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Ming-Yu Liu

Publications and source records attributed to Ming-Yu Liu.

At least 91 records · Page 5Linked to original sources

Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis

We introduce DMTet, a deep 3D conditional generative model that can synthesize high-resolution 3D shapes using simple user guides such as coarse voxels. It marries the merits of implicit and explicit 3D representations by leveraging a novel hybrid 3D representation. Compared to the current implicit approaches, which are trained to regress the signed distance values, DMTet directly optimizes for the reconstructed surface, which enables us to synthesize finer geometric details with fewer artifacts. Unlike deep 3D generative models that directly generate explicit representations such as meshes, our model can synthesize shapes with arbitrary topology. The core of DMTet includes a deformable tetrahedral grid that encodes a discretized signed distance function and a differentiable marching tetrahedra layer that converts the implicit signed distance representation to the explicit surface mesh representation. This combination allows joint optimization of the surface geometry and topology as well as generation of the hierarchy of subdivisions using reconstruction and adversarial losses defined explicitly on the surface mesh. Our approach significantly outperforms existing work on conditional shape synthesis from coarse voxel inputs, trained on a dataset of complex 3D animal shapes. Project page: https://nv-tlabs.github.io/DMTet/.

cs.CV↗

GANcraft: Unsupervised 3D Neural Rendering of Minecraft Worlds

We present GANcraft, an unsupervised neural rendering framework for generating photorealistic images of large 3D block worlds such as those created in Minecraft. Our method takes a semantic block world as input, where each block is assigned a semantic label such as dirt, grass, or water. We represent the world as a continuous volumetric function and train our model to render view-consistent photorealistic images for a user-controlled camera. In the absence of paired ground truth real images for the block world, we devise a training technique based on pseudo-ground truth and adversarial training. This stands in contrast to prior work on neural rendering for view synthesis, which requires ground truth images to estimate scene geometry and view-dependent appearance. In addition to camera trajectory, GANcraft allows user control over both scene semantics and output style. Experimental results with comparison to strong baselines show the effectiveness of GANcraft on this novel task of photorealistic 3D block world synthesis. The project website is available at https://nvlabs.github.io/GANcraft/ .

cs.CV↗

One-Shot Free-View Neural Talking-Head Synthesis for Video Conferencing

We propose a neural talking-head video synthesis model and demonstrate its application to video conferencing. Our model learns to synthesize a talking-head video using a source image containing the target person's appearance and a driving video that dictates the motion in the output. Our motion is encoded based on a novel keypoint representation, where the identity-specific and motion-related information is decomposed unsupervisedly. Extensive experimental validation shows that our model outperforms competing methods on benchmark datasets. Moreover, our compact keypoint representation enables a video conferencing system that achieves the same visual quality as the commercial H.264 standard while only using one-tenth of the bandwidth. Besides, we show our keypoint representation allows the user to rotate the head during synthesis, which is useful for simulating face-to-face video conferencing experiences.

cs.CV↗

On the distance between two neural networks and the stability of learning

This paper relates parameter distance to gradient breakdown for a broad class of nonlinear compositional functions. The analysis leads to a new distance function called deep relative trust and a descent lemma for neural networks. Since the resulting learning rule seems to require little to no learning rate tuning, it may unlock a simpler workflow for training deeper and more complex neural networks. The Python code used in this paper is here: https://github.com/jxbz/fromage.

cs.LG↗

Learning compositional functions via multiplicative weight updates

Compositionality is a basic structural feature of both biological and artificial neural networks. Learning compositional functions via gradient descent incurs well known problems like vanishing and exploding gradients, making careful learning rate tuning essential for real-world applications. This paper proves that multiplicative weight updates satisfy a descent lemma tailored to compositional functions. Based on this lemma, we derive Madam -- a multiplicative version of the Adam optimiser -- and show that it can train state of the art neural network architectures without learning rate tuning. We further show that Madam is easily adapted to train natively compressed neural networks by representing their weights in a logarithmic number system. We conclude by drawing connections between multiplicative weight updates and recent findings about synapses in biology.

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Generative Adversarial Networks for Image and Video Synthesis: Algorithms and Applications

The generative adversarial network (GAN) framework has emerged as a powerful tool for various image and video synthesis tasks, allowing the synthesis of visual content in an unconditional or input-conditional manner. It has enabled the generation of high-resolution photorealistic images and videos, a task that was challenging or impossible with prior methods. It has also led to the creation of many new applications in content creation. In this paper, we provide an overview of GANs with a special focus on algorithms and applications for visual synthesis. We cover several important techniques to stabilize GAN training, which has a reputation for being notoriously difficult. We also discuss its applications to image translation, image processing, video synthesis, and neural rendering.

cs.CV↗

Instance-aware, Context-focused, and Memory-efficient Weakly Supervised Object Detection

Weakly supervised learning has emerged as a compelling tool for object detection by reducing the need for strong supervision during training. However, major challenges remain: (1) differentiation of object instances can be ambiguous; (2) detectors tend to focus on discriminative parts rather than entire objects; (3) without ground truth, object proposals have to be redundant for high recalls, causing significant memory consumption. Addressing these challenges is difficult, as it often requires to eliminate uncertainties and trivial solutions. To target these issues we develop an instance-aware and context-focused unified framework. It employs an instance-aware self-training algorithm and a learnable Concrete DropBlock while devising a memory-efficient sequential batch back-propagation. Our proposed method achieves state-of-the-art results on COCO ($12.1\% ~AP$, $24.8\% ~AP_{50}$), VOC 2007 ($54.9\% ~AP$), and VOC 2012 ($52.1\% ~AP$), improving baselines by great margins. In addition, the proposed method is the first to benchmark ResNet based models and weakly supervised video object detection. Code, models, and more details will be made available at: https://github.com/NVlabs/wetectron.

cs.CV↗

UFO$^2$: A Unified Framework towards Omni-supervised Object Detection

Existing work on object detection often relies on a single form of annotation: the model is trained using either accurate yet costly bounding boxes or cheaper but less expressive image-level tags. However, real-world annotations are often diverse in form, which challenges these existing works. In this paper, we present UFO$^2$, a unified object detection framework that can handle different forms of supervision simultaneously. Specifically, UFO$^2$ incorporates strong supervision (e.g., boxes), various forms of partial supervision (e.g., class tags, points, and scribbles), and unlabeled data. Through rigorous evaluations, we demonstrate that each form of label can be utilized to either train a model from scratch or to further improve a pre-trained model. We also use UFO$^2$ to investigate budget-aware omni-supervised learning, i.e., various annotation policies are studied under a fixed annotation budget: we show that competitive performance needs no strong labels for all data. Finally, we demonstrate the generalization of UFO$^2$, detecting more than 1,000 different objects without bounding box annotations.

cs.CV↗

UNAS: Differentiable Architecture Search Meets Reinforcement Learning

Neural architecture search (NAS) aims to discover network architectures with desired properties such as high accuracy or low latency. Recently, differentiable NAS (DNAS) has demonstrated promising results while maintaining a search cost orders of magnitude lower than reinforcement learning (RL) based NAS. However, DNAS models can only optimize differentiable loss functions in search, and they require an accurate differentiable approximation of non-differentiable criteria. In this work, we present UNAS, a unified framework for NAS, that encapsulates recent DNAS and RL-based approaches under one framework. Our framework brings the best of both worlds, and it enables us to search for architectures with both differentiable and non-differentiable criteria in one unified framework while maintaining a low search cost. Further, we introduce a new objective function for search based on the generalization gap that prevents the selection of architectures prone to overfitting. We present extensive experiments on the CIFAR-10, CIFAR-100, and ImageNet datasets and we perform search in two fundamentally different search spaces. We show that UNAS obtains the state-of-the-art average accuracy on all three datasets when compared to the architectures searched in the DARTS space. Moreover, we show that UNAS can find an efficient and accurate architecture in the ProxylessNAS search space, that outperforms existing MobileNetV2 based architectures. The source code is available at https://github.com/NVlabs/unas .

cs.LG↗

COCO-FUNIT: Few-Shot Unsupervised Image Translation with a Content Conditioned Style Encoder

Unsupervised image-to-image translation intends to learn a mapping of an image in a given domain to an analogous image in a different domain, without explicit supervision of the mapping. Few-shot unsupervised image-to-image translation further attempts to generalize the model to an unseen domain by leveraging example images of the unseen domain provided at inference time. While remarkably successful, existing few-shot image-to-image translation models find it difficult to preserve the structure of the input image while emulating the appearance of the unseen domain, which we refer to as the content loss problem. This is particularly severe when the poses of the objects in the input and example images are very different. To address the issue, we propose a new few-shot image translation model, COCO-FUNIT, which computes the style embedding of the example images conditioned on the input image and a new module called the constant style bias. Through extensive experimental validations with comparison to the state-of-the-art, our model shows effectiveness in addressing the content loss problem. For code and pretrained models, please check out https://nvlabs.github.io/COCO-FUNIT/ .

cs.CV↗

World-Consistent Video-to-Video Synthesis

Video-to-video synthesis (vid2vid) aims for converting high-level semantic inputs to photorealistic videos. While existing vid2vid methods can achieve short-term temporal consistency, they fail to ensure the long-term one. This is because they lack knowledge of the 3D world being rendered and generate each frame only based on the past few frames. To address the limitation, we introduce a novel vid2vid framework that efficiently and effectively utilizes all past generated frames during rendering. This is achieved by condensing the 3D world rendered so far into a physically-grounded estimate of the current frame, which we call the guidance image. We further propose a novel neural network architecture to take advantage of the information stored in the guidance images. Extensive experimental results on several challenging datasets verify the effectiveness of our approach in achieving world consistency - the output video is consistent within the entire rendered 3D world. https://nvlabs.github.io/wc-vid2vid/

cs.CV↗

Style Example-Guided Text Generation using Generative Adversarial Transformers

We introduce a language generative model framework for generating a styled paragraph based on a context sentence and a style reference example. The framework consists of a style encoder and a texts decoder. The style encoder extracts a style code from the reference example, and the text decoder generates texts based on the style code and the context. We propose a novel objective function to train our framework. We also investigate different network design choices. We conduct extensive experimental validation with comparison to strong baselines to validate the effectiveness of the proposed framework using a newly collected dataset with diverse text styles. Both code and dataset will be released upon publication.

cs.CL↗

Learning to Generate Multiple Style Transfer Outputs for an Input Sentence

Text style transfer refers to the task of rephrasing a given text in a different style. While various methods have been proposed to advance the state of the art, they often assume the transfer output follows a delta distribution, and thus their models cannot generate different style transfer results for a given input text. To address the limitation, we propose a one-to-many text style transfer framework. In contrast to prior works that learn a one-to-one mapping that converts an input sentence to one output sentence, our approach learns a one-to-many mapping that can convert an input sentence to multiple different output sentences, while preserving the input content. This is achieved by applying adversarial training with a latent decomposition scheme. Specifically, we decompose the latent representation of the input sentence to a style code that captures the language style variation and a content code that encodes the language style-independent content. We then combine the content code with the style code for generating a style transfer output. By combining the same content code with a different style code, we generate a different style transfer output. Extensive experimental results with comparisons to several text style transfer approaches on multiple public datasets using a diverse set of performance metrics validate effectiveness of the proposed approach.

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Tactics of Adversarial Attack on Deep Reinforcement Learning Agents

We introduce two tactics to attack agents trained by deep reinforcement learning algorithms using adversarial examples, namely the strategically-timed attack and the enchanting attack. In the strategically-timed attack, the adversary aims at minimizing the agent's reward by only attacking the agent at a small subset of time steps in an episode. Limiting the attack activity to this subset helps prevent detection of the attack by the agent. We propose a novel method to determine when an adversarial example should be crafted and applied. In the enchanting attack, the adversary aims at luring the agent to a designated target state. This is achieved by combining a generative model and a planning algorithm: while the generative model predicts the future states, the planning algorithm generates a preferred sequence of actions for luring the agent. A sequence of adversarial examples is then crafted to lure the agent to take the preferred sequence of actions. We apply the two tactics to the agents trained by the state-of-the-art deep reinforcement learning algorithm including DQN and A3C. In 5 Atari games, our strategically timed attack reduces as much reward as the uniform attack (i.e., attacking at every time step) does by attacking the agent 4 times less often. Our enchanting attack lures the agent toward designated target states with a more than 70% success rate. Videos are available at http://yenchenlin.me/adversarial_attack_RL/

cs.LG↗

Semantic Image Synthesis with Spatially-Adaptive Normalization

We propose spatially-adaptive normalization, a simple but effective layer for synthesizing photorealistic images given an input semantic layout. Previous methods directly feed the semantic layout as input to the deep network, which is then processed through stacks of convolution, normalization, and nonlinearity layers. We show that this is suboptimal as the normalization layers tend to ``wash away'' semantic information. To address the issue, we propose using the input layout for modulating the activations in normalization layers through a spatially-adaptive, learned transformation. Experiments on several challenging datasets demonstrate the advantage of the proposed method over existing approaches, regarding both visual fidelity and alignment with input layouts. Finally, our model allows user control over both semantic and style. Code is available at https://github.com/NVlabs/SPADE .

cs.CV↗

Dancing to Music

Dancing to music is an instinctive move by humans. Learning to model the music-to-dance generation process is, however, a challenging problem. It requires significant efforts to measure the correlation between music and dance as one needs to simultaneously consider multiple aspects, such as style and beat of both music and dance. Additionally, dance is inherently multimodal and various following movements of a pose at any moment are equally likely. In this paper, we propose a synthesis-by-analysis learning framework to generate dance from music. In the analysis phase, we decompose a dance into a series of basic dance units, through which the model learns how to move. In the synthesis phase, the model learns how to compose a dance by organizing multiple basic dancing movements seamlessly according to the input music. Experimental qualitative and quantitative results demonstrate that the proposed method can synthesize realistic, diverse,style-consistent, and beat-matching dances from music.

cs.CV↗

Few-shot Video-to-Video Synthesis

Video-to-video synthesis (vid2vid) aims at converting an input semantic video, such as videos of human poses or segmentation masks, to an output photorealistic video. While the state-of-the-art of vid2vid has advanced significantly, existing approaches share two major limitations. First, they are data-hungry. Numerous images of a target human subject or a scene are required for training. Second, a learned model has limited generalization capability. A pose-to-human vid2vid model can only synthesize poses of the single person in the training set. It does not generalize to other humans that are not in the training set. To address the limitations, we propose a few-shot vid2vid framework, which learns to synthesize videos of previously unseen subjects or scenes by leveraging few example images of the target at test time. Our model achieves this few-shot generalization capability via a novel network weight generation module utilizing an attention mechanism. We conduct extensive experimental validations with comparisons to strong baselines using several large-scale video datasets including human-dancing videos, talking-head videos, and street-scene videos. The experimental results verify the effectiveness of the proposed framework in addressing the two limitations of existing vid2vid approaches.

cs.CV↗

Neural Turtle Graphics for Modeling City Road Layouts

We propose Neural Turtle Graphics (NTG), a novel generative model for spatial graphs, and demonstrate its applications in modeling city road layouts. Specifically, we represent the road layout using a graph where nodes in the graph represent control points and edges in the graph represent road segments. NTG is a sequential generative model parameterized by a neural network. It iteratively generates a new node and an edge connecting to an existing node conditioned on the current graph. We train NTG on Open Street Map data and show that it outperforms existing approaches using a set of diverse performance metrics. Moreover, our method allows users to control styles of generated road layouts mimicking existing cities as well as to sketch parts of the city road layout to be synthesized. In addition to synthesis, the proposed NTG finds uses in an analytical task of aerial road parsing. Experimental results show that it achieves state-of-the-art performance on the SpaceNet dataset.

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