synthesis
012a91467f210472fab4e11359bbfef6-AuthorFeedback.pdf
First, as R4 suggested, "symbolic35 tree" was more approachable for people in the ML community. Second, the symbolic tree is declared by the user using36 decorators and serves to represent high-level program constructs, which is different from the AST that represents all37 the syntactic structures for the program. For example, the full Python AST contains information about objects' class38 methods, whereas our symbolic representation does not.39 R4: "Second, most of their tool/language design could be summarized as adding some kind of non determinis-40 tic/parametric choice ... It's extension to ML does not introduce anything particularly new ..."41 We agree with R4 that symbolic programming and non-deterministic programming are well-studied topics in the PL42 community. However, we would like to emphasize that this work is the first to introduce such concepts to AutoML43 to significantly reduce engineering effort, which is a novel and useful contribution. For example, PyGlove leverages44 symbolic manipulation to decouple the search algorithm, search space and child program, which enabled us to unify45 the interface among search methods with and without weight sharing. To enable symbolic programming in Python,46 PyGlove implements an object model for maintaining the consistency of program state during symbolic manipulation.47 R4 "Provide the grammar in the main text"48 We understand the "grammar" here as a reference to the formal definition of the search space specification. We will49 revise current Appendix Table 3 into a formal definition, and add it to the "search space" sub-section.50
fa64505ebdc94531087bc81251ce2376-Supplemental-Conference.pdf
In this work, we investigate the task of text-to-image (T2I) synthesis under the abstract-to-intricate setting, i.e., generating intricate visual content from simple abstract text prompts. Inspired by human imagination intuition, we propose a novel scene-graph hallucination (SGH) mechanism for effective abstract-to-intricate T2I synthesis. SGH carries out scene hallucination by expanding the initial scene graph (SG) of the input prompt with more feasible specific scene structures, in which the structured semantic representation of SG ensures high controllability of the intrinsic scene imagination. To approach the T2I synthesis, we deliberately build an SG-based hallucination diffusion system. First, we implement the SGH module based on the discrete diffusion technique, which evolves the SG structure by iteratively adding new scene elements. Then, we utilize another continuous-state diffusion model as the T2I synthesizer, where the overt image-generating process is navigated by the underlying semantic scene structure induced from the SGH module. On the benchmark COCO dataset, our system outperforms the existing best-performing T2I model by a significant margin, especially improving on the abstract-to-intricate T2I generation. Further in-depth analyses reveal how our methods advance.2
Retrieval-Augmented Diffusion Models
Novel architectures have recently improved generative image synthesis leading to excellent visual quality in various tasks. Much of this success is due to the scalability of these architectures and hence caused by a dramatic increase in model complexity and in the computational resources invested in training these models.
Boundary Guided Learning-Free Semantic Control with Diffusion Models
Applying pre-trained generative denoising diffusion models (DDMs) for downstream tasks such as image semantic editing usually requires either fine-tuning DDMs or learning auxiliary editing networks in the existing literature. In this work, we present our BoundaryDiffusion method for efficient, effective and lightweight semantic control with frozen pre-trained DDMs, without learning any extra networks. As one of the first learning-free diffusion editing works, we start by seeking a comprehensive understanding of the intermediate high-dimensional latent spaces by theoretically and empirically analyzing their probabilistic and geometric behaviors in the Markov chain. We then propose to further explore the critical step for editing in the denoising trajectory that characterizes the convergence of a pre-trained DDM and introduce an automatic search method. Last but not least, in contrast to the conventional understanding that DDMs have relatively poor semantic behaviors, we prove that the critical latent space we found already exhibits semantic subspace boundaries at the generic level in unconditional DDMs, which allows us to do controllable manipulation by guiding the denoising trajectory towards the targeted boundary via a single-step operation. We conduct extensive experiments on multiple DPMs architectures (DDPM, iDDPM) and datasets (CelebA, CelebA-HQ, LSUN-church, LSUN-bedroom, AFHQ-dog) with different resolutions (64, 256), achieving superior or state-of-the-art performance in various task scenarios (image semantic editing, text-based editing, unconditional semantic control) to demonstrate the effectiveness.
Supplementary for Emergence of Shape Bias in Convolutional Neural Networks through Activation Sparsity 1 Further Results of the impact of sparsity on Shape Bias Benchmark
We utilize the sparsity operation proposed in Section 3.1 for ResNet-50. For ViT, we also apply the spatial Top-K operation as described in the general response. We can observe an increase in both ResNet-50 and ViT-B architectures, furthering closing the gap between human and existing models. We generalize section 4.2 in the main text to ResNet-50 and ViT-B architectures (Figure 1). The ResNet-50's sparsity definition is the same as AlexNet and VGG. For ViT-B, we reshape the intermediate activation response from [n, h * w, d] to [n, d, h * w] and apply the Top-K selection over dimension 2 before the activation is passed through the multiple head attention (Note that h and w is the height and weight of the latent tensor after reshape it to 2d, for ViT-B with patch size 16 on the 224x224 images, h=w=14, n denotes the batch size).
Masked Space-Time Hash Encoding for Efficient Dynamic Scene Reconstruction
In this paper, we propose the Masked Space-Time Hash encoding (MSTH), a novel method for efficiently reconstructing dynamic 3D scenes from multi-view or monocular videos. Based on the observation that dynamic scenes often contain substantial static areas that result in redundancy in storage and computations, MSTH represents a dynamic scene as a weighted combination of a 3D hash encodingOurs and a 4DPlenoptic Dataset 30 hash encoding.
DynPoint: Dynamic Neural Point For View Synthesis
The introduction of neural radiance fields has greatly improved the effectiveness of view synthesis for monocular videos. However, existing algorithms face difficulties when dealing with uncontrolled or lengthy scenarios, and require extensive training time specific to each new scenario. To tackle these limitations, we propose DynPoint, an algorithm designed to facilitate the rapid synthesis of novel views for unconstrained monocular videos. Rather than encoding the entirety of the scenario information into a latent representation, DynPoint concentrates on predicting the explicit 3D correspondence between neighboring frames to realize information aggregation. Specifically, this correspondence prediction is achieved through the estimation of consistent depth and scene flow information across frames. Subsequently, the acquired correspondence is utilized to aggregate information from multiple reference frames to a target frame, by constructing hierarchical neural point clouds. The resulting framework enables swift and accurate view synthesis for desired views of target frames. The experimental results obtained demonstrate the considerable acceleration of training time achieved - typically an order of magnitude - by our proposed method while yielding comparable outcomes compared to prior approaches. Furthermore, our method exhibits strong robustness in handling long-duration videos without learning a canonical representation of video content.