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We introduce GrounDiT, a novel training-free spatial grounding technique for text-to-image generation using Diffusion Transformers (DiT). Spatial grounding with bounding boxes has gained attention for its simplicity and versatility, allowing for enhanced user control in image generation. However, prior training-free approaches often rely on updating the noisy image during the reverse diffusion process via backpropagation from custom loss functions, which frequently struggle to provide precise control over individual bounding boxes. In this work, we leverage the flexibility of the Transformer architecture, demonstrating that DiT can generate noisy patches corresponding to each bounding box, fully encoding the target object and allowing for fine-grained control over each region. Our approach builds on an intriguing property of DiT, which we refer to as semantic sharing. Due to semantic sharing, when a smaller patch is jointly denoised alongside a generatable-size image, the two become semantic clones. Each patch is denoised in its own branch of the generation process and then transplanted into the corresponding region of the original noisy image at each timestep, resulting in robust spatial grounding for each bounding box. In our experiments on the HRS and DrawBench benchmarks, we achieve state-of-the-art performance compared to previous training-free approaches.

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We propose EVOlutionary Selector (EVOS), an efficient training paradigm for accelerating Implicit Neural Representation (INR). Unlike conventional INR training that feeds all samples through the neural network in each iteration, our approach restricts training to strategically selected points, reducing computational overhead by eliminating redundant forward passes. Specifically, we treat each sample as an individual in an evolutionary process, where only those fittest ones survive and merit inclusion in training, adaptively evolving with the neural network dynamics. While this is conceptually similar to Evolutionary Algorithms, their distinct objectives (selection for acceleration vs. iterative solution optimization) require a fundamental redefinition of evolutionary mechanisms for our context. In response, we design sparse fitness evaluation, frequency-guided crossover, and augmented unbiased mutation to comprise EVOS. These components respectively guide sample selection with reduced computational cost, enhance performance through frequency-domain balance, and mitigate selection bias from cached evaluation. Extensive experiments demonstrate that our method achieves approximately 48%-66% reduction in training time while ensuring superior convergence without additional cost, establishing state-of-the-art acceleration among recent sampling-based strategies.

Text-to-video generation enhances content creation but is highly computationally intensive: The computational cost of Diffusion Transformers (DiTs) scales quadratically in the number of pixels. This makes minute-length video generation extremely expensive, limiting most existing models to generating videos of only 10-20 seconds length. We propose a Linear-complexity text-to-video Generation (LinGen) framework whose cost scales linearly in the number of pixels. For the first time, LinGen enables high-resolution minute-length video generation on a single GPU without compromising quality. It replaces the computationally-dominant and quadratic-complexity block, self-attention, with a linear-complexity block called MATE, which consists of an MA-branch and a TE-branch. The MA-branch targets short-to-long-range correlations, combining a bidirectional Mamba2 block with our token rearrangement method, Rotary Major Scan, and our review tokens developed for long video generation. The TE-branch is a novel TEmporal Swin Attention block that focuses on temporal correlations between adjacent tokens and medium-range tokens. The MATE block addresses the adjacency preservation issue of Mamba and improves the consistency of generated videos significantly. Experimental results show that LinGen outperforms DiT (with a 75.6% win rate) in video quality with up to 15$\times$ (11.5$\times$) FLOPs (latency) reduction. Furthermore, both automatic metrics and human evaluation demonstrate our LinGen-4B yields comparable video quality to state-of-the-art models (with a 50.5%, 52.1%, 49.1% win rate with respect to Gen-3, LumaLabs, and Kling, respectively). This paves the way to hour-length movie generation and real-time interactive video generation. We provide 68s video generation results and more examples in our project website: //lineargen.github.io/.

We introduce SimAvatar, a framework designed to generate simulation-ready clothed 3D human avatars from a text prompt. Current text-driven human avatar generation methods either model hair, clothing, and the human body using a unified geometry or produce hair and garments that are not easily adaptable for simulation within existing simulation pipelines. The primary challenge lies in representing the hair and garment geometry in a way that allows leveraging established prior knowledge from foundational image diffusion models (e.g., Stable Diffusion) while being simulation-ready using either physics or neural simulators. To address this task, we propose a two-stage framework that combines the flexibility of 3D Gaussians with simulation-ready hair strands and garment meshes. Specifically, we first employ three text-conditioned 3D generative models to generate garment mesh, body shape and hair strands from the given text prompt. To leverage prior knowledge from foundational diffusion models, we attach 3D Gaussians to the body mesh, garment mesh, as well as hair strands and learn the avatar appearance through optimization. To drive the avatar given a pose sequence, we first apply physics simulators onto the garment meshes and hair strands. We then transfer the motion onto 3D Gaussians through carefully designed mechanisms for each body part. As a result, our synthesized avatars have vivid texture and realistic dynamic motion. To the best of our knowledge, our method is the first to produce highly realistic, fully simulation-ready 3D avatars, surpassing the capabilities of current approaches.

We present HadaCore, a modified Fast Walsh-Hadamard Transform (FWHT) algorithm optimized for the Tensor Cores present in modern GPU hardware. HadaCore follows the recursive structure of the original FWHT algorithm, achieving the same asymptotic runtime complexity but leveraging a hardware-aware work decomposition that benefits from Tensor Core acceleration. This reduces bottlenecks from compute and data exchange. On Nvidia A100 and H100 GPUs, HadaCore achieves speedups of 1.1-1.4x and 1.0-1.3x, with a peak gain of 3.5x and 3.6x respectively, when compared to the existing state-of-the-art implementation of the original algorithm. We also show that when using FP16 or BF16, our implementation is numerically accurate, enabling comparable accuracy on MMLU benchmarks when used in an end-to-end Llama3 inference run with quantized (FP8) attention.

Most techniques approach the problem of image forgery localization as a binary segmentation task, training neural networks to label original areas as 0 and forged areas as 1. In contrast, we tackle this issue from a more fundamental perspective by partitioning images according to their originating sources. To this end, we propose Segment Any Forged Image Region (SAFIRE), which solves forgery localization using point prompting. Each point on an image is used to segment the source region containing itself. This allows us to partition images into multiple source regions, a capability achieved for the first time. Additionally, rather than memorizing certain forgery traces, SAFIRE naturally focuses on uniform characteristics within each source region. This approach leads to more stable and effective learning, achieving superior performance in both the new task and the traditional binary forgery localization.

Most existing visual-inertial odometry (VIO) initialization methods rely on accurate pre-calibrated extrinsic parameters. However, during long-term use, irreversible structural deformation caused by temperature changes, mechanical squeezing, etc. will cause changes in extrinsic parameters, especially in the rotational part. Existing initialization methods that simultaneously estimate extrinsic parameters suffer from poor robustness, low precision, and long initialization latency due to the need for sufficient translational motion. To address these problems, we propose a novel VIO initialization method, which jointly considers extrinsic orientation and gyroscope bias within the normal epipolar constraints, achieving higher precision and better robustness without delayed rotational calibration. First, a rotation-only constraint is designed for extrinsic orientation and gyroscope bias estimation, which tightly couples gyroscope measurements and visual observations and can be solved in pure-rotation cases. Second, we propose a weighting strategy together with a failure detection strategy to enhance the precision and robustness of the estimator. Finally, we leverage Maximum A Posteriori to refine the results before enough translation parallax comes. Extensive experiments have demonstrated that our method outperforms the state-of-the-art methods in both accuracy and robustness while maintaining competitive efficiency.

3D Gaussian Splatting (3DGS) has significantly advanced 3D scene reconstruction and novel view synthesis. However, like Neural Radiance Fields (NeRF), 3DGS struggles with accurately modeling physical reflections, particularly in mirrors, leading to incorrect reconstructions and inconsistent reflective properties. To address this challenge, we introduce Mirror-3DGS, a novel framework designed to accurately handle mirror geometries and reflections, thereby generating realistic mirror reflections. By incorporating mirror attributes into 3DGS and leveraging plane mirror imaging principles, Mirror-3DGS simulates a mirrored viewpoint from behind the mirror, enhancing the realism of scene renderings. Extensive evaluations on both synthetic and real-world scenes demonstrate that our method can render novel views with improved fidelity in real-time, surpassing the state-of-the-art Mirror-NeRF, especially in mirror regions.

Diffusion-based Generative AI gains significant attention for its superior performance over other generative techniques like Generative Adversarial Networks and Variational Autoencoders. While it has achieved notable advancements in fields such as computer vision and natural language processing, their application in speech generation remains under-explored. Mainstream Text-to-Speech systems primarily map outputs to Mel-Spectrograms in the spectral space, leading to high computational loads due to the sparsity of MelSpecs. To address these limitations, we propose LatentSpeech, a novel TTS generation approach utilizing latent diffusion models. By using latent embeddings as the intermediate representation, LatentSpeech reduces the target dimension to 5% of what is required for MelSpecs, simplifying the processing for the TTS encoder and vocoder and enabling efficient high-quality speech generation. This study marks the first integration of latent diffusion models in TTS, enhancing the accuracy and naturalness of generated speech. Experimental results on benchmark datasets demonstrate that LatentSpeech achieves a 25% improvement in Word Error Rate and a 24% improvement in Mel Cepstral Distortion compared to existing models, with further improvements rising to 49.5% and 26%, respectively, with additional training data. These findings highlight the potential of LatentSpeech to advance the state-of-the-art in TTS technology

Collecting supporting evidence from large corpora of text (e.g., Wikipedia) is of great challenge for open-domain Question Answering (QA). Especially, for multi-hop open-domain QA, scattered evidence pieces are required to be gathered together to support the answer extraction. In this paper, we propose a new retrieval target, hop, to collect the hidden reasoning evidence from Wikipedia for complex question answering. Specifically, the hop in this paper is defined as the combination of a hyperlink and the corresponding outbound link document. The hyperlink is encoded as the mention embedding which models the structured knowledge of how the outbound link entity is mentioned in the textual context, and the corresponding outbound link document is encoded as the document embedding representing the unstructured knowledge within it. Accordingly, we build HopRetriever which retrieves hops over Wikipedia to answer complex questions. Experiments on the HotpotQA dataset demonstrate that HopRetriever outperforms previously published evidence retrieval methods by large margins. Moreover, our approach also yields quantifiable interpretations of the evidence collection process.

We present CoDEx, a set of knowledge graph completion datasets extracted from Wikidata and Wikipedia that improve upon existing knowledge graph completion benchmarks in scope and level of difficulty. In terms of scope, CoDEx comprises three knowledge graphs varying in size and structure, multilingual descriptions of entities and relations, and tens of thousands of hard negative triples that are plausible but verified to be false. To characterize CoDEx, we contribute thorough empirical analyses and benchmarking experiments. First, we analyze each CoDEx dataset in terms of logical relation patterns. Next, we report baseline link prediction and triple classification results on CoDEx for five extensively tuned embedding models. Finally, we differentiate CoDEx from the popular FB15K-237 knowledge graph completion dataset by showing that CoDEx covers more diverse and interpretable content, and is a more difficult link prediction benchmark. Data, code, and pretrained models are available at //bit.ly/2EPbrJs.

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