As recent advances in Neural Radiance Fields (NeRF) have enabled high-fidelity 3D face reconstruction and novel view synthesis, its manipulation also became an essential task in 3D vision. However, existing manipulation methods require extensive human labor, such as a user-provided semantic mask and manual attribute search unsuitable for non-expert users. Instead, our approach is designed to require a single text to manipulate a face reconstructed with NeRF. To do so, we first train a scene manipulator, a latent code-conditional deformable NeRF, over a dynamic scene to control a face deformation using the latent code. However, representing a scene deformation with a single latent code is unfavorable for compositing local deformations observed in different instances. As so, our proposed Position-conditional Anchor Compositor (PAC) learns to represent a manipulated scene with spatially varying latent codes. Their renderings with the scene manipulator are then optimized to yield high cosine similarity to a target text in CLIP embedding space for text-driven manipulation. To the best of our knowledge, our approach is the first to address the text-driven manipulation of a face reconstructed with NeRF. Extensive results, comparisons, and ablation studies demonstrate the effectiveness of our approach.
This paper presents a novel approach to address the Entity Recognition and Linking Challenge at NLPCC 2015. The task involves extracting named entity mentions from short search queries and linking them to entities within a reference Chinese knowledge base. To tackle this problem, we first expand the existing knowledge base and utilize external knowledge to identify candidate entities, thereby improving the recall rate. Next, we extract features from the candidate entities and utilize Support Vector Regression and Multiple Additive Regression Tree as scoring functions to filter the results. Additionally, we apply rules to further refine the results and enhance precision. Our method is computationally efficient and achieves an F1 score of 0.535.
This paper presents a novel semantic representation, WISeR, that overcomes challenges for Abstract Meaning Representation (AMR). Despite its strengths, AMR is not easily applied to languages or domains without predefined semantic frames, and its use of numbered arguments results in semantic role labels, which are not directly interpretable and are semantically overloaded for parsers. We examine the numbered arguments of predicates in AMR and convert them to thematic roles that do not require reference to semantic frames. We create a new corpus of 1K English dialogue sentences annotated in both WISeR and AMR. WISeR shows stronger inter-annotator agreement for beginner and experienced annotators, with beginners becoming proficient in WISeR annotation more quickly. Finally, we train a state-of-the-art parser on the AMR 3.0 corpus and a WISeR corpus converted from AMR 3.0. The parser is evaluated on these corpora and our dialogue corpus. The WISeR model exhibits higher accuracy than its AMR counterpart across the board, demonstrating that WISeR is easier for parsers to learn.
With recent advances in Generative AI, it is becoming easier to automatically manipulate 3D models. However, current methods tend to apply edits to models globally, which risks compromising the intended functionality of the 3D model when fabricated in the physical world. For example, modifying functional segments in 3D models, such as the base of a vase, could break the original functionality of the model, thus causing the vase to fall over. We introduce a method for automatically segmenting 3D models into functional and aesthetic elements. This method allows users to selectively modify aesthetic segments of 3D models, without affecting the functional segments. To develop this method we first create a taxonomy of functionality in 3D models by qualitatively analyzing 1000 models sourced from a popular 3D printing repository, Thingiverse. With this taxonomy, we develop a semi-automatic classification method to decompose 3D models into functional and aesthetic elements. We propose a system called Style2Fab that allows users to selectively stylize 3D models without compromising their functionality. We evaluate the effectiveness of our classification method compared to human-annotated data, and demonstrate the utility of Style2Fab with a user study to show that functionality-aware segmentation helps preserve model functionality.
Text-to-image diffusion models, e.g. Stable Diffusion (SD), lately have shown remarkable ability in high-quality content generation, and become one of the representatives for the recent wave of transformative AI. Nevertheless, such advance comes with an intensifying concern about the misuse of this generative technology, especially for producing copyrighted or NSFW (i.e. not safe for work) images. Although efforts have been made to filter inappropriate images/prompts or remove undesirable concepts/styles via model fine-tuning, the reliability of these safety mechanisms against diversified problematic prompts remains largely unexplored. In this work, we propose Prompting4Debugging (P4D) as a debugging and red-teaming tool that automatically finds problematic prompts for diffusion models to test the reliability of a deployed safety mechanism. We demonstrate the efficacy of our P4D tool in uncovering new vulnerabilities of SD models with safety mechanisms. Particularly, our result shows that around half of prompts in existing safe prompting benchmarks which were originally considered "safe" can actually be manipulated to bypass many deployed safety mechanisms, including concept removal, negative prompt, and safety guidance. Our findings suggest that, without comprehensive testing, the evaluations on limited safe prompting benchmarks can lead to a false sense of safety for text-to-image models.
The rapid development of Large Language Models (LLMs) and the emergence of novel abilities with scale have necessitated the construction of holistic, diverse and challenging benchmarks such as HELM and BIG-bench. However, at the moment, most of these benchmarks focus only on performance in English and evaluations that include Southeast Asian (SEA) languages are few in number. We therefore propose BHASA, a holistic linguistic and cultural evaluation suite for LLMs in SEA languages. It comprises three components: (1) a NLP benchmark covering eight tasks across Natural Language Understanding (NLU), Generation (NLG) and Reasoning (NLR) tasks, (2) LINDSEA, a linguistic diagnostic toolkit that spans the gamut of linguistic phenomena including syntax, semantics and pragmatics, and (3) a cultural diagnostics dataset that probes for both cultural representation and sensitivity. For this preliminary effort, we implement the NLP benchmark only for Indonesian, Vietnamese, Thai and Tamil, and we only include Indonesian and Tamil for LINDSEA and the cultural diagnostics dataset. As GPT-4 is purportedly one of the best-performing multilingual LLMs at the moment, we use it as a yardstick to gauge the capabilities of LLMs in the context of SEA languages. Our initial experiments on GPT-4 with BHASA find it lacking in various aspects of linguistic capabilities, cultural representation and sensitivity in the targeted SEA languages. BHASA is a work in progress and will continue to be improved and expanded in the future.
We propose MatSci ML, a novel benchmark for modeling MATerials SCIence using Machine Learning (MatSci ML) methods focused on solid-state materials with periodic crystal structures. Applying machine learning methods to solid-state materials is a nascent field with substantial fragmentation largely driven by the great variety of datasets used to develop machine learning models. This fragmentation makes comparing the performance and generalizability of different methods difficult, thereby hindering overall research progress in the field. Building on top of open-source datasets, including large-scale datasets like the OpenCatalyst, OQMD, NOMAD, the Carolina Materials Database, and Materials Project, the MatSci ML benchmark provides a diverse set of materials systems and properties data for model training and evaluation, including simulated energies, atomic forces, material bandgaps, as well as classification data for crystal symmetries via space groups. The diversity of properties in MatSci ML makes the implementation and evaluation of multi-task learning algorithms for solid-state materials possible, while the diversity of datasets facilitates the development of new, more generalized algorithms and methods across multiple datasets. In the multi-dataset learning setting, MatSci ML enables researchers to combine observations from multiple datasets to perform joint prediction of common properties, such as energy and forces. Using MatSci ML, we evaluate the performance of different graph neural networks and equivariant point cloud networks on several benchmark tasks spanning single task, multitask, and multi-data learning scenarios. Our open-source code is available at //github.com/IntelLabs/matsciml.
Despite the great advance of Multimodal Large Language Models (MLLMs) in both instruction dataset building and benchmarking, the independence of training and evaluation makes current MLLMs hard to further improve their capability under the guidance of evaluation results with a relatively low human cost. In this paper, we propose MLLM-DataEngine, a novel closed-loop system that bridges data generation, model training, and evaluation. Within each loop iteration, the MLLM-DataEngine first analyze the weakness of the model based on the evaluation results, then generate a proper incremental dataset for the next training iteration and enhance the model capability iteratively. Compared with previous data collection methods which are separate from the benchmarking, the data generated by MLLM-DataEngine shows better targeting, quality, and correctness. For targeting, we propose an Adaptive Bad-case Sampling module, which adjusts the ratio of different types of data within each incremental dataset based on the benchmarking results. For quality, we resort to GPT-4 to generate high-quality data with each given data type. For correctness, prompt design is critical for the data generation results. Rather than previous hand-crafted prompt, we propose an Interactive Prompt Optimization strategy, which optimizes the prompt with the multi-round interaction between human and GPT, and improve the correctness of generated data greatly. Through extensive experiments, we find our MLLM-DataEngine could boost the MLLM capability in a targeted and automatic manner, with only a few human participation. We hope it could be a general solution for the following MLLMs building. The MLLM-DataEngine has been open-sourced and is now available at //github.com/opendatalab/MLLM-DataEngine.
In various real-world applications, ranging from the Internet of Things (IoT) to social media and financial systems, data stream clustering is a critical operation. This paper introduces Benne, a modular and highly configurable data stream clustering algorithm designed to offer a nuanced balance between clustering accuracy and computational efficiency. Benne distinguishes itself by clearly demarcating four pivotal design dimensions: the summarizing data structure, the window model for handling data temporality, the outlier detection mechanism, and the refinement strategy for improving cluster quality. This clear separation not only facilitates a granular understanding of the impact of each design choice on the algorithm's performance but also enhances the algorithm's adaptability to a wide array of application contexts. We provide a comprehensive analysis of these design dimensions, elucidating the challenges and opportunities inherent to each. Furthermore, we conduct a rigorous performance evaluation of Benne, employing diverse configurations and benchmarking it against existing state-of-the-art data stream clustering algorithms. Our empirical results substantiate that Benne either matches or surpasses competing algorithms in terms of clustering accuracy, processing throughput, and adaptability to varying data stream characteristics. This establishes Benne as a valuable asset for both practitioners and researchers in the field of data stream mining.
We present a hybrid multi-volume rendering approach based on a novel Residency Octree that combines the advantages of out-of-core volume rendering using page tables with those of standard octrees. Octree approaches work by performing hierarchical tree traversal. However, in octree volume rendering, tree traversal and the selection of data resolution are intrinsically coupled. This makes fine-grained empty-space skipping costly. Page tables, on the other hand, allow access to any cached brick from any resolution. However, they do not offer a clear and efficient strategy for substituting missing high-resolution data with lower-resolution data. We enable flexible mixed-resolution out-of-core multi-volume rendering by decoupling the cache residency of multi-resolution data from a resolution-independent spatial subdivision determined by the tree. Instead of one-to-one node-to-brick correspondences, each residency octree node is mapped to a set of bricks from different resolution levels. This makes it possible to efficiently and adaptively choose and mix resolutions, adapt sampling rates, and compensate for cache misses. At the same time, residency octrees support fine-grained empty-space skipping, independent of the data subdivision used for caching. Finally, to facilitate collaboration and outreach, and to eliminate local data storage, our implementation is a web-based, pure client-side renderer using WebGPU and WebAssembly. Our method is faster than prior approaches and efficient for many data channels with a flexible and adaptive choice of data resolution.
We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at //voyager.minedojo.org/.