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We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at //github.com/deepseek-ai/DreamCraft3D.

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As a class of fruitful approaches, diffusion probabilistic models (DPMs) have shown excellent advantages in high-resolution image reconstruction. On the other hand, masked autoencoders (MAEs), as popular self-supervised vision learners, have demonstrated simpler and more effective image reconstruction and transfer capabilities on downstream tasks. However, they all require extremely high training costs, either due to inherent high temporal-dependence (i.e., excessively long diffusion steps) or due to artificially low spatial-dependence (i.e., human-formulated high mask ratio, such as 0.75). To the end, this paper presents LMD, a faster image reconstruction framework with latent masking diffusion. First, we propose to project and reconstruct images in latent space through a pre-trained variational autoencoder, which is theoretically more efficient than in the pixel-based space. Then, we combine the advantages of MAEs and DPMs to design a progressive masking diffusion model, which gradually increases the masking proportion by three different schedulers and reconstructs the latent features from simple to difficult, without sequentially performing denoising diffusion as in DPMs or using fixed high masking ratio as in MAEs, so as to alleviate the high training time-consumption predicament. Our approach allows for learning high-capacity models and accelerate their training (by 3x or more) and barely reduces the original accuracy. Inference speed in downstream tasks also significantly outperforms the previous approaches.

In Near Memory Processing (NMP), processing elements(PEs) are placed near the 3D memory, reducing unnecessary data transfers between the CPU and the memory. However, as the CPUs and the PEs of the NMP use a shared memory space, maintaining coherency between them is a challenge. Most current literature relies on maintaining coherence for fine-grained or coarse-grained instruction granularities for the offloaded code blocks. We understand that for most NMP-offloaded instructions, the coherence conflict is low, and waiting for the coherence transaction hinders the performance. We construct an analytical model for an existing coherence strategy called CONDA, which is within 4% accuracy. This model indicates the key parameters responsible - the granularity of offloaded code, probability of conflicts, transaction times, and commit time. This paper identifies the prospective optimizations using the analytical model for CONDA. It proposes a new coherence scheme called MRCN: Monitored Rollback Coherence for NMP. MRCN addresses the coherence issue while eliminating unnecessary re-executions with limited hardware overhead. The MRCN is evaluated on synthetic as well as Rodinia benchmarks. The analytical results are within 4% accuracy of the simulation results. The MRCN shows improvement of upto 25% over CONDA strategy for the same benchmark under different execution conditions.

Recent progress in large language models (LLMs) has demonstrated the ability to learn and leverage Internet-scale knowledge through pre-training with autoregressive models. Unfortunately, applying such models to settings with embodied agents, such as robots, is challenging due to their lack of experience with the physical world, inability to parse non-language observations, and ignorance of rewards or safety constraints that robots may require. On the other hand, language-conditioned robotic policies that learn from interaction data can provide the necessary grounding that allows the agent to be correctly situated in the real world, but such policies are limited by the lack of high-level semantic understanding due to the limited breadth of the interaction data available for training them. Thus, if we want to make use of the semantic knowledge in a language model while still situating it in an embodied setting, we must construct an action sequence that is both likely according to the language model and also realizable according to grounded models of the environment. We frame this as a problem similar to probabilistic filtering: decode a sequence that both has high probability under the language model and high probability under a set of grounded model objectives. We demonstrate how such grounded models can be obtained across three simulation and real-world domains, and that the proposed decoding strategy is able to solve complex, long-horizon embodiment tasks in a robotic setting by leveraging the knowledge of both models. The project's website can be found at grounded-decoding.github.io.

Existing works on video frame interpolation (VFI) mostly employ deep neural networks that are trained by minimizing the L1, L2, or deep feature space distance (e.g. VGG loss) between their outputs and ground-truth frames. However, recent works have shown that these metrics are poor indicators of perceptual VFI quality. Towards developing perceptually-oriented VFI methods, in this work we propose latent diffusion model-based VFI, LDMVFI. This approaches the VFI problem from a generative perspective by formulating it as a conditional generation problem. As the first effort to address VFI using latent diffusion models, we rigorously benchmark our method on common test sets used in the existing VFI literature. Our quantitative experiments and user study indicate that LDMVFI is able to interpolate video content with favorable perceptual quality compared to the state of the art, even in the high-resolution regime. Our code is available at //github.com/danier97/LDMVFI.

Federated Learning (FL), a distributed machine learning technique has recently experienced tremendous growth in popularity due to its emphasis on user data privacy. However, the distributed computations of FL can result in constrained communication and drawn-out learning processes, necessitating the client-server communication cost optimization. The ratio of chosen clients and the quantity of local training passes are two hyperparameters that have a significant impact on FL performance. Due to different training preferences across various applications, it can be difficult for FL practitioners to manually select such hyperparameters. In our research paper, we introduce FedAVO, a novel FL algorithm that enhances communication effectiveness by selecting the best hyperparameters leveraging the African Vulture Optimizer (AVO). Our research demonstrates that the communication costs associated with FL operations can be substantially reduced by adopting AVO for FL hyperparameter adjustment. Through extensive evaluations of FedAVO on benchmark datasets, we show that FedAVO achieves significant improvement in terms of model accuracy and communication round, particularly with realistic cases of Non-IID datasets. Our extensive evaluation of the FedAVO algorithm identifies the optimal hyperparameters that are appropriately fitted for the benchmark datasets, eventually increasing global model accuracy by 6% in comparison to the state-of-the-art FL algorithms (such as FedAvg, FedProx, FedPSO, etc.).

We present DARLEI, a framework that combines evolutionary algorithms with parallelized reinforcement learning for efficiently training and evolving populations of UNIMAL agents. Our approach utilizes Proximal Policy Optimization (PPO) for individual agent learning and pairs it with a tournament selection-based generational learning mechanism to foster morphological evolution. By building on Nvidia's Isaac Gym, DARLEI leverages GPU accelerated simulation to achieve over 20x speedup using just a single workstation, compared to previous work which required large distributed CPU clusters. We systematically characterize DARLEI's performance under various conditions, revealing factors impacting diversity of evolved morphologies. For example, by enabling inter-agent collisions within the simulator, we find that we can simulate some multi-agent interactions between the same morphology, and see how it influences individual agent capabilities and long-term evolutionary adaptation. While current results demonstrate limited diversity across generations, we hope to extend DARLEI in future work to include interactions between diverse morphologies in richer environments, and create a platform that allows for coevolving populations and investigating emergent behaviours in them. Our source code is also made publicly at //saeejithnair.github.io/darlei.

This paper presents GIR, a 3D Gaussian Inverse Rendering method for relightable scene factorization. Compared to existing methods leveraging discrete meshes or neural implicit fields for inverse rendering, our method utilizes 3D Gaussians to estimate the material properties, illumination, and geometry of an object from multi-view images. Our study is motivated by the evidence showing that 3D Gaussian is a more promising backbone than neural fields in terms of performance, versatility, and efficiency. In this paper, we aim to answer the question: ``How can 3D Gaussian be applied to improve the performance of inverse rendering?'' To address the complexity of estimating normals based on discrete and often in-homogeneous distributed 3D Gaussian representations, we proposed an efficient self-regularization method that facilitates the modeling of surface normals without the need for additional supervision. To reconstruct indirect illumination, we propose an approach that simulates ray tracing. Extensive experiments demonstrate our proposed GIR's superior performance over existing methods across multiple tasks on a variety of widely used datasets in inverse rendering. This substantiates its efficacy and broad applicability, highlighting its potential as an influential tool in relighting and reconstruction. Project page: //3dgir.github.io

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/.

Meta reinforcement learning (meta-RL) extracts knowledge from previous tasks and achieves fast adaptation to new tasks. Despite recent progress, efficient exploration in meta-RL remains a key challenge in sparse-reward tasks, as it requires quickly finding informative task-relevant experiences in both meta-training and adaptation. To address this challenge, we explicitly model an exploration policy learning problem for meta-RL, which is separated from exploitation policy learning, and introduce a novel empowerment-driven exploration objective, which aims to maximize information gain for task identification. We derive a corresponding intrinsic reward and develop a new off-policy meta-RL framework, which efficiently learns separate context-aware exploration and exploitation policies by sharing the knowledge of task inference. Experimental evaluation shows that our meta-RL method significantly outperforms state-of-the-art baselines on various sparse-reward MuJoCo locomotion tasks and more complex sparse-reward Meta-World tasks.

We present Emu, a system that semantically enhances multilingual sentence embeddings. Our framework fine-tunes pre-trained multilingual sentence embeddings using two main components: a semantic classifier and a language discriminator. The semantic classifier improves the semantic similarity of related sentences, whereas the language discriminator enhances the multilinguality of the embeddings via multilingual adversarial training. Our experimental results based on several language pairs show that our specialized embeddings outperform the state-of-the-art multilingual sentence embedding model on the task of cross-lingual intent classification using only monolingual labeled data.

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