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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.

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We introduce ReplaceAnything3D model (RAM3D), a novel text-guided 3D scene editing method that enables the replacement of specific objects within a scene. Given multi-view images of a scene, a text prompt describing the object to replace, and a text prompt describing the new object, our Erase-and-Replace approach can effectively swap objects in the scene with newly generated content while maintaining 3D consistency across multiple viewpoints. We demonstrate the versatility of ReplaceAnything3D by applying it to various realistic 3D scenes, showcasing results of modified foreground objects that are well-integrated with the rest of the scene without affecting its overall integrity.

This paper introduces LeTO, a method for learning constrained visuomotor policy via differentiable trajectory optimization. Our approach uniquely integrates a differentiable optimization layer into the neural network. By formulating the optimization layer as a trajectory optimization problem, we enable the model to end-to-end generate actions in a safe and controlled fashion without extra modules. Our method allows for the introduction of constraints information during the training process, thereby balancing the training objectives of satisfying constraints, smoothing the trajectories, and minimizing errors with demonstrations. This "gray box" method marries the optimization-based safety and interpretability with the powerful representational abilities of neural networks. We quantitatively evaluate LeTO in simulation and on the real robot. In simulation, LeTO achieves a success rate comparable to state-of-the-art imitation learning methods, but the generated trajectories are of less uncertainty, higher quality, and smoother. In real-world experiments, we deployed LeTO to handle constraints-critical tasks. The results show the effectiveness of LeTO comparing with state-of-the-art imitation learning approaches. We release our code at //github.com/ZhengtongXu/LeTO.

This work introduces Weaver, our first family of large language models (LLMs) dedicated to content creation. Weaver is pre-trained on a carefully selected corpus that focuses on improving the writing capabilities of large language models. We then fine-tune Weaver for creative and professional writing purposes and align it to the preference of professional writers using a suit of novel methods for instruction data synthesis and LLM alignment, making it able to produce more human-like texts and follow more diverse instructions for content creation. The Weaver family consists of models of Weaver Mini (1.8B), Weaver Base (6B), Weaver Pro (14B), and Weaver Ultra (34B) sizes, suitable for different applications and can be dynamically dispatched by a routing agent according to query complexity to balance response quality and computation cost. Evaluation on a carefully curated benchmark for assessing the writing capabilities of LLMs shows Weaver models of all sizes outperform generalist LLMs several times larger than them. Notably, our most-capable Weaver Ultra model surpasses GPT-4, a state-of-the-art generalist LLM, on various writing scenarios, demonstrating the advantage of training specialized LLMs for writing purposes. Moreover, Weaver natively supports retrieval-augmented generation (RAG) and function calling (tool usage). We present various use cases of these abilities for improving AI-assisted writing systems, including integration of external knowledge bases, tools, or APIs, and providing personalized writing assistance. Furthermore, we discuss and summarize a guideline and best practices for pre-training and fine-tuning domain-specific LLMs.

Multimodal Large Language Models (MLLMs) demonstrate impressive image understanding and generating capabilities. However, existing benchmarks employ limited charts that deviate from real-world scenarios, posing challenges in accurately assessing the chart comprehension of MLLMs. To overcome this constraint, we propose ChartBench, an exhaustive chart benchmark specifically designed to evaluate MLLMs' chart comprehension and data reliability through complex visual reasoning. ChartBench encompasses a wide spectrum, including 42 categories, 2.1K charts, and 16.8K question-answer pairs. Diverging from previous benchmarks, ChartBench avoids employing data point annotation charts or metadata prompts directly. Instead, it compels MLLMs to derive values akin to human understanding by leveraging inherent chart elements such as color, legends, or coordinate systems. Additionally, we propose an enhanced evaluation metric, Acc+, which facilitates the evaluation of MLLMs without needing labor-intensive manual efforts or costly evaluations based on GPT. Our extensive experimental evaluation involves 12 widely-used open-sourced and 2 proprietary MLLMs, revealing the limitations of MLLMs in interpreting charts and providing valuable insights to encourage closer scrutiny of this aspect.

Document AI is a growing research field that focuses on the comprehension and extraction of information from scanned and digital documents to make everyday business operations more efficient. Numerous downstream tasks and datasets have been introduced to facilitate the training of AI models capable of parsing and extracting information from various document types such as receipts and scanned forms. Despite these advancements, both existing datasets and models fail to address critical challenges that arise in industrial contexts. Existing datasets primarily comprise short documents consisting of a single page, while existing models are constrained by a limited maximum length, often set at 512 tokens. Consequently, the practical application of these methods in financial services, where documents can span multiple pages, is severely impeded. To overcome these challenges, we introduce LongFin, a multimodal document AI model capable of encoding up to 4K tokens. We also propose the LongForms dataset, a comprehensive financial dataset that encapsulates several industrial challenges in financial documents. Through an extensive evaluation, we demonstrate the effectiveness of the LongFin model on the LongForms dataset, surpassing the performance of existing public models while maintaining comparable results on existing single-page benchmarks.

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/.

Transformer is a promising neural network learner, and has achieved great success in various machine learning tasks. Thanks to the recent prevalence of multimodal applications and big data, Transformer-based multimodal learning has become a hot topic in AI research. This paper presents a comprehensive survey of Transformer techniques oriented at multimodal data. The main contents of this survey include: (1) a background of multimodal learning, Transformer ecosystem, and the multimodal big data era, (2) a theoretical review of Vanilla Transformer, Vision Transformer, and multimodal Transformers, from a geometrically topological perspective, (3) a review of multimodal Transformer applications, via two important paradigms, i.e., for multimodal pretraining and for specific multimodal tasks, (4) a summary of the common challenges and designs shared by the multimodal Transformer models and applications, and (5) a discussion of open problems and potential research directions for the community.

Graph neural networks (GNNs) have been a hot spot of recent research and are widely utilized in diverse applications. However, with the use of huger data and deeper models, an urgent demand is unsurprisingly made to accelerate GNNs for more efficient execution. In this paper, we provide a comprehensive survey on acceleration methods for GNNs from an algorithmic perspective. We first present a new taxonomy to classify existing acceleration methods into five categories. Based on the classification, we systematically discuss these methods and highlight their correlations. Next, we provide comparisons from aspects of the efficiency and characteristics of these methods. Finally, we suggest some promising prospects for future research.

Normalization is known to help the optimization of deep neural networks. Curiously, different architectures require specialized normalization methods. In this paper, we study what normalization is effective for Graph Neural Networks (GNNs). First, we adapt and evaluate the existing methods from other domains to GNNs. Faster convergence is achieved with InstanceNorm compared to BatchNorm and LayerNorm. We provide an explanation by showing that InstanceNorm serves as a preconditioner for GNNs, but such preconditioning effect is weaker with BatchNorm due to the heavy batch noise in graph datasets. Second, we show that the shift operation in InstanceNorm results in an expressiveness degradation of GNNs for highly regular graphs. We address this issue by proposing GraphNorm with a learnable shift. Empirically, GNNs with GraphNorm converge faster compared to GNNs using other normalization. GraphNorm also improves the generalization of GNNs, achieving better performance on graph classification benchmarks.

We present Generative Adversarial Capsule Network (CapsuleGAN), a framework that uses capsule networks (CapsNets) instead of the standard convolutional neural networks (CNNs) as discriminators within the generative adversarial network (GAN) setting, while modeling image data. We provide guidelines for designing CapsNet discriminators and the updated GAN objective function, which incorporates the CapsNet margin loss, for training CapsuleGAN models. We show that CapsuleGAN outperforms convolutional-GAN at modeling image data distribution on the MNIST dataset of handwritten digits, evaluated on the generative adversarial metric and at semi-supervised image classification.

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