Probabilistic Denoising Diffusion models have emerged as simple yet very powerful generative models. Diffusion models unlike other generative models do not suffer from mode collapse nor require a discriminator to generate high quality samples. In this paper, we propose a diffusion model that uses a binomial prior distribution to generate piano-rolls. The paper also proposes an efficient method to train the model and generate samples. The generated music has coherence at time scales up to the length of the training piano-roll segments. We show how such a model is conditioned on the input and can be used to harmonize a given melody, complete an incomplete piano-roll or generate a variation of a given piece. The code is shared publicly to encourage the use and development of the method by the community.
We study the capabilities of GANs and Wasserstein GANs equipped with Transformer encoders to generate sensible and challenging training data for symbolic reasoning domains. We conduct experiments on two problem domains where Transformers have been successfully applied recently: symbolic mathematics and temporal specifications in verification. Even without autoregression, our GAN models produce syntactically correct instances. We show that the generated data can be used as a substitute for real training data when training a classifier, and, especially, that training data can be generated from a dataset that is too small to be trained on directly. Using a GAN setting also allows us to alter the target distribution: We show that by adding a classifier uncertainty part to the generator objective, we obtain a dataset that is even harder to solve for a temporal logic classifier than our original dataset.
While the community of 3D point cloud generation has witnessed a big growth in recent years, there still lacks an effective way to enable intuitive user control in the generation process, hence limiting the general utility of such methods. Since an intuitive way of decomposing a shape is through its parts, we propose to tackle the task of controllable part-based point cloud generation. We introduce DiffFacto, a novel probabilistic generative model that learns the distribution of shapes with part-level control. We propose a factorization that models independent part style and part configuration distributions and presents a novel cross-diffusion network that enables us to generate coherent and plausible shapes under our proposed factorization. Experiments show that our method is able to generate novel shapes with multiple axes of control. It achieves state-of-the-art part-level generation quality and generates plausible and coherent shapes while enabling various downstream editing applications such as shape interpolation, mixing, and transformation editing. Project website: //difffacto.github.io/
Score-based generative modeling (SGM) is a highly successful approach for learning a probability distribution from data and generating further samples. We prove the first polynomial convergence guarantees for the core mechanic behind SGM: drawing samples from a probability density $p$ given a score estimate (an estimate of $\nabla \ln p$) that is accurate in $L^2(p)$. Compared to previous works, we do not incur error that grows exponentially in time or that suffers from a curse of dimensionality. Our guarantee works for any smooth distribution and depends polynomially on its log-Sobolev constant. Using our guarantee, we give a theoretical analysis of score-based generative modeling, which transforms white-noise input into samples from a learned data distribution given score estimates at different noise scales. Our analysis gives theoretical grounding to the observation that an annealed procedure is required in practice to generate good samples, as our proof depends essentially on using annealing to obtain a warm start at each step. Moreover, we show that a predictor-corrector algorithm gives better convergence than using either portion alone.
Previous audio generation mainly focuses on specified sound classes such as speech or music, whose form and content are greatly restricted. In this paper, we go beyond specific audio generation by using natural language description as a clue to generate broad sounds. Unlike visual information, a text description is concise by its nature but has rich hidden meanings beneath, which poses a higher possibility and complexity on the audio to be generated. A Variation-Quantized GAN is used to train a codebook learning discrete representations of spectrograms. For a given text description, its pre-trained embedding is fed to a Transformer to sample codebook indices to decode a spectrogram to be further transformed into waveform by a melgan vocoder. The generated waveform has high quality and fidelity while excellently corresponding to the given text. Experiments show that our proposed method is capable of generating natural, vivid audios, achieving superb quantitative and qualitative results.
Recent advancements in specialized large-scale architectures for training image and language have profoundly impacted the field of computer vision and natural language processing (NLP). Language models, such as the recent ChatGPT and GPT4 have demonstrated exceptional capabilities in processing, translating, and generating human languages. These breakthroughs have also been reflected in protein research, leading to the rapid development of numerous new methods in a short time, with unprecedented performance. Language models, in particular, have seen widespread use in protein research, as they have been utilized to embed proteins, generate novel ones, and predict tertiary structures. In this book chapter, we provide an overview of the use of protein generative models, reviewing 1) language models for the design of novel artificial proteins, 2) works that use non-Transformer architectures, and 3) applications in directed evolution approaches.
While the community of 3D point cloud generation has witnessed a big growth in recent years, there still lacks an effective way to enable intuitive user control in the generation process, hence limiting the general utility of such methods. Since an intuitive way of decomposing a shape is through its parts, we propose to tackle the task of controllable part-based point cloud generation. We introduce DiffFacto, a novel probabilistic generative model that learns the distribution of shapes with part-level control. We propose a factorization that models independent part style and part configuration distributions, and present a novel cross diffusion network that enables us to generate coherent and plausible shapes under our proposed factorization. Experiments show that our method is able to generate novel shapes with multiple axes of control. It achieves state-of-the-art part-level generation quality and generates plausible and coherent shape, while enabling various downstream editing applications such as shape interpolation, mixing and transformation editing. Code will be made publicly available.
Image captioning, an important vision-language task, often requires a tremendous number of finely labeled image-caption pairs for learning the underlying alignment between images and texts. In this paper, we proposed a multimodal data augmentation method, leveraging a recent text-to-image model called Stable Diffusion, to expand the training set via high-quality generation of image-caption pairs. Extensive experiments on the MS COCO dataset demonstrate the advantages of our approach over several benchmark methods, and particularly a significant boost when having fewer training instances. In addition, models trained on our augmented datasets also outperform prior unpaired image captioning methods by a large margin. Finally, further improvement regarding the training efficiency and effectiveness can be obtained after intentionally filtering the generated data based on quality assessment.
Generative models, as an important family of statistical modeling, target learning the observed data distribution via generating new instances. Along with the rise of neural networks, deep generative models, such as variational autoencoders (VAEs) and generative adversarial network (GANs), have made tremendous progress in 2D image synthesis. Recently, researchers switch their attentions from the 2D space to the 3D space considering that 3D data better aligns with our physical world and hence enjoys great potential in practice. However, unlike a 2D image, which owns an efficient representation (i.e., pixel grid) by nature, representing 3D data could face far more challenges. Concretely, we would expect an ideal 3D representation to be capable enough to model shapes and appearances in details, and to be highly efficient so as to model high-resolution data with fast speed and low memory cost. However, existing 3D representations, such as point clouds, meshes, and recent neural fields, usually fail to meet the above requirements simultaneously. In this survey, we make a thorough review of the development of 3D generation, including 3D shape generation and 3D-aware image synthesis, from the perspectives of both algorithms and more importantly representations. We hope that our discussion could help the community track the evolution of this field and further spark some innovative ideas to advance this challenging task.
Graphs are important data representations for describing objects and their relationships, which appear in a wide diversity of real-world scenarios. As one of a critical problem in this area, graph generation considers learning the distributions of given graphs and generating more novel graphs. Owing to their wide range of applications, generative models for graphs, which have a rich history, however, are traditionally hand-crafted and only capable of modeling a few statistical properties of graphs. Recent advances in deep generative models for graph generation is an important step towards improving the fidelity of generated graphs and paves the way for new kinds of applications. This article provides an extensive overview of the literature in the field of deep generative models for graph generation. Firstly, the formal definition of deep generative models for the graph generation and the preliminary knowledge are provided. Secondly, taxonomies of deep generative models for both unconditional and conditional graph generation are proposed respectively; the existing works of each are compared and analyzed. After that, an overview of the evaluation metrics in this specific domain is provided. Finally, the applications that deep graph generation enables are summarized and five promising future research directions are highlighted.
Deep learning shows great potential in generation tasks thanks to deep latent representation. Generative models are classes of models that can generate observations randomly with respect to certain implied parameters. Recently, the diffusion Model becomes a raising class of generative models by virtue of its power-generating ability. Nowadays, great achievements have been reached. More applications except for computer vision, speech generation, bioinformatics, and natural language processing are to be explored in this field. However, the diffusion model has its natural drawback of a slow generation process, leading to many enhanced works. This survey makes a summary of the field of the diffusion model. We firstly state the main problem with two landmark works - DDPM and DSM. Then, we present a diverse range of advanced techniques to speed up the diffusion models - training schedule, training-free sampling, mixed-modeling, and score & diffusion unification. Regarding existing models, we also provide a benchmark of FID score, IS, and NLL according to specific NFE. Moreover, applications with diffusion models are introduced including computer vision, sequence modeling, audio, and AI for science. Finally, there is a summarization of this field together with limitations & further directions.