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Xu Tan

Publications and source records attributed to Xu Tan.

At least 91 records · Page 5Linked to original sources

ContextSpeech: Expressive and Efficient Text-to-Speech for Paragraph Reading

While state-of-the-art Text-to-Speech systems can generate natural speech of very high quality at sentence level, they still meet great challenges in speech generation for paragraph / long-form reading. Such deficiencies are due to i) ignorance of cross-sentence contextual information, and ii) high computation and memory cost for long-form synthesis. To address these issues, this work develops a lightweight yet effective TTS system, ContextSpeech. Specifically, we first design a memory-cached recurrence mechanism to incorporate global text and speech context into sentence encoding. Then we construct hierarchically-structured textual semantics to broaden the scope for global context enhancement. Additionally, we integrate linearized self-attention to improve model efficiency. Experiments show that ContextSpeech significantly improves the voice quality and prosody expressiveness in paragraph reading with competitive model efficiency. Audio samples are available at: https://contextspeech.github.io/demo/

cs.CL↗

GETMusic: Generating Any Music Tracks with a Unified Representation and Diffusion Framework

Symbolic music generation aims to create musical notes, which can help users compose music, such as generating target instrument tracks based on provided source tracks. In practical scenarios where there's a predefined ensemble of tracks and various composition needs, an efficient and effective generative model that can generate any target tracks based on the other tracks becomes crucial. However, previous efforts have fallen short in addressing this necessity due to limitations in their music representations and models. In this paper, we introduce a framework known as GETMusic, with ``GET'' standing for ``GEnerate music Tracks.'' This framework encompasses a novel music representation ``GETScore'' and a diffusion model ``GETDiff.'' GETScore represents musical notes as tokens and organizes tokens in a 2D structure, with tracks stacked vertically and progressing horizontally over time. At a training step, each track of a music piece is randomly selected as either the target or source. The training involves two processes: In the forward process, target tracks are corrupted by masking their tokens, while source tracks remain as the ground truth; in the denoising process, GETDiff is trained to predict the masked target tokens conditioning on the source tracks. Our proposed representation, coupled with the non-autoregressive generative model, empowers GETMusic to generate music with any arbitrary source-target track combinations. Our experiments demonstrate that the versatile GETMusic outperforms prior works proposed for certain specific composition tasks.

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Context-Aware Talking-Head Video Editing

Talking-head video editing aims to efficiently insert, delete, and substitute the word of a pre-recorded video through a text transcript editor. The key challenge for this task is obtaining an editing model that generates new talking-head video clips which simultaneously have accurate lip synchronization and motion smoothness. Previous approaches, including 3DMM-based (3D Morphable Model) methods and NeRF-based (Neural Radiance Field) methods, are sub-optimal in that they either require minutes of source videos and days of training time or lack the disentangled control of verbal (e.g., lip motion) and non-verbal (e.g., head pose and expression) representations for video clip insertion. In this work, we fully utilize the video context to design a novel framework for talking-head video editing, which achieves efficiency, disentangled motion control, and sequential smoothness. Specifically, we decompose this framework to motion prediction and motion-conditioned rendering: (1) We first design an animation prediction module that efficiently obtains smooth and lip-sync motion sequences conditioned on the driven speech. This module adopts a non-autoregressive network to obtain context prior and improve the prediction efficiency, and it learns a speech-animation mapping prior with better generalization to novel speech from a multi-identity video dataset. (2) We then introduce a neural rendering module to synthesize the photo-realistic and full-head video frames given the predicted motion sequence. This module adopts a pre-trained head topology and uses only few frames for efficient fine-tuning to obtain a person-specific rendering model. Extensive experiments demonstrate that our method efficiently achieves smoother editing results with higher image quality and lip accuracy using less data than previous methods.

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MelodyGLM: Multi-task Pre-training for Symbolic Melody Generation

Pre-trained language models have achieved impressive results in various music understanding and generation tasks. However, existing pre-training methods for symbolic melody generation struggle to capture multi-scale, multi-dimensional structural information in note sequences, due to the domain knowledge discrepancy between text and music. Moreover, the lack of available large-scale symbolic melody datasets limits the pre-training improvement. In this paper, we propose MelodyGLM, a multi-task pre-training framework for generating melodies with long-term structure. We design the melodic n-gram and long span sampling strategies to create local and global blank infilling tasks for modeling the local and global structures in melodies. Specifically, we incorporate pitch n-grams, rhythm n-grams, and their combined n-grams into the melodic n-gram blank infilling tasks for modeling the multi-dimensional structures in melodies. To this end, we have constructed a large-scale symbolic melody dataset, MelodyNet, containing more than 0.4 million melody pieces. MelodyNet is utilized for large-scale pre-training and domain-specific n-gram lexicon construction. Both subjective and objective evaluations demonstrate that MelodyGLM surpasses the standard and previous pre-training methods. In particular, subjective evaluations show that, on the melody continuation task, MelodyGLM gains average improvements of 0.82, 0.87, 0.78, and 0.94 in consistency, rhythmicity, structure, and overall quality, respectively. Notably, MelodyGLM nearly matches the quality of human-composed melodies on the melody inpainting task.

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HiFace: High-Fidelity 3D Face Reconstruction by Learning Static and Dynamic Details

3D Morphable Models (3DMMs) demonstrate great potential for reconstructing faithful and animatable 3D facial surfaces from a single image. The facial surface is influenced by the coarse shape, as well as the static detail (e,g., person-specific appearance) and dynamic detail (e.g., expression-driven wrinkles). Previous work struggles to decouple the static and dynamic details through image-level supervision, leading to reconstructions that are not realistic. In this paper, we aim at high-fidelity 3D face reconstruction and propose HiFace to explicitly model the static and dynamic details. Specifically, the static detail is modeled as the linear combination of a displacement basis, while the dynamic detail is modeled as the linear interpolation of two displacement maps with polarized expressions. We exploit several loss functions to jointly learn the coarse shape and fine details with both synthetic and real-world datasets, which enable HiFace to reconstruct high-fidelity 3D shapes with animatable details. Extensive quantitative and qualitative experiments demonstrate that HiFace presents state-of-the-art reconstruction quality and faithfully recovers both the static and dynamic details. Our project page can be found at https://project-hiface.github.io.

cs.CV↗

EmoGen: Eliminating Subjective Bias in Emotional Music Generation

Music is used to convey emotions, and thus generating emotional music is important in automatic music generation. Previous work on emotional music generation directly uses annotated emotion labels as control signals, which suffers from subjective bias: different people may annotate different emotions on the same music, and one person may feel different emotions under different situations. Therefore, directly mapping emotion labels to music sequences in an end-to-end way would confuse the learning process and hinder the model from generating music with general emotions. In this paper, we propose EmoGen, an emotional music generation system that leverages a set of emotion-related music attributes as the bridge between emotion and music, and divides the generation into two stages: emotion-to-attribute mapping with supervised clustering, and attribute-to-music generation with self-supervised learning. Both stages are beneficial: in the first stage, the attribute values around the clustering center represent the general emotions of these samples, which help eliminate the impacts of the subjective bias of emotion labels; in the second stage, the generation is completely disentangled from emotion labels and thus free from the subjective bias. Both subjective and objective evaluations show that EmoGen outperforms previous methods on emotion control accuracy and music quality respectively, which demonstrate our superiority in generating emotional music. Music samples generated by EmoGen are available via this link:https://ai-muzic.github.io/emogen/, and the code is available at this link:https://github.com/microsoft/muzic/.

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Extract and Attend: Improving Entity Translation in Neural Machine Translation

While Neural Machine Translation(NMT) has achieved great progress in recent years, it still suffers from inaccurate translation of entities (e.g., person/organization name, location), due to the lack of entity training instances. When we humans encounter an unknown entity during translation, we usually first look up in a dictionary and then organize the entity translation together with the translations of other parts to form a smooth target sentence. Inspired by this translation process, we propose an Extract-and-Attend approach to enhance entity translation in NMT, where the translation candidates of source entities are first extracted from a dictionary and then attended to by the NMT model to generate the target sentence. Specifically, the translation candidates are extracted by first detecting the entities in a source sentence and then translating the entities through looking up in a dictionary. Then, the extracted candidates are added as a prefix of the decoder input to be attended to by the decoder when generating the target sentence through self-attention. Experiments conducted on En-Zh and En-Ru demonstrate that the proposed method is effective on improving both the translation accuracy of entities and the overall translation quality, with up to 35% reduction on entity error rate and 0.85 gain on BLEU and 13.8 gain on COMET.

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Deliberate then Generate: Enhanced Prompting Framework for Text Generation

Large language models (LLMs) have shown remarkable success across a wide range of natural language generation tasks, where proper prompt designs make great impacts. While existing prompting methods are normally restricted to providing correct information, in this paper, we encourage the model to deliberate by proposing a novel Deliberate then Generate (DTG) prompting framework, which consists of error detection instructions and candidates that may contain errors. DTG is a simple yet effective technique that can be applied to various text generation tasks with minimal modifications. We conduct extensive experiments on 20+ datasets across 7 text generation tasks, including summarization, translation, dialogue, and more. We show that DTG consistently outperforms existing prompting methods and achieves state-of-the-art performance on multiple text generation tasks. We also provide in-depth analyses to reveal the underlying mechanisms of DTG, which may inspire future research on prompting for LLMs.

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MuseCoco: Generating Symbolic Music from Text

Generating music from text descriptions is a user-friendly mode since the text is a relatively easy interface for user engagement. While some approaches utilize texts to control music audio generation, editing musical elements in generated audio is challenging for users. In contrast, symbolic music offers ease of editing, making it more accessible for users to manipulate specific musical elements. In this paper, we propose MuseCoco, which generates symbolic music from text descriptions with musical attributes as the bridge to break down the task into text-to-attribute understanding and attribute-to-music generation stages. MuseCoCo stands for Music Composition Copilot that empowers musicians to generate music directly from given text descriptions, offering a significant improvement in efficiency compared to creating music entirely from scratch. The system has two main advantages: Firstly, it is data efficient. In the attribute-to-music generation stage, the attributes can be directly extracted from music sequences, making the model training self-supervised. In the text-to-attribute understanding stage, the text is synthesized and refined by ChatGPT based on the defined attribute templates. Secondly, the system can achieve precise control with specific attributes in text descriptions and offers multiple control options through attribute-conditioned or text-conditioned approaches. MuseCoco outperforms baseline systems in terms of musicality, controllability, and overall score by at least 1.27, 1.08, and 1.32 respectively. Besides, there is a notable enhancement of about 20% in objective control accuracy. In addition, we have developed a robust large-scale model with 1.2 billion parameters, showcasing exceptional controllability and musicality.

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NaturalSpeech 2: Latent Diffusion Models are Natural and Zero-Shot Speech and Singing Synthesizers

Scaling text-to-speech (TTS) to large-scale, multi-speaker, and in-the-wild datasets is important to capture the diversity in human speech such as speaker identities, prosodies, and styles (e.g., singing). Current large TTS systems usually quantize speech into discrete tokens and use language models to generate these tokens one by one, which suffer from unstable prosody, word skipping/repeating issue, and poor voice quality. In this paper, we develop NaturalSpeech 2, a TTS system that leverages a neural audio codec with residual vector quantizers to get the quantized latent vectors and uses a diffusion model to generate these latent vectors conditioned on text input. To enhance the zero-shot capability that is important to achieve diverse speech synthesis, we design a speech prompting mechanism to facilitate in-context learning in the diffusion model and the duration/pitch predictor. We scale NaturalSpeech 2 to large-scale datasets with 44K hours of speech and singing data and evaluate its voice quality on unseen speakers. NaturalSpeech 2 outperforms previous TTS systems by a large margin in terms of prosody/timbre similarity, robustness, and voice quality in a zero-shot setting, and performs novel zero-shot singing synthesis with only a speech prompt. Audio samples are available at https://speechresearch.github.io/naturalspeech2.

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TranSFormer: Slow-Fast Transformer for Machine Translation

Learning multiscale Transformer models has been evidenced as a viable approach to augmenting machine translation systems. Prior research has primarily focused on treating subwords as basic units in developing such systems. However, the incorporation of fine-grained character-level features into multiscale Transformer has not yet been explored. In this work, we present a \textbf{S}low-\textbf{F}ast two-stream learning model, referred to as Tran\textbf{SF}ormer, which utilizes a ``slow'' branch to deal with subword sequences and a ``fast'' branch to deal with longer character sequences. This model is efficient since the fast branch is very lightweight by reducing the model width, and yet provides useful fine-grained features for the slow branch. Our TranSFormer shows consistent BLEU improvements (larger than 1 BLEU point) on several machine translation benchmarks.

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NAS-FM: Neural Architecture Search for Tunable and Interpretable Sound Synthesis based on Frequency Modulation

Developing digital sound synthesizers is crucial to the music industry as it provides a low-cost way to produce high-quality sounds with rich timbres. Existing traditional synthesizers often require substantial expertise to determine the overall framework of a synthesizer and the parameters of submodules. Since expert knowledge is hard to acquire, it hinders the flexibility to quickly design and tune digital synthesizers for diverse sounds. In this paper, we propose ``NAS-FM'', which adopts neural architecture search (NAS) to build a differentiable frequency modulation (FM) synthesizer. Tunable synthesizers with interpretable controls can be developed automatically from sounds without any prior expert knowledge and manual operating costs. In detail, we train a supernet with a specifically designed search space, including predicting the envelopes of carriers and modulators with different frequency ratios. An evolutionary search algorithm with adaptive oscillator size is then developed to find the optimal relationship between oscillators and the frequency ratio of FM. Extensive experiments on recordings of different instrument sounds show that our algorithm can build a synthesizer fully automatically, achieving better results than handcrafted synthesizers. Audio samples are available at https://nas-fm.github.io/.

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DiffusionNER: Boundary Diffusion for Named Entity Recognition

In this paper, we propose DiffusionNER, which formulates the named entity recognition task as a boundary-denoising diffusion process and thus generates named entities from noisy spans. During training, DiffusionNER gradually adds noises to the golden entity boundaries by a fixed forward diffusion process and learns a reverse diffusion process to recover the entity boundaries. In inference, DiffusionNER first randomly samples some noisy spans from a standard Gaussian distribution and then generates the named entities by denoising them with the learned reverse diffusion process. The proposed boundary-denoising diffusion process allows progressive refinement and dynamic sampling of entities, empowering DiffusionNER with efficient and flexible entity generation capability. Experiments on multiple flat and nested NER datasets demonstrate that DiffusionNER achieves comparable or even better performance than previous state-of-the-art models.

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Towards Understanding Omission in Dialogue Summarization

Dialogue summarization aims to condense the lengthy dialogue into a concise summary, and has recently achieved significant progress. However, the result of existing methods is still far from satisfactory. Previous works indicated that omission is a major factor in affecting the quality of summarization, but few of them have further explored the omission problem, such as how omission affects summarization results and how to detect omission, which is critical for reducing omission and improving summarization quality. Moreover, analyzing and detecting omission relies on summarization datasets with omission labels (i.e., which dialogue utterances are omitted in the summarization), which are not available in the current literature. In this paper, we propose the OLDS dataset, which provides high-quality Omission Labels for Dialogue Summarization. By analyzing this dataset, we find that a large improvement in summarization quality can be achieved by providing ground-truth omission labels for the summarization model to recover omission information, which demonstrates the importance of omission detection for omission mitigation in dialogue summarization. Therefore, we formulate an omission detection task and demonstrate our proposed dataset can support the training and evaluation of this task well. We also call for research action on omission detection based on our proposed datasets. Our dataset and codes are publicly available.

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ResiDual: Transformer with Dual Residual Connections

Transformer networks have become the preferred architecture for many tasks due to their state-of-the-art performance. However, the optimal way to implement residual connections in Transformer, which are essential for effective training, is still debated. Two widely used variants are the Post-Layer-Normalization (Post-LN) and Pre-Layer-Normalization (Pre-LN) Transformers, which apply layer normalization after each residual block's output or before each residual block's input, respectively. While both variants enjoy their advantages, they also suffer from severe limitations: Post-LN causes gradient vanishing issue that hinders training deep Transformers, and Pre-LN causes representation collapse issue that limits model capacity. In this paper, we propose ResiDual, a novel Transformer architecture with Pre-Post-LN (PPLN), which fuses the connections in Post-LN and Pre-LN together and inherits their advantages while avoids their limitations. We conduct both theoretical analyses and empirical experiments to verify the effectiveness of ResiDual. Theoretically, we prove that ResiDual has a lower bound on the gradient to avoid the vanishing issue due to the residual connection from Pre-LN. Moreover, ResiDual also has diverse model representations to avoid the collapse issue due to the residual connection from Post-LN. Empirically, ResiDual outperforms both Post-LN and Pre-LN on several machine translation benchmarks across different network depths and data sizes. Thanks to the good theoretical and empirical performance, ResiDual Transformer can serve as a foundation architecture for different AI models (e.g., large language models). Our code is available at https://github.com/microsoft/ResiDual.

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AUDIT: Audio Editing by Following Instructions with Latent Diffusion Models

Audio editing is applicable for various purposes, such as adding background sound effects, replacing a musical instrument, and repairing damaged audio. Recently, some diffusion-based methods achieved zero-shot audio editing by using a diffusion and denoising process conditioned on the text description of the output audio. However, these methods still have some problems: 1) they have not been trained on editing tasks and cannot ensure good editing effects; 2) they can erroneously modify audio segments that do not require editing; 3) they need a complete description of the output audio, which is not always available or necessary in practical scenarios. In this work, we propose AUDIT, an instruction-guided audio editing model based on latent diffusion models. Specifically, AUDIT has three main design features: 1) we construct triplet training data (instruction, input audio, output audio) for different audio editing tasks and train a diffusion model using instruction and input (to be edited) audio as conditions and generating output (edited) audio; 2) it can automatically learn to only modify segments that need to be edited by comparing the difference between the input and output audio; 3) it only needs edit instructions instead of full target audio descriptions as text input. AUDIT achieves state-of-the-art results in both objective and subjective metrics for several audio editing tasks (e.g., adding, dropping, replacement, inpainting, super-resolution). Demo samples are available at https://audit-demo.github.io/.

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WuYun: Exploring hierarchical skeleton-guided melody generation using knowledge-enhanced deep learning

Although deep learning has revolutionized music generation, existing methods for structured melody generation follow an end-to-end left-to-right note-by-note generative paradigm and treat each note equally. Here, we present WuYun, a knowledge-enhanced deep learning architecture for improving the structure of generated melodies, which first generates the most structurally important notes to construct a melodic skeleton and subsequently infills it with dynamically decorative notes into a full-fledged melody. Specifically, we use music domain knowledge to extract melodic skeletons and employ sequence learning to reconstruct them, which serve as additional knowledge to provide auxiliary guidance for the melody generation process. We demonstrate that WuYun can generate melodies with better long-term structure and musicality and outperforms other state-of-the-art methods by 0.51 on average on all subjective evaluation metrics. Our study provides a multidisciplinary lens to design melodic hierarchical structures and bridge the gap between data-driven and knowledge-based approaches for numerous music generation tasks.

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Improving Few-Shot Learning for Talking Face System with TTS Data Augmentation

Audio-driven talking face has attracted broad interest from academia and industry recently. However, data acquisition and labeling in audio-driven talking face are labor-intensive and costly. The lack of data resource results in poor synthesis effect. To alleviate this issue, we propose to use TTS (Text-To-Speech) for data augmentation to improve few-shot ability of the talking face system. The misalignment problem brought by the TTS audio is solved with the introduction of soft-DTW, which is first adopted in the talking face task. Moreover, features extracted by HuBERT are explored to utilize underlying information of audio, and found to be superior over other features. The proposed method achieves 17%, 14%, 38% dominance on MSE score, DTW score and user study preference repectively over the baseline model, which shows the effectiveness of improving few-shot learning for talking face system with TTS augmentation.

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