Media
Adversarial Scene Editing: Automatic Object Removal from Weak Supervision
Shetty, Rakshith R., Fritz, Mario, Schiele, Bernt
While great progress has been made recently in automatic image manipulation, it has been limited to object centric images like faces or structured scene datasets. In this work, we take a step towards general scene-level image editing by developing an automatic interaction-free object removal model. Our model learns to find and remove objects from general scene images using image-level labels and unpaired data in a generative adversarial network (GAN) framework. We achieve this with two key contributions: a two-stage editor architecture consisting of a mask generator and image in-painter that co-operate to remove objects, and a novel GAN based prior for the mask generator that allows us to flexibly incorporate knowledge about object shapes. We experimentally show on two datasets that our method effectively removes a wide variety of objects using weak supervision only.
A General Method for Amortizing Variational Filtering
Marino, Joseph, Cvitkovic, Milan, Yue, Yisong
We introduce the variational filtering EM algorithm, a simple, general-purpose method for performing variational inference in dynamical latent variable models using information from only past and present variables, i.e. filtering. The algorithm is derived from the variational objective in the filtering setting and consists of an optimization procedure at each time step. By performing each inference optimization procedure with an iterative amortized inference model, we obtain a computationally efficient implementation of the algorithm, which we call amortized variational filtering. We present experiments demonstrating that this general-purpose method improves inference performance across several recent deep dynamical latent variable models.
Self-Supervised Generation of Spatial Audio for 360ยฐ Video
Morgado, Pedro, Nvasconcelos, Nuno, Langlois, Timothy, Wang, Oliver
We introduce an approach to convert mono audio recorded by a 360ยฐ video camera into spatial audio, a representation of the distribution of sound over the full viewing sphere. Spatial audio is an important component of immersive 360ยฐ video viewing, but spatial audio microphones are still rare in current 360ยฐ video production. Our system consists of end-to-end trainable neural networks that separate individual sound sources and localize them on the viewing sphere, conditioned on multi-modal analysis from the audio and 360ยฐ video frames. We introduce several datasets, including one filmed ourselves, and one collected in-the-wild from YouTube, consisting of 360ยฐ videos uploaded with spatial audio. During training, ground truth spatial audio serves as self-supervision and a mixed down mono track forms the input to our network. Using our approach we show that it is possible to infer the spatial localization of sounds based only on a synchronized 360ยฐ video and the mono audio track.
DeepExposure: Learning to Expose Photos with Asynchronously Reinforced Adversarial Learning
Yu, Runsheng, Liu, Wenyu, Zhang, Yasen, Qu, Zhi, Zhao, Deli, Zhang, Bo
The accurate exposure is the key of capturing high-quality photos in computational photography, especially for mobile phones that are limited by sizes of camera modules. Inspired by luminosity masks usually applied by professional photographers, in this paper, we develop a novel algorithm for learning local exposures with deep reinforcement adversarial learning. To be specific, we segment an image into sub-images that can reflect variations of dynamic range exposures according to raw low-level features. Based on these sub-images, a local exposure for each sub-image is automatically learned by virtue of policy network sequentially while the reward of learning is globally designed for striking a balance of overall exposures. The aesthetic evaluation function is approximated by discriminator in generative adversarial networks. The reinforcement learning and the adversarial learning are trained collaboratively by asynchronous deterministic policy gradient and generative loss approximation. To further simply the algorithmic architecture, we also prove the feasibility of leveraging the discriminator as the value function. Further more, we employ each local exposure to retouch the raw input image respectively, thus delivering multiple retouched images under different exposures which are fused with exposure blending. The extensive experiments verify that our algorithms are superior to state-of-the-art methods in terms of quantitative accuracy and visual illustration.
SING: Symbol-to-Instrument Neural Generator
Defossez, Alexandre, Zeghidour, Neil, Usunier, Nicolas, Bottou, Leon, Bach, Francis
Recent progress in deep learning for audio synthesis opens the way to models that directly produce the waveform, shifting away from the traditional paradigm of relying on vocoders or MIDI synthesizers for speech or music generation. Despite their successes, current state-of-the-art neural audio synthesizers such as WaveNet and SampleRNN suffer from prohibitive training and inference times because they are based on autoregressive models that generate audio samples one at a time at a rate of 16kHz. In this work, we study the more computationally efficient alternative of generating the waveform frame-by-frame with large strides. We present a lightweight neural audio synthesizer for the original task of generating musical notes given desired instrument, pitch and velocity. Our model is trained end-to-end to generate notes from nearly 1000 instruments with a single decoder, thanks to a new loss function that minimizes the distances between the log spectrograms of the generated and target waveforms. On the generalization task of synthesizing notes for pairs of pitch and instrument not seen during training, SING produces audio with significantly improved perceptual quality compared to a state-of-the-art autoencoder based on WaveNet as measured by a Mean Opinion Score (MOS), and is about 32 times faster for training and 2, 500 times faster for inference.
Communication Efficient Parallel Algorithms for Optimization on Manifolds
Saparbayeva, Bayan, Zhang, Michael, Lin, Lizhen
The last decade has witnessed an explosion in the development of models, theory and computational algorithms for ``big data'' analysis. In particular, distributed inference has served as a natural and dominating paradigm for statistical inference. However, the existing literature on parallel inference almost exclusively focuses on Euclidean data and parameters. While this assumption is valid for many applications, it is increasingly more common to encounter problems where the data or the parameters lie on a non-Euclidean space, like a manifold for example. Our work aims to fill a critical gap in the literature by generalizing parallel inference algorithms to optimization on manifolds. We show that our proposed algorithm is both communication efficient and carries theoretical convergence guarantees. In addition, we demonstrate the performance of our algorithm to the estimation of Fr\'echet means on simulated spherical data and the low-rank matrix completion problem over Grassmann manifolds applied to the Netflix prize data set.
Towards Deep Conversational Recommendations
Li, Raymond, Kahou, Samira Ebrahimi, Schulz, Hannes, Michalski, Vincent, Charlin, Laurent, Pal, Chris
There has been growing interest in using neural networks and deep learning techniques to create dialogue systems. Conversational recommendation is an interesting setting for the scientific exploration of dialogue with natural language as the associated discourse involves goal-driven dialogue that often transforms naturally into more free-form chat. This paper provides two contributions. First, until now there has been no publicly available large-scale data set consisting of real-world dialogues centered around recommendations. To address this issue and to facilitate our exploration here, we have collected ReDial, a data set consisting of over 10,000 conversations centered around the theme of providing movie recommendations. We make this data available to the community for further research. Second, we use this dataset to explore multiple facets of conversational recommendations. In particular we explore new neural architectures, mechanisms and methods suitable for composing conversational recommendation systems. Our dataset allows us to systematically probe model sub-components addressing different parts of the overall problem domain ranging from: sentiment analysis and cold-start recommendation generation to detailed aspects of how natural language is used in this setting in the real world. We combine such sub-components into a full-blown dialogue system and examine its behavior.
The challenge of realistic music generation: modelling raw audio at scale
Dieleman, Sander, Oord, Aaron van den, Simonyan, Karen
Realistic music generation is a challenging task. When building generative models of music that are learnt from data, typically high-level representations such as scores or MIDI are used that abstract away the idiosyncrasies of a particular performance. But these nuances are very important for our perception of musicality and realism, so in this work we embark on modelling music in the raw audio domain. It has been shown that autoregressive models excel at generating raw audio waveforms of speech, but when applied to music, we find them biased towards capturing local signal structure at the expense of modelling long-range correlations. This is problematic because music exhibits structure at many different timescales. In this work, we explore autoregressive discrete autoencoders (ADAs) as a means to enable autoregressive models to capture long-range correlations in waveforms. We find that they allow us to unconditionally generate piano music directly in the raw audio domain, which shows stylistic consistency across tens of seconds.
Distributed Multi-Player Bandits - a Game of Thrones Approach
We consider a multi-armed bandit game where N players compete for K arms for T turns. Each player has different expected rewards for the arms, and the instantaneous rewards are independent and identically distributed. Performance is measured using the expected sum of regrets, compared to the optimal assignment of arms to players. We assume that each player only knows her actions and the reward she received each turn. Players cannot observe the actions of other players, and no communication between players is possible. We present a distributed algorithm and prove that it achieves an expected sum of regrets of near-O\left(\log^{2}T\right). This is the first algorithm to achieve a poly-logarithmic regret in this fully distributed scenario. All other works have assumed that either all players have the same vector of expected rewards or that communication between players is possible.
Gamma-Poisson Dynamic Matrix Factorization Embedded with Metadata Influence
Do, Trong Dinh Thac, Cao, Longbing
A conjugate Gamma-Poisson model for Dynamic Matrix Factorization incorporated with metadata influence (mGDMF for short) is proposed to effectively and efficiently model massive, sparse and dynamic data in recommendations. Modeling recommendation problems with a massive number of ratings and very sparse or even no ratings on some users/items in a dynamic setting is very demanding and poses critical challenges to well-studied matrix factorization models due to the large-scale, sparse and dynamic nature of the data. Our proposed mGDMF tackles these challenges by introducing three strategies: (1) constructing a stable Gamma-Markov chain model that smoothly drifts over time by combining both static and dynamic latent features of data; (2) incorporating the user/item metadata into the model to tackle sparse ratings; and (3) undertaking stochastic variational inference to efficiently handle massive data. mGDMF is conjugate, dynamic and scalable. Experiments show that mGDMF significantly (both effectively and efficiently) outperforms the state-of-the-art static and dynamic models on large, sparse and dynamic data.