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Olga Grebenkova

Publications and source records attributed to Olga Grebenkova.

5 recordsLinked to original sources

Guiding Token-Sparse Diffusion Models

Diffusion models deliver high quality in image synthesis but remain expensive during training and inference. Recent works have leveraged the inherent redundancy in visual content to make training more affordable by training only on a subset of visual information. While these methods were successful in providing cheaper and more effective training, sparsely trained diffusion models struggle in inference. This is due to their lacking response to Classifier-free Guidance (CFG) leading to underwhelming performance during inference. To overcome this, we propose Sparse Guidance (SG). Instead of using conditional dropout as a signal to guide diffusion models, SG uses token-level sparsity. As a result, SG preserves the high-variance of the conditional prediction better, achieving good quality and high variance outputs. Leveraging token-level sparsity at inference, SG improves fidelity at lower compute, achieving 1.58 FID on the commonly used ImageNet-256 benchmark with 25% fewer FLOPs, and yields up to 58% FLOP savings at matched baseline quality. To demonstrate the effectiveness of Sparse Guidance, we train a 2.5B text-to-image diffusion model using training time sparsity and leverage SG during inference. SG achieves improvements in composition and human preference score while increasing throughput at the same time.

cs.CV

EDGS: Eliminating Densification for Efficient Convergence of 3DGS

3D Gaussian Splatting reconstructs scenes by starting from a sparse Structure-from-Motion initialization and refining under-reconstructed regions. This process is slow, as it requires multiple densification steps where Gaussians are repeatedly split and adjusted, following a lengthy optimization path. Moreover, this incremental approach often yields suboptimal renderings in high-frequency regions. We propose a fundamentally different approach: eliminate densification with a one-step approximation of scene geometry using triangulated pixels from dense image correspondences. This dense initialization allows us to estimate the rough geometry of the scene while preserving rich details from input RGB images, providing each Gaussian with well-informed color, scale, and position. As a result, we dramatically shorten the optimization path and remove the need for densification. Unlike methods that rely on sparse keypoints, our dense initialization ensures uniform detail across the scene, even in high-frequency regions where other methods struggle. Moreover, since all splats are initialized in parallel at the start of optimization, we remove the need to wait for densification to adjust new Gaussians. EDGS reaches LPIPS and SSIM performance of standard 3DGS significantly faster than existing efficiency-focused approaches. When trained further, it exceeds the reconstruction quality of state-of-the-art models aimed at maximizing fidelity. Our method is fully compatible with other acceleration techniques, making it a versatile and efficient solution that can be integrated with existing approaches.

cs.GR

DepthFM: Fast Monocular Depth Estimation with Flow Matching

Current discriminative depth estimation methods often produce blurry artifacts, while generative approaches suffer from slow sampling due to curvatures in the noise-to-depth transport. Our method addresses these challenges by framing depth estimation as a direct transport between image and depth distributions. We are the first to explore flow matching in this field, and we demonstrate that its interpolation trajectories enhance both training and sampling efficiency while preserving high performance. While generative models typically require extensive training data, we mitigate this dependency by integrating external knowledge from a pre-trained image diffusion model, enabling effective transfer even across differing objectives. To further boost our model performance, we employ synthetic data and utilize image-depth pairs generated by a discriminative model on an in-the-wild image dataset. As a generative model, our model can reliably estimate depth confidence, which provides an additional advantage. Our approach achieves competitive zero-shot performance on standard benchmarks of complex natural scenes while improving sampling efficiency and only requiring minimal synthetic data for training.

cs.CV

ZigMa: A DiT-style Zigzag Mamba Diffusion Model

The diffusion model has long been plagued by scalability and quadratic complexity issues, especially within transformer-based structures. In this study, we aim to leverage the long sequence modeling capability of a State-Space Model called Mamba to extend its applicability to visual data generation. Firstly, we identify a critical oversight in most current Mamba-based vision methods, namely the lack of consideration for spatial continuity in the scan scheme of Mamba. Secondly, building upon this insight, we introduce a simple, plug-and-play, zero-parameter method named Zigzag Mamba, which outperforms Mamba-based baselines and demonstrates improved speed and memory utilization compared to transformer-based baselines. Lastly, we integrate Zigzag Mamba with the Stochastic Interpolant framework to investigate the scalability of the model on large-resolution visual datasets, such as FacesHQ $1024\times 1024$ and UCF101, MultiModal-CelebA-HQ, and MS COCO $256\times 256$ . Code will be released at https://taohu.me/zigma/

cs.CV

WaSt-3D: Wasserstein-2 Distance for Scene-to-Scene Stylization on 3D Gaussians

While style transfer techniques have been well-developed for 2D image stylization, the extension of these methods to 3D scenes remains relatively unexplored. Existing approaches demonstrate proficiency in transferring colors and textures but often struggle with replicating the geometry of the scenes. In our work, we leverage an explicit Gaussian Splatting (GS) representation and directly match the distributions of Gaussians between style and content scenes using the Earth Mover's Distance (EMD). By employing the entropy-regularized Wasserstein-2 distance, we ensure that the transformation maintains spatial smoothness. Additionally, we decompose the scene stylization problem into smaller chunks to enhance efficiency. This paradigm shift reframes stylization from a pure generative process driven by latent space losses to an explicit matching of distributions between two Gaussian representations. Our method achieves high-resolution 3D stylization by faithfully transferring details from 3D style scenes onto the content scene. Furthermore, WaSt-3D consistently delivers results across diverse content and style scenes without necessitating any training, as it relies solely on optimization-based techniques. See our project page for additional results and source code: $\href{https://compvis.github.io/wast3d/}{https://compvis.github.io/wast3d/}$.

cs.CV