We present Neural 3D Strokes, a novel technique to generate stylized images of a 3D scene at arbitrary novel views from multi-view 2D images. Different from existing methods which apply stylization to trained neural radiance fields at the voxel level, our approach draws inspiration from image-to-painting methods, simulating the progressive painting process of human artwork with vector strokes. We develop a palette of stylized 3D strokes from basic primitives and splines, and consider the 3D scene stylization task as a multi-view reconstruction process based on these 3D stroke primitives. Instead of directly searching for the parameters of these 3D strokes, which would be too costly, we introduce a differentiable renderer that allows optimizing stroke parameters using gradient descent, and propose a training scheme to alleviate the vanishing gradient issue. The extensive evaluation demonstrates that our approach effectively synthesizes 3D scenes with significant geometric and aesthetic stylization while maintaining a consistent appearance across different views. Our method can be further integrated with style loss and image-text contrastive models to extend its applications, including color transfer and text-driven 3D scene drawing. Results and code are available at //buaavrcg.github.io/Neural3DStrokes.
We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at //kylesargent.github.io/zeronvs/
Phishing, a prevalent cybercrime tactic for decades, remains a significant threat in today's digital world. By leveraging clever social engineering elements and modern technology, cybercrime targets many individuals, businesses, and organizations to exploit trust and security. These cyber-attackers are often disguised in many trustworthy forms to appear as legitimate sources. By cleverly using psychological elements like urgency, fear, social proof, and other manipulative strategies, phishers can lure individuals into revealing sensitive and personalized information. Building on this pervasive issue within modern technology, this paper aims to analyze the effectiveness of 15 Large Language Models (LLMs) in detecting phishing attempts, specifically focusing on a randomized set of "419 Scam" emails. The objective is to determine which LLMs can accurately detect phishing emails by analyzing a text file containing email metadata based on predefined criteria. The experiment concluded that the following models, ChatGPT 3.5, GPT-3.5-Turbo-Instruct, and ChatGPT, were the most effective in detecting phishing emails.
This paper introduces PAG-a novel optimization and decoding approach that guides autoregressive generation of document identifiers in generative retrieval models through simultaneous decoding. To this aim, PAG constructs a set-based and sequential identifier for each document. Motivated by the bag-of-words assumption in information retrieval, the set-based identifier is built on lexical tokens. The sequential identifier, on the other hand, is obtained via quantizing relevance-based representations of documents. Extensive experiments on MSMARCO and TREC Deep Learning Track data reveal that PAG outperforms the state-of-the-art generative retrieval model by a large margin (e.g., 15.6% MRR improvements on MS MARCO), while achieving 22x speed up in terms of query latency.
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (i.e., GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
Memory accounts for 33 - 50% of the total cost of ownership (TCO) in modern data centers. We propose a novel solution to tame memory TCO through the novel creation and judicious management of multiple software-defined compressed memory tiers. As opposed to the state-of-the-art solutions that employ a 2-Tier solution, a single compressed tier along with DRAM, we define multiple compressed tiers implemented through a combination of different compression algorithms, memory allocators for compressed objects, and backing media to store compressed objects. These compressed memory tiers represent distinct points in the access latency, data compressibility, and unit memory usage cost spectrum, allowing rich and flexible trade-offs between memory TCO savings and application performance impact. A key advantage with ntier is that it enables aggressive memory TCO saving opportunities by placing warm data in low latency compressed tiers with a reasonable performance impact while simultaneously placing cold data in the best memory TCO saving tiers. We believe our work represents an important server system configuration and optimization capability to achieve the best SLA-aware performance per dollar for applications hosted in production data center environments. We present a comprehensive and rigorous analytical cost model for performance and TCO trade-off based on continuous monitoring of the application's data access profile. Guided by this model, our placement model takes informed actions to dynamically manage the placement and migration of application data across multiple software-defined compressed tiers. On real-world benchmarks, our solution increases memory TCO savings by 22% - 40% percentage points while maintaining performance parity or improves performance by 2% - 10% percentage points while maintaining memory TCO parity compared to state-of-the-art 2-Tier solutions.
This paper presents a demonstration of the developed prototype showcasing a way to preserve the Intangible Cultural Heritage of Uttarakhand, India. Aipan is a traditional art form practiced in the Kumaon region in the state of Uttarakhand. It is typically used to decorate floors and walls at places of worship or entrances of homes and is considered auspicious to begin any work or event. This art is associated with a great degree of social, cultural as well as religious significance and is passed from generation to generation. However, in the present era of modernization and technological advancements, this art form now stands on the verge of depletion. This study presents a humble attempt to preserve this vanishing art form through the use of Virtual Reality (VR). Ethnographic studies were conducted in Almora, Nainital, and Haldwani regions of Uttarakhand to trace the origins as well as to gain a deeper understanding of this art form. A total of ten (N =10) Aipan designers were interviewed. Several interesting insights are revealed through these studies that show the potential to be incorporated as a VR experience.
We propose MeshLRM, a novel LRM-based approach that can reconstruct a high-quality mesh from merely four input images in less than one second. Different from previous large reconstruction models (LRMs) that focus on NeRF-based reconstruction, MeshLRM incorporates differentiable mesh extraction and rendering within the LRM framework. This allows for end-to-end mesh reconstruction by fine-tuning a pre-trained NeRF LRM with mesh rendering. Moreover, we improve the LRM architecture by simplifying several complex designs in previous LRMs. MeshLRM's NeRF initialization is sequentially trained with low- and high-resolution images; this new LRM training strategy enables significantly faster convergence and thereby leads to better quality with less compute. Our approach achieves state-of-the-art mesh reconstruction from sparse-view inputs and also allows for many downstream applications, including text-to-3D and single-image-to-3D generation. Project page: //sarahweiii.github.io/meshlrm/
We introduce a novel diffusion transformer, LazyDiffusion, that generates partial image updates efficiently. Our approach targets interactive image editing applications in which, starting from a blank canvas or an image, a user specifies a sequence of localized image modifications using binary masks and text prompts. Our generator operates in two phases. First, a context encoder processes the current canvas and user mask to produce a compact global context tailored to the region to generate. Second, conditioned on this context, a diffusion-based transformer decoder synthesizes the masked pixels in a "lazy" fashion, i.e., it only generates the masked region. This contrasts with previous works that either regenerate the full canvas, wasting time and computation, or confine processing to a tight rectangular crop around the mask, ignoring the global image context altogether. Our decoder's runtime scales with the mask size, which is typically small, while our encoder introduces negligible overhead. We demonstrate that our approach is competitive with state-of-the-art inpainting methods in terms of quality and fidelity while providing a 10x speedup for typical user interactions, where the editing mask represents 10% of the image.
In the rapidly advancing realm of visual generation, diffusion models have revolutionized the landscape, marking a significant shift in capabilities with their impressive text-guided generative functions. However, relying solely on text for conditioning these models does not fully cater to the varied and complex requirements of different applications and scenarios. Acknowledging this shortfall, a variety of studies aim to control pre-trained text-to-image (T2I) models to support novel conditions. In this survey, we undertake a thorough review of the literature on controllable generation with T2I diffusion models, covering both the theoretical foundations and practical advancements in this domain. Our review begins with a brief introduction to the basics of denoising diffusion probabilistic models (DDPMs) and widely used T2I diffusion models. We then reveal the controlling mechanisms of diffusion models, theoretically analyzing how novel conditions are introduced into the denoising process for conditional generation. Additionally, we offer a detailed overview of research in this area, organizing it into distinct categories from the condition perspective: generation with specific conditions, generation with multiple conditions, and universal controllable generation. For an exhaustive list of the controllable generation literature surveyed, please refer to our curated repository at \url{//github.com/PRIV-Creation/Awesome-Controllable-T2I-Diffusion-Models}.
With the burgeoning growth of online video platforms and the escalating volume of video content, the demand for proficient video understanding tools has intensified markedly. With Large Language Models (LLMs) showcasing remarkable capabilities in key language tasks, this survey provides a detailed overview of the recent advancements in video understanding harnessing the power of LLMs (Vid-LLMs). The emergent capabilities of Vid-LLMs are surprisingly advanced, particularly their ability for open-ended spatial-temporal reasoning combined with commonsense knowledge, suggesting a promising path for future video understanding. We examine the unique characteristics and capabilities of Vid-LLMs, categorizing the approaches into four main types: LLM-based Video Agents, Vid-LLMs Pretraining, Vid-LLMs Instruction Tuning, and Hybrid Methods. Furthermore, this survey also presents a comprehensive study of the tasks and datasets for Vid-LLMs, along with the methodologies employed for evaluation. Additionally, the survey explores the expansive applications of Vid-LLMs across various domains, thereby showcasing their remarkable scalability and versatility in addressing challenges in real-world video understanding. Finally, the survey summarizes the limitations of existing Vid-LLMs and the directions for future research. For more information, we recommend readers visit the repository at //github.com/yunlong10/Awesome-LLMs-for-Video-Understanding.