SearcharxivSearch

arXiv subjects

Matthias Grundmann

Publications and source records attributed to Matthias Grundmann.

At least 19 recordsLinked to original sources

Model Checking the Security of the Lightning Network

Payment channel networks are an approach to improve the scalability of blockchain-based cryptocurrencies. The Lightning Network is a payment channel network built for Bitcoin that is already used in practice. Because the Lightning Network is used for transfer of financial value, its security in the presence of adversarial participants should be verified. The Lightning protocol's complexity makes it hard to assess whether the protocol is secure. To enable computer-aided security verification of Lightning, we formalize the protocol in TLA+ and formally specify the security property that honest users are guaranteed to retrieve their correct balance. While model checking provides a fully automated verification of the security property, the state space of the protocol's specification is so large that model checking becomes unfeasible. We make model checking the Lightning Network possible using two refinement steps that we verify using proofs. In a first step, we prove that the model of time used in the protocol can be abstracted using ideas from the research of timed automata. In a second step, we prove that it suffices to model check the protocol for single payment channels and the protocol for multi-hop payments separately. These refinements reduce the state space sufficiently to allow for model checking Lightning with models with payments over up to four hops and two concurrent payments. These results indicate that the current specification of Lightning is secure.

cs.CR

Scaling On-Device GPU Inference for Large Generative Models

Driven by the advancements in generative AI, large machine learning models have revolutionized domains such as image processing, audio synthesis, and speech recognition. While server-based deployments remain the locus of peak performance, the imperative for on-device inference, necessitated by privacy and efficiency considerations, persists. Recognizing GPUs as the on-device ML accelerator with the widest reach, we present ML Drift--an optimized framework that extends the capabilities of state-of-the-art GPU-accelerated inference engines. ML Drift enables on-device execution of generative AI workloads which contain 10 to 100x more parameters than existing on-device generative AI models. ML Drift addresses intricate engineering challenges associated with cross-GPU API development, and ensures broad compatibility across mobile and desktop/laptop platforms, thereby facilitating the deployment of significantly more complex models on resource-constrained devices. Our GPU-accelerated ML/AI inference engine achieves an order-of-magnitude performance improvement relative to existing open-source GPU inference engines.

cs.LG

PRDP: Proximal Reward Difference Prediction for Large-Scale Reward Finetuning of Diffusion Models

Reward finetuning has emerged as a promising approach to aligning foundation models with downstream objectives. Remarkable success has been achieved in the language domain by using reinforcement learning (RL) to maximize rewards that reflect human preference. However, in the vision domain, existing RL-based reward finetuning methods are limited by their instability in large-scale training, rendering them incapable of generalizing to complex, unseen prompts. In this paper, we propose Proximal Reward Difference Prediction (PRDP), enabling stable black-box reward finetuning for diffusion models for the first time on large-scale prompt datasets with over 100K prompts. Our key innovation is the Reward Difference Prediction (RDP) objective that has the same optimal solution as the RL objective while enjoying better training stability. Specifically, the RDP objective is a supervised regression objective that tasks the diffusion model with predicting the reward difference of generated image pairs from their denoising trajectories. We theoretically prove that the diffusion model that obtains perfect reward difference prediction is exactly the maximizer of the RL objective. We further develop an online algorithm with proximal updates to stably optimize the RDP objective. In experiments, we demonstrate that PRDP can match the reward maximization ability of well-established RL-based methods in small-scale training. Furthermore, through large-scale training on text prompts from the Human Preference Dataset v2 and the Pick-a-Pic v1 dataset, PRDP achieves superior generation quality on a diverse set of complex, unseen prompts whereas RL-based methods completely fail.

cs.LG

Binaural Angular Separation Network

We propose a neural network model that can separate target speech sources from interfering sources at different angular regions using two microphones. The model is trained with simulated room impulse responses (RIRs) using omni-directional microphones without needing to collect real RIRs. By relying on specific angular regions and multiple room simulations, the model utilizes consistent time difference of arrival (TDOA) cues, or what we call delay contrast, to separate target and interference sources while remaining robust in various reverberation environments. We demonstrate the model is not only generalizable to a commercially available device with a slightly different microphone geometry, but also outperforms our previous work which uses one additional microphone on the same device. The model runs in real-time on-device and is suitable for low-latency streaming applications such as telephony and video conferencing.

eess.AS

StreamVC: Real-Time Low-Latency Voice Conversion

We present StreamVC, a streaming voice conversion solution that preserves the content and prosody of any source speech while matching the voice timbre from any target speech. Unlike previous approaches, StreamVC produces the resulting waveform at low latency from the input signal even on a mobile platform, making it applicable to real-time communication scenarios like calls and video conferencing, and addressing use cases such as voice anonymization in these scenarios. Our design leverages the architecture and training strategy of the SoundStream neural audio codec for lightweight high-quality speech synthesis. We demonstrate the feasibility of learning soft speech units causally, as well as the effectiveness of supplying whitened fundamental frequency information to improve pitch stability without leaking the source timbre information.

eess.AS

Semi-Implicit Denoising Diffusion Models (SIDDMs)

Despite the proliferation of generative models, achieving fast sampling during inference without compromising sample diversity and quality remains challenging. Existing models such as Denoising Diffusion Probabilistic Models (DDPM) deliver high-quality, diverse samples but are slowed by an inherently high number of iterative steps. The Denoising Diffusion Generative Adversarial Networks (DDGAN) attempted to circumvent this limitation by integrating a GAN model for larger jumps in the diffusion process. However, DDGAN encountered scalability limitations when applied to large datasets. To address these limitations, we introduce a novel approach that tackles the problem by matching implicit and explicit factors. More specifically, our approach involves utilizing an implicit model to match the marginal distributions of noisy data and the explicit conditional distribution of the forward diffusion. This combination allows us to effectively match the joint denoising distributions. Unlike DDPM but similar to DDGAN, we do not enforce a parametric distribution for the reverse step, enabling us to take large steps during inference. Similar to the DDPM but unlike DDGAN, we take advantage of the exact form of the diffusion process. We demonstrate that our proposed method obtains comparable generative performance to diffusion-based models and vastly superior results to models with a small number of sampling steps.

cs.LG

On-device Real-time Custom Hand Gesture Recognition

Most existing hand gesture recognition (HGR) systems are limited to a predefined set of gestures. However, users and developers often want to recognize new, unseen gestures. This is challenging due to the vast diversity of all plausible hand shapes, e.g. it is impossible for developers to include all hand gestures in a predefined list. In this paper, we present a user-friendly framework that lets users easily customize and deploy their own gesture recognition pipeline. Our framework provides a pre-trained single-hand embedding model that can be fine-tuned for custom gesture recognition. Users can perform gestures in front of a webcam to collect a small amount of images per gesture. We also offer a low-code solution to train and deploy the custom gesture recognition model. This makes it easy for users with limited ML expertise to use our framework. We further provide a no-code web front-end for users without any ML expertise. This makes it even easier to build and test the end-to-end pipeline. The resulting custom HGR is then ready to be run on-device for real-time scenarios. This can be done by calling a simple function in our open-sourced model inference API, MediaPipe Tasks. This entire process only takes a few minutes.

cs.CV

Blendshapes GHUM: Real-time Monocular Facial Blendshape Prediction

We present Blendshapes GHUM, an on-device ML pipeline that predicts 52 facial blendshape coefficients at 30+ FPS on modern mobile phones, from a single monocular RGB image and enables facial motion capture applications like virtual avatars. Our main contributions are: i) an annotation-free offline method for obtaining blendshape coefficients from real-world human scans, ii) a lightweight real-time model that predicts blendshape coefficients based on facial landmarks.

cs.CV

Towards Authentic Face Restoration with Iterative Diffusion Models and Beyond

An authentic face restoration system is becoming increasingly demanding in many computer vision applications, e.g., image enhancement, video communication, and taking portrait. Most of the advanced face restoration models can recover high-quality faces from low-quality ones but usually fail to faithfully generate realistic and high-frequency details that are favored by users. To achieve authentic restoration, we propose $\textbf{IDM}$, an $\textbf{I}$teratively learned face restoration system based on denoising $\textbf{D}$iffusion $\textbf{M}$odels (DDMs). We define the criterion of an authentic face restoration system, and argue that denoising diffusion models are naturally endowed with this property from two aspects: intrinsic iterative refinement and extrinsic iterative enhancement. Intrinsic learning can preserve the content well and gradually refine the high-quality details, while extrinsic enhancement helps clean the data and improve the restoration task one step further. We demonstrate superior performance on blind face restoration tasks. Beyond restoration, we find the authentically cleaned data by the proposed restoration system is also helpful to image generation tasks in terms of training stabilization and sample quality. Without modifying the models, we achieve better quality than state-of-the-art on FFHQ and ImageNet generation using either GANs or diffusion models.

cs.CV

Towards a Formal Verification of the Lightning Network with TLA+

Payment channel networks are an approach to improve the scalability of blockchain-based cryptocurrencies. Because payment channel networks are used for transfer of financial value, their security in the presence of adversarial participants should be verified formally. We formalize the protocol of the Lightning Network, a payment channel network built for Bitcoin, and show that the protocol fulfills the expected security properties. As the state space of a specification consisting of multiple participants is too large for model checking, we formalize intermediate specifications and use a chain of refinements to validate the security properties where each refinement is justified either by model checking or by a pen-and-paper proof.

cs.LO

Speed Is All You Need: On-Device Acceleration of Large Diffusion Models via GPU-Aware Optimizations

The rapid development and application of foundation models have revolutionized the field of artificial intelligence. Large diffusion models have gained significant attention for their ability to generate photorealistic images and support various tasks. On-device deployment of these models provides benefits such as lower server costs, offline functionality, and improved user privacy. However, common large diffusion models have over 1 billion parameters and pose challenges due to restricted computational and memory resources on devices. We present a series of implementation optimizations for large diffusion models that achieve the fastest reported inference latency to-date (under 12 seconds for Stable Diffusion 1.4 without int8 quantization on Samsung S23 Ultra for a 512x512 image with 20 iterations) on GPU-equipped mobile devices. These enhancements broaden the applicability of generative AI and improve the overall user experience across a wide range of devices.

cs.CV

Guided Speech Enhancement Network

High quality speech capture has been widely studied for both voice communication and human computer interface reasons. To improve the capture performance, we can often find multi-microphone speech enhancement techniques deployed on various devices. Multi-microphone speech enhancement problem is often decomposed into two decoupled steps: a beamformer that provides spatial filtering and a single-channel speech enhancement model that cleans up the beamformer output. In this work, we propose a speech enhancement solution that takes both the raw microphone and beamformer outputs as the input for an ML model. We devise a simple yet effective training scheme that allows the model to learn from the cues of the beamformer by contrasting the two inputs and greatly boost its capability in spatial rejection, while conducting the general tasks of denoising and dereverberation. The proposed solution takes advantage of classical spatial filtering algorithms instead of competing with them. By design, the beamformer module then could be selected separately and does not require a large amount of data to be optimized for a given form factor, and the network model can be considered as a standalone module which is highly transferable independently from the microphone array. We name the ML module in our solution as GSENet, short for Guided Speech Enhancement Network. We demonstrate its effectiveness on real world data collected on multi-microphone devices in terms of the suppression of noise and interfering speech.

eess.AS

Efficient Heterogeneous Video Segmentation at the Edge

We introduce an efficient video segmentation system for resource-limited edge devices leveraging heterogeneous compute. Specifically, we design network models by searching across multiple dimensions of specifications for the neural architectures and operations on top of already light-weight backbones, targeting commercially available edge inference engines. We further analyze and optimize the heterogeneous data flows in our systems across the CPU, the GPU and the NPU. Our approach has empirically factored well into our real-time AR system, enabling remarkably higher accuracy with quadrupled effective resolutions, yet at much shorter end-to-end latency, much higher frame rate, and even lower power consumption on edge platforms.

cs.CV

BlazePose GHUM Holistic: Real-time 3D Human Landmarks and Pose Estimation

We present BlazePose GHUM Holistic, a lightweight neural network pipeline for 3D human body landmarks and pose estimation, specifically tailored to real-time on-device inference. BlazePose GHUM Holistic enables motion capture from a single RGB image including avatar control, fitness tracking and AR/VR effects. Our main contributions include i) a novel method for 3D ground truth data acquisition, ii) updated 3D body tracking with additional hand landmarks and iii) full body pose estimation from a monocular image.

cs.CV

Estimating the Peer Degree of Reachable Peers in the Bitcoin P2P Network

A recent spam wave of IP addresses in the Bitcoin P2P network allowed us to estimate the degree distribution of reachable peers in the network. The resulting distribution shows that about every second reachable peer runs with Bitcoin Core's default setting of a maximum of 125 concurrent connections and nearly all connection slots are taken. We validate this result and, in addition, use our observations of the spam wave to group addresses that belong to the same peer. By doing this grouping, we improve on previous measurements and show that simply counting addresses overestimates the number of reachable peers by 13 %.

cs.NI

On-device Real-time Hand Gesture Recognition

We present an on-device real-time hand gesture recognition (HGR) system, which detects a set of predefined static gestures from a single RGB camera. The system consists of two parts: a hand skeleton tracker and a gesture classifier. We use MediaPipe Hands as the basis of the hand skeleton tracker, improve the keypoint accuracy, and add the estimation of 3D keypoints in a world metric space. We create two different gesture classifiers, one based on heuristics and the other using neural networks (NN).

cs.CV

On the Estimation of the Number of Unreachable Peers in the Bitcoin P2P Network by Observation of Peer Announcements

Bitcoin is based on a P2P network that is used to propagate transactions and blocks. While the P2P network design intends to hide the topology of the P2P network, information about the topology is required to understand the network from a scientific point of view. Thus, there is a natural tension between the 'desire' for unobservability on the one hand, and for observability on the other hand. On a middle ground, one would at least be interested on some statistical features of the Bitcoin network like the number of peers that participate in the propagation of transactions and blocks. This number is composed of the number of reachable peers that accept incoming connections and unreachable peers that do not accept incoming connections. While the number of reachable peers can be measured, it is inherently difficult to determine the number of unreachable peers. Thus, the number of unreachable peers can only be estimated based on some indicators. In this paper, we first define our understanding of unreachable peers and then propose the PAL (Passive Announcement Listening) method which gives an estimate of the number of unreachable peers by observing ADDR messages that announce active IP addresses in the network. The PAL method allows for detecting unreachable peers that indicate that they provide services useful to the P2P network. In conjunction with previous methods, the PAL method can help to get a better estimate of the number of unreachable peers. We use the PAL method to analyze data from a long-term measurement of the Bitcoin P2P network that gives insights into the development of the number of unreachable peers over five years from 2015 to 2020. Results show that about 31,000 unreachable peers providing useful services were active per day at the end of the year 2020. An empirical validation indicates that the approach finds about 50 % of unreachable peers that provide useful services.

cs.CR

Objectron: A Large Scale Dataset of Object-Centric Videos in the Wild with Pose Annotations

3D object detection has recently become popular due to many applications in robotics, augmented reality, autonomy, and image retrieval. We introduce the Objectron dataset to advance the state of the art in 3D object detection and foster new research and applications, such as 3D object tracking, view synthesis, and improved 3D shape representation. The dataset contains object-centric short videos with pose annotations for nine categories and includes 4 million annotated images in 14,819 annotated videos. We also propose a new evaluation metric, 3D Intersection over Union, for 3D object detection. We demonstrate the usefulness of our dataset in 3D object detection tasks by providing baseline models trained on this dataset. Our dataset and evaluation source code are available online at http://www.objectron.dev

cs.CV