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Nearly-Linear Time and Massively Parallel Algorithms for k-Anonymity

Neural Information Processing Systems

Previous algorithms with provable guarantees either (1) achieve the same O(k)approximation ratio but require at least O(n2k) runtime, or (2) provide a better O(logk) approximation ratio at the cost of an impractical O(n2k) worst-case runtime for general d and k. Our algorithm extends to the Massively Parallel Computation (MPC) model, where it gives an MPC algorithm requiring eO(log1+ฮต n) rounds and total space O(n1+ฮณ(d+k)). Empirically, we also demonstrate that our algorithmic ideas can be adapted to existing heuristic methods, leading to significant speed-ups while preserving comparable performance. On the hardness side, we study the related single-point k-anonymity problem, where the goal is to select k 1 additional records to make a given record indistinguishable. Assuming the dense vs random conjecture in complexity theory, we show that for n = kc, no algorithm can achieve a k1 O(1/c) approximation in poly(n) time, providing evidence for the inherent hardness of the k-anonymity problem.


Explore In-Context Message Passing Operator for Graph Neural Networks in AMean Field Game

Neural Information Processing Systems

In typical graph neural networks (GNNs), feature representation learning naturally evolves through iteratively updating node features and exchanging information based on graph topology. In this context, we conceptualize that the learning process in GNNs is a mean-field game (MFG), where each graph node is an agent, interacting with its topologically connected neighbors. However, current GNNs often employ the identical MFG strategy across different graph datasets, regardless of whether the graph exhibits homophilic or heterophilic characteristics. To address this challenge, we propose to formulate the learning mechanism into a variational framework of the MFG inverse problem, introducing an in-context selective message passing paradigm for each agent, which promotes the best overall outcome for the graph. Specifically, we seek for the application-adaptive transportation function (controlling information exchange throughout the graph) and reaction function (controlling feature representation learning on each agent), on the fly, which allows us to uncover the most suitable selective mechanism of message passing by solving an MFG variational problem through the lens of Hamiltonian flows. Taken together, our variational framework unifies existing GNN models into various mean-field games with distinct equilibrium states, each characterized by the learned in-context message passing operators. Furthermore, we present an agnostic end-to-end deep model, coined Game-of-GNN, to jointly identify the message passing mechanism and fine-tune the GNN hyper-parameters on top of the elucidated message passing operators. Game-of-GNN has achieved SOTA performance on diverse graph data, including popular benchmark datasets and human connectomes. More importantly, the mathematical insight of MFG framework provides a new window to understand the foundational principles of graph learning as an interactive dynamical system, which allows us to reshape the idea of designing next-generation GNN models.


4DGCPro: Efficient Hierarchical 4DGaussian Compression for Progressive Volumetric Video Streaming

Neural Information Processing Systems

Achieving seamless viewing of high-fidelity volumetric video, comparable to 2D video experiences, remains an open challenge. Existing volumetric video compression methods either lack the flexibility to adjust quality and bitrate within a single model for efficient streaming across diverse networks and devices, or struggle with real-time decoding and rendering on lightweight mobile platforms. To address these challenges, we introduce 4DGCPro, a novel hierarchical 4DGaussian compression framework that facilitates real-time mobile decoding and high-quality rendering via progressive volumetric video streaming in a single bitstream. Specifically, we propose a perceptually-weighted and compression-friendly hierarchical 4D Gaussian representation with motion-aware adaptive grouping to reduce temporal redundancy, preserve coherence, and enable scalable multi-level detail streaming. Furthermore, we present an end-to-end entropy-optimized training scheme, which incorporates layer-wise rate-distortion (RD) supervision and attribute-specific entropy modeling for efficient bitstream generation. Extensive experiments show that 4DGCPro enables flexible quality and multiple bitrate within a single model, achieving real-time decoding and rendering on mobile devices while outperforming existing methods in RD performance across multiple datasets. The corresponding author is Qiang Hu(qiang.hu@sjtu.edu.cn)


Generalizable, real-time neural decoding with hybrid state-space models

Neural Information Processing Systems

Real-time decoding of neural activity is central to neuroscience and neurotechnology applications, from closed-loop experiments to brain-computer interfaces, where models are subject to strict latency constraints. Traditional methods, including simple recurrent neural networks, are fast and lightweight but often struggle to generalize to unseen data. In contrast, recent Transformer-based approaches leverage large-scale pretraining for strong generalization performance, but typically have much larger computational requirements and are not always suitable for lowresource or real-time settings. To address these shortcomings, we present POSSM, a novel hybrid architecture that combines individual spike tokenization via a crossattention module with a recurrent state-space model (SSM) backbone to enable (1) fast and causal online prediction on neural activity and (2) efficient generalization to new sessions, individuals, and tasks through multi-dataset pretraining. We evaluate POSSM's decoding performance and inference speed on intracortical decoding of monkey motor tasks, and show that it extends to clinical applications, namely handwriting and speech decoding in human subjects. Notably, we demonstrate that pretraining on monkey motor-cortical recordings improves decoding performance on the human handwriting task, highlighting the exciting potential for cross-species transfer. In all of these tasks, we find that POSSM achieves decoding accuracy comparable to state-of-the-art Transformers, at a fraction of the inference cost (up to 9 faster on GPU). These results suggest that hybrid SSMs are a promising approach to bridging the gap between accuracy, inference speed, and generalization when training neural decoders for real-time, closed-loop applications.


Autoregressive Adversarial Post-Training for Real-Time Interactive Video Generation

Neural Information Processing Systems

Existing large-scale video generation models are computationally intensive, preventing adoption in real-time and interactive applications. In this work, we propose autoregressive adversarial post-training (AAPT) to transform a pre-trained latent video diffusion model into a real-time, interactive video generator. Our model autoregressively generates a latent frame at a time using a single neural function evaluation (1NFE). The model can stream the result to the user in real time and receive interactive responses as controls to generate the next latent frame. Unlike existing approaches, our method explores adversarial training as an effective paradigm for autoregressive generation.


Real-Time Execution of Action Chunking Flow Policies

Neural Information Processing Systems

Modern AI systems, especially those interacting with the physical world, increasingly require real-time performance. However, the high latency of state-of-the-art generalist models, including recent vision-language-action models (VLAs), poses a significant challenge. While action chunking has enabled temporal consistency in high-frequency control tasks, it does not fully address the latency problem, leading to pauses or out-of-distribution jerky movements at chunk boundaries. This paper presents a novel inference-time algorithm that enables smooth asynchronous execution of action chunking policies. Our method, real-time chunking (RTC), is applicable to any diffusion-or flow-based VLA out of the box with no re-training. It generates the next action chunk while executing the current one, "freezing" actions guaranteed to execute and "inpainting" the rest. To test RTC, we introduce a new benchmark of 12 highly dynamic tasks in the Kinetix simulator, as well as evaluate 6 challenging real-world bimanual manipulation tasks. Results demonstrate that RTC is fast, performant, and uniquely robust to inference delay, significantly improving task throughput and enabling high success rates in precise tasks--such as lighting a match--even in the presence of significant latency.


Dynamical modeling of nonlinear latent factors in multiscale neural activity with real-time inference

Neural Information Processing Systems

Real-time decoding of target variables from multiple simultaneously recorded neural time-series modalities, such as discrete spiking activity and continuous field potentials, is important across various neuroscience applications. However, a major challenge for doing so is that different neural modalities can have different timescales (i.e., sampling rates) and different probabilistic distributions, or can even be missing at some time-steps. Existing nonlinear models of multimodal neural activity do not address different timescales or missing samples across modalities. Further, some of these models do not allow for real-time decoding. Here, we develop a learning framework that can enable real-time recursive decoding while nonlinearly aggregating information across multiple modalities with different timescales and distributions and with missing samples. This framework consists of 1) a multiscale encoder that nonlinearly aggregates information after learning within-modality dynamics to handle different timescales and missing samples in real time, 2) a multiscale dynamical backbone that extracts multimodal temporal dynamics and enables real-time recursive decoding, and 3) modality-specific decoders to account for different probabilistic distributions across modalities. In both simulations and three distinct multiscale brain datasets, we show that our model can aggregate information across modalities with different timescales and distributions and missing samples to improve real-time target decoding. Further, our method outperforms various linear and nonlinear multimodal benchmarks in doing so.


OmniTalker: One-shot Real-time Text-Driven Talking Audio-Video Generation With Multimodal Style Mimicking

Neural Information Processing Systems

Although significant progress has been made in audio-driven talking head generation, text-driven methods remain underexplored. In this work, we present OmniTalker, a unified framework that jointly generates synchronized talking audiovideo content from input text while emulating the target identity's speaking and facial movement styles, including speech characteristics, head motion, and facial dynamics. Our framework adopts a dual-branch diffusion transformer (DiT) architecture, with one branch dedicated to audio generation and the other to video synthesis. At the shallow layers, cross-modal fusion modules are introduced to integrate information between the two modalities. In deeper layers, each modality is processed independently, with the generated audio decoded by a vocoder and the video rendered using a GAN-based high-quality visual renderer. Leveraging DiT's in-context learning capability through a masked-infilling strategy, our model can simultaneously capture both audio and visual styles without requiring explicit style extraction modules. Thanks to the efficiency of the DiT backbone and the optimized visual renderer, OmniTalker achieves real-time inference at 25 FPS. To the best of our knowledge, OmniTalker is the first one-shot framework capable of jointly modeling speech and facial styles in real time. Extensive experiments demonstrate its superiority over existing methods in terms of generation quality, particularly in preserving style consistency and ensuring precise audio-video synchronization, all while maintaining efficient inference.


This free site lets you track every object orbiting Earth in real time

PCWorld

When you purchase through links in our articles, we may earn a small commission. Azmth lets you explore every cataloged object circling Earth on a fully interactive 3D globe. Have you ever stopped to wonder how much stuff is orbiting around the earth? In fact, there are a ton of satellites, spacecraft, and space junk floating out there above our heads. Azmth is a free site that tracks and visualizes every known object orbiting our planet. Opening the site, you'll see a beautiful interactive 3D globe that displays every object in real time.


LangSplatV2: High-dimensional 3D Language Gaussian Splatting with 450+ FPS

Neural Information Processing Systems

In this paper, we introduce LangSplatV2, which achieves high-dimensional feature splatting at 476.2 FPS and 3D open-vocabulary text querying at 384.6 FPS for high-resolution images, providing a 42 speedup and a 47 boost over LangSplat respectively, along with improved query accuracy. LangSplat employs Gaussian Splatting to embed 2D CLIP language features into 3D, significantly enhancing speed and learning a precise 3D language field with SAM semantics. Such advancements in 3D language fields are crucial for applications that require language interaction within complex scenes. However, LangSplat does not yet achieve real-time performance (8.2 FPS), even with advanced A100 GPUs, severely limiting its broader application. In this paper, we first conduct a detailed time analysis of LangSplat, identifying the heavyweight decoder as the primary speed bottleneck. Our solution, LangSplatV2 assumes that each Gaussian acts as a sparse code within a global dictionary, leading to the learning of a 3D sparse coefficient field that entirely eliminates the need for a heavyweight decoder. By leveraging this sparsity, we further propose an efficient sparse coefficient splatting method with CUDA optimization, rendering high-dimensional feature maps at high quality while incurring only the time cost of splatting an ultra-low-dimensional feature. Our experimental results demonstrate that LangSplatV2 not only achieves better or competitive query accuracy but is also significantly faster. Codes and demos are available at our project page: https://langsplat-v2.github.io.