q-bio.NC

DyST: Towards Dynamic Neural Scene Representations on Real-World Videos

Visual understanding of the world goes beyond the semantics and flat structure of individual images. In this work, we aim to capture both the 3D structure and dynamics of real-world scenes from monocular real-world videos. Our Dynamic Scene Transformer (DyST) model leverages recent work in neural scene representation to learn a latent decomposition of monocular real-world videos into scene content, per-view scene dynamics, and camera pose. This separation is achieved through a novel co-training scheme on monocular videos and our new synthetic dataset DySO. DyST learns tangible latent representations for dynamic scenes that enable view generation with separate control over the camera and the content of the scene.

cs.CV

Sensitivity of Slot-Based Object-Centric Models to their Number of Slots

Self-supervised methods for learning object-centric representations have recently been applied successfully to various datasets. This progress is largely fueled by slot-based methods, whose ability to cluster visual scenes into meaningful objects holds great promise for compositional generalization and downstream learning. In these methods, the number of slots (clusters) $K$ is typically chosen to match the number of ground-truth objects in the data, even though this quantity is unknown in real-world settings. Indeed, the sensitivity of slot-based methods to $K$, and how this affects their learned correspondence to objects in the data has largely been ignored in the literature. In this work, we address this issue through a systematic study of slot-based methods. We propose using analogs to precision and recall based on the Adjusted Rand Index to accurately quantify model behavior over a large range of $K$. We find that, especially during training, incorrect choices of $K$ do not yield the desired object decomposition and, in fact, cause substantial oversegmentation or merging of separate objects (undersegmentation). We demonstrate that the choice of the objective function and incorporating instance-level annotations can moderately mitigate this behavior while still falling short of fully resolving this issue. Indeed, we show how this issue persists across multiple methods and datasets and stress its importance for future slot-based models.

cs.CV

AudioSlots: A slot-centric generative model for audio separation

In a range of recent works, object-centric architectures have been shown to be suitable for unsupervised scene decomposition in the vision domain. Inspired by these methods we present AudioSlots, a slot-centric generative model for blind source separation in the audio domain. AudioSlots is built using permutation-equivariant encoder and decoder networks. The encoder network based on the Transformer architecture learns to map a mixed audio spectrogram to an unordered set of independent source embeddings. The spatial broadcast decoder network learns to generate the source spectrograms from the source embeddings. We train the model in an end-to-end manner using a permutation invariant loss function. Our results on Libri2Mix speech separation constitute a proof of concept that this approach shows promise. We discuss the results and limitations of our approach in detail, and further outline potential ways to overcome the limitations and directions for future work.

cs.SD

PaLM-E: An Embodied Multimodal Language Model

Large language models excel at a wide range of complex tasks. However, enabling general inference in the real world, e.g., for robotics problems, raises the challenge of grounding. We propose embodied language models to directly incorporate real-world continuous sensor modalities into language models and thereby establish the link between words and percepts. Input to our embodied language model are multi-modal sentences that interleave visual, continuous state estimation, and textual input encodings. We train these encodings end-to-end, in conjunction with a pre-trained large language model, for multiple embodied tasks including sequential robotic manipulation planning, visual question answering, and captioning. Our evaluations show that PaLM-E, a single large embodied multimodal model, can address a variety of embodied reasoning tasks, from a variety of observation modalities, on multiple embodiments, and further, exhibits positive transfer: the model benefits from diverse joint training across internet-scale language, vision, and visual-language domains. Our largest model, PaLM-E-562B with 562B parameters, in addition to being trained on robotics tasks, is a visual-language generalist with state-of-the-art performance on OK-VQA, and retains generalist language capabilities with increasing scale.

cs.LG

RUST: Latent Neural Scene Representations from Unposed Imagery

Inferring the structure of 3D scenes from 2D observations is a fundamental challenge in computer vision. Recently popularized approaches based on neural scene representations have achieved tremendous impact and have been applied across a variety of applications. One of the major remaining challenges in this space is training a single model which can provide latent representations which effectively generalize beyond a single scene. Scene Representation Transformer (SRT) has shown promise in this direction, but scaling it to a larger set of diverse scenes is challenging and necessitates accurately posed ground truth data. To address this problem, we propose RUST (Really Unposed Scene representation Transformer), a pose-free approach to novel view synthesis trained on RGB images alone. Our main insight is that one can train a Pose Encoder that peeks at the target image and learns a latent pose embedding which is used by the decoder for view synthesis. We perform an empirical investigation into the learned latent pose structure and show that it allows meaningful test-time camera transformations and accurate explicit pose readouts. Perhaps surprisingly, RUST achieves similar quality as methods which have access to perfect camera pose, thereby unlocking the potential for large-scale training of amortized neural scene representations.

cs.CV

SlotFormer: Unsupervised Visual Dynamics Simulation with Object-Centric Models

Understanding dynamics from visual observations is a challenging problem that requires disentangling individual objects from the scene and learning their interactions. While recent object-centric models can successfully decompose a scene into objects, modeling their dynamics effectively still remains a challenge. We address this problem by introducing SlotFormer -- a Transformer-based autoregressive model operating on learned object-centric representations. Given a video clip, our approach reasons over object features to model spatio-temporal relationships and predicts accurate future object states. In this paper, we successfully apply SlotFormer to perform video prediction on datasets with complex object interactions. Moreover, the unsupervised SlotFormer's dynamics model can be used to improve the performance on supervised downstream tasks, such as Visual Question Answering (VQA), and goal-conditioned planning. Compared to past works on dynamics modeling, our method achieves significantly better long-term synthesis of object dynamics, while retaining high quality visual generation. Besides, SlotFormer enables VQA models to reason about the future without object-level labels, even outperforming counterparts that use ground-truth annotations. Finally, we show its ability to serve as a world model for model-based planning, which is competitive with methods designed specifically for such tasks.

cs.CV

SAVi++: Towards End-to-End Object-Centric Learning from Real-World Videos

The visual world can be parsimoniously characterized in terms of distinct entities with sparse interactions. Discovering this compositional structure in dynamic visual scenes has proven challenging for end-to-end computer vision approaches unless explicit instance-level supervision is provided. Slot-based models leveraging motion cues have recently shown great promise in learning to represent, segment, and track objects without direct supervision, but they still fail to scale to complex real-world multi-object videos. In an effort to bridge this gap, we take inspiration from human development and hypothesize that information about scene geometry in the form of depth signals can facilitate object-centric learning. We introduce SAVi++, an object-centric video model which is trained to predict depth signals from a slot-based video representation. By further leveraging best practices for model scaling, we are able to train SAVi++ to segment complex dynamic scenes recorded with moving cameras, containing both static and moving objects of diverse appearance on naturalistic backgrounds, without the need for segmentation supervision. Finally, we demonstrate that by using sparse depth signals obtained from LiDAR, SAVi++ is able to learn emergent object segmentation and tracking from videos in the real-world Waymo Open dataset.

cs.CV

Object Scene Representation Transformer

A compositional understanding of the world in terms of objects and their geometry in 3D space is considered a cornerstone of human cognition. Facilitating the learning of such a representation in neural networks holds promise for substantially improving labeled data efficiency. As a key step in this direction, we make progress on the problem of learning 3D-consistent decompositions of complex scenes into individual objects in an unsupervised fashion. We introduce Object Scene Representation Transformer (OSRT), a 3D-centric model in which individual object representations naturally emerge through novel view synthesis. OSRT scales to significantly more complex scenes with larger diversity of objects and backgrounds than existing methods. At the same time, it is multiple orders of magnitude faster at compositional rendering thanks to its light field parametrization and the novel Slot Mixer decoder. We believe this work will not only accelerate future architecture exploration and scaling efforts, but it will also serve as a useful tool for both object-centric as well as neural scene representation learning communities.

cs.CV

Kubric: A scalable dataset generator

Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.

cs.CV

Scene Representation Transformer: Geometry-Free Novel View Synthesis Through Set-Latent Scene Representations

A classical problem in computer vision is to infer a 3D scene representation from few images that can be used to render novel views at interactive rates. Previous work focuses on reconstructing pre-defined 3D representations, e.g. textured meshes, or implicit representations, e.g. radiance fields, and often requires input images with precise camera poses and long processing times for each novel scene. In this work, we propose the Scene Representation Transformer (SRT), a method which processes posed or unposed RGB images of a new area, infers a "set-latent scene representation", and synthesises novel views, all in a single feed-forward pass. To calculate the scene representation, we propose a generalization of the Vision Transformer to sets of images, enabling global information integration, and hence 3D reasoning. An efficient decoder transformer parameterizes the light field by attending into the scene representation to render novel views. Learning is supervised end-to-end by minimizing a novel-view reconstruction error. We show that this method outperforms recent baselines in terms of PSNR and speed on synthetic datasets, including a new dataset created for the paper. Further, we demonstrate that SRT scales to support interactive visualization and semantic segmentation of real-world outdoor environments using Street View imagery.

cs.CV

NeSF: Neural Semantic Fields for Generalizable Semantic Segmentation of 3D Scenes

We present NeSF, a method for producing 3D semantic fields from posed RGB images alone. In place of classical 3D representations, our method builds on recent work in implicit neural scene representations wherein 3D structure is captured by point-wise functions. We leverage this methodology to recover 3D density fields upon which we then train a 3D semantic segmentation model supervised by posed 2D semantic maps. Despite being trained on 2D signals alone, our method is able to generate 3D-consistent semantic maps from novel camera poses and can be queried at arbitrary 3D points. Notably, NeSF is compatible with any method producing a density field, and its accuracy improves as the quality of the density field improves. Our empirical analysis demonstrates comparable quality to competitive 2D and 3D semantic segmentation baselines on complex, realistically rendered synthetic scenes. Our method is the first to offer truly dense 3D scene segmentations requiring only 2D supervision for training, and does not require any semantic input for inference on novel scenes. We encourage the readers to visit the project website.

cs.CV