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SubscribeStyleBench: Evaluating thinking styles in Large Language Models
The effectiveness of Large Language Models (LLMs) is heavily influenced by the reasoning strategies, or styles of thought, employed in their prompts. However, the interplay between these reasoning styles, model architecture, and task type remains poorly understood. To address this, we introduce StyleBench, a comprehensive benchmark for systematically evaluating reasoning styles across diverse tasks and models. We assess five representative reasoning styles, including Chain of Thought (CoT), Tree of Thought (ToT), Algorithm of Thought (AoT), Sketch of Thought (SoT), and Chain-of-Draft (CoD) on five reasoning tasks, using 15 open-source models from major families (LLaMA, Qwen, Mistral, Gemma, GPT-OSS, Phi, and DeepSeek) ranging from 270M to 120B parameters. Our large-scale analysis reveals that no single style is universally optimal. We demonstrate that strategy efficacy is highly contingent on both model scale and task type: search-based methods (AoT, ToT) excel in open-ended problems but require large-scale models, while concise styles (SoT, CoD) achieve radical efficiency gains on well-defined tasks. Furthermore, we identify key behavioral patterns: smaller models frequently fail to follow output instructions and default to guessing, while reasoning robustness emerges as a function of scale. Our findings offer a crucial roadmap for selecting optimal reasoning strategies based on specific constraints, we open source the benchmark in https://github.com/JamesJunyuGuo/Style_Bench.
CAD-SIGNet: CAD Language Inference from Point Clouds using Layer-wise Sketch Instance Guided Attention
Reverse engineering in the realm of Computer-Aided Design (CAD) has been a longstanding aspiration, though not yet entirely realized. Its primary aim is to uncover the CAD process behind a physical object given its 3D scan. We propose CAD-SIGNet, an end-to-end trainable and auto-regressive architecture to recover the design history of a CAD model represented as a sequence of sketch-and-extrusion from an input point cloud. Our model learns visual-language representations by layer-wise cross-attention between point cloud and CAD language embedding. In particular, a new Sketch instance Guided Attention (SGA) module is proposed in order to reconstruct the fine-grained details of the sketches. Thanks to its auto-regressive nature, CAD-SIGNet not only reconstructs a unique full design history of the corresponding CAD model given an input point cloud but also provides multiple plausible design choices. This allows for an interactive reverse engineering scenario by providing designers with multiple next-step choices along with the design process. Extensive experiments on publicly available CAD datasets showcase the effectiveness of our approach against existing baseline models in two settings, namely, full design history recovery and conditional auto-completion from point clouds.
An Empirical Study of Retrieval-Augmented Code Generation: Challenges and Opportunities
Code generation aims to automatically generate code snippets of specific programming language according to natural language descriptions. The continuous advancements in deep learning, particularly pre-trained models, have empowered the code generation task to achieve remarkable performance. One main challenge of pre-trained models for code generation is the semantic gap between natural language requirements and source code. To address the issue, prior studies typically adopt a retrieval-augmented framework for the task, where the similar code snippets collected by a retrieval process can be leveraged to help understand the requirements and provide guidance for the generation process. However, there is a lack of systematic study on the application of this framework for code generation, including the impact of the final generated results and the specific usage of the framework. In this paper, we choose three popular pre-trained code models, namely CodeGen, UniXcoder, and CodeT5, to assess the impact of the quality and utilization of retrieved code on the retrieval-augmented framework. Our analysis shows that the retrieval-augmented framework is beneficial for improving the performance of the existing pre-trained models. We also provide suggestions on the utilization of the retrieval-augmented code generation framework: BM25 and Sequential Integration Fusion are recommended due to their convenience and superior performance. Sketch Filling Fusion, which extracts a sketch of relevant code, could help the model improve its performance further. Additionally, we conduct experiments to investigate the influence of the retrieval-augmented framework on large language models for code generation, showing the effectiveness of the framework, and we discuss the trade-off between performance improvement and computational costs in each phase within the framework.
GroundUp: Rapid Sketch-Based 3D City Massing
We propose GroundUp, the first sketch-based ideation tool for 3D city massing of urban areas. We focus on early-stage urban design, where sketching is a common tool and the design starts from balancing building volumes (masses) and open spaces. With Human-Centered AI in mind, we aim to help architects quickly revise their ideas by easily switching between 2D sketches and 3D models, allowing for smoother iteration and sharing of ideas. Inspired by feedback from architects and existing workflows, our system takes as a first input a user sketch of multiple buildings in a top-down view. The user then draws a perspective sketch of the envisioned site. Our method is designed to exploit the complementarity of information in the two sketches and allows users to quickly preview and adjust the inferred 3D shapes. Our model has two main components. First, we propose a novel sketch-to-depth prediction network for perspective sketches that exploits top-down sketch shapes. Second, we use depth cues derived from the perspective sketch as a condition to our diffusion model, which ultimately completes the geometry in a top-down view. Thus, our final 3D geometry is represented as a heightfield, allowing users to construct the city `from the ground up'.
RT-Sketch: Goal-Conditioned Imitation Learning from Hand-Drawn Sketches
Natural language and images are commonly used as goal representations in goal-conditioned imitation learning (IL). However, natural language can be ambiguous and images can be over-specified. In this work, we propose hand-drawn sketches as a modality for goal specification in visual imitation learning. Sketches are easy for users to provide on the fly like language, but similar to images they can also help a downstream policy to be spatially-aware and even go beyond images to disambiguate task-relevant from task-irrelevant objects. We present RT-Sketch, a goal-conditioned policy for manipulation that takes a hand-drawn sketch of the desired scene as input, and outputs actions. We train RT-Sketch on a dataset of paired trajectories and corresponding synthetically generated goal sketches. We evaluate this approach on six manipulation skills involving tabletop object rearrangements on an articulated countertop. Experimentally we find that RT-Sketch is able to perform on a similar level to image or language-conditioned agents in straightforward settings, while achieving greater robustness when language goals are ambiguous or visual distractors are present. Additionally, we show that RT-Sketch has the capacity to interpret and act upon sketches with varied levels of specificity, ranging from minimal line drawings to detailed, colored drawings. For supplementary material and videos, please refer to our website: http://rt-sketch.github.io.
External Knowledge Enhanced 3D Scene Generation from Sketch
Generating realistic 3D scenes is challenging due to the complexity of room layouts and object geometries.We propose a sketch based knowledge enhanced diffusion architecture (SEK) for generating customized, diverse, and plausible 3D scenes. SEK conditions the denoising process with a hand-drawn sketch of the target scene and cues from an object relationship knowledge base. We first construct an external knowledge base containing object relationships and then leverage knowledge enhanced graph reasoning to assist our model in understanding hand-drawn sketches. A scene is represented as a combination of 3D objects and their relationships, and then incrementally diffused to reach a Gaussian distribution.We propose a 3D denoising scene transformer that learns to reverse the diffusion process, conditioned by a hand-drawn sketch along with knowledge cues, to regressively generate the scene including the 3D object instances as well as their layout. Experiments on the 3D-FRONT dataset show that our model improves FID, CKL by 17.41%, 37.18% in 3D scene generation and FID, KID by 19.12%, 20.06% in 3D scene completion compared to the nearest competitor DiffuScene.
Sketch and Text Guided Diffusion Model for Colored Point Cloud Generation
Diffusion probabilistic models have achieved remarkable success in text guided image generation. However, generating 3D shapes is still challenging due to the lack of sufficient data containing 3D models along with their descriptions. Moreover, text based descriptions of 3D shapes are inherently ambiguous and lack details. In this paper, we propose a sketch and text guided probabilistic diffusion model for colored point cloud generation that conditions the denoising process jointly with a hand drawn sketch of the object and its textual description. We incrementally diffuse the point coordinates and color values in a joint diffusion process to reach a Gaussian distribution. Colored point cloud generation thus amounts to learning the reverse diffusion process, conditioned by the sketch and text, to iteratively recover the desired shape and color. Specifically, to learn effective sketch-text embedding, our model adaptively aggregates the joint embedding of text prompt and the sketch based on a capsule attention network. Our model uses staged diffusion to generate the shape and then assign colors to different parts conditioned on the appearance prompt while preserving precise shapes from the first stage. This gives our model the flexibility to extend to multiple tasks, such as appearance re-editing and part segmentation. Experimental results demonstrate that our model outperforms recent state-of-the-art in point cloud generation.
Person Re-identification by Contour Sketch under Moderate Clothing Change
Person re-identification (re-id), the process of matching pedestrian images across different camera views, is an important task in visual surveillance. Substantial development of re-id has recently been observed, and the majority of existing models are largely dependent on color appearance and assume that pedestrians do not change their clothes across camera views. This limitation, however, can be an issue for re-id when tracking a person at different places and at different time if that person (e.g., a criminal suspect) changes his/her clothes, causing most existing methods to fail, since they are heavily relying on color appearance and thus they are inclined to match a person to another person wearing similar clothes. In this work, we call the person re-id under clothing change the "cross-clothes person re-id". In particular, we consider the case when a person only changes his clothes moderately as a first attempt at solving this problem based on visible light images; that is we assume that a person wears clothes of a similar thickness, and thus the shape of a person would not change significantly when the weather does not change substantially within a short period of time. We perform cross-clothes person re-id based on a contour sketch of person image to take advantage of the shape of the human body instead of color information for extracting features that are robust to moderate clothing change. Due to the lack of a large-scale dataset for cross-clothes person re-id, we contribute a new dataset that consists of 33698 images from 221 identities. Our experiments illustrate the challenges of cross-clothes person re-id and demonstrate the effectiveness of our proposed method.
Unlocking the conversion of Web Screenshots into HTML Code with the WebSight Dataset
Using vision-language models (VLMs) in web development presents a promising strategy to increase efficiency and unblock no-code solutions: by providing a screenshot or a sketch of a UI, a VLM could generate the code to reproduce it, for instance in a language like HTML. Despite the advancements in VLMs for various tasks, the specific challenge of converting a screenshot into a corresponding HTML has been minimally explored. We posit that this is mainly due to the absence of a suitable, high-quality dataset. This work introduces WebSight, a synthetic dataset consisting of 2 million pairs of HTML codes and their corresponding screenshots. We fine-tune a foundational VLM on our dataset and show proficiency in converting webpage screenshots to functional HTML code. To accelerate the research in this area, we open-source WebSight.
Volumetric Wireframe Parsing from Neural Attraction Fields
The primal sketch is a fundamental representation in Marr's vision theory, which allows for parsimonious image-level processing from 2D to 2.5D perception. This paper takes a further step by computing 3D primal sketch of wireframes from a set of images with known camera poses, in which we take the 2D wireframes in multi-view images as the basis to compute 3D wireframes in a volumetric rendering formulation. In our method, we first propose a NEural Attraction (NEAT) Fields that parameterizes the 3D line segments with coordinate Multi-Layer Perceptrons (MLPs), enabling us to learn the 3D line segments from 2D observation without incurring any explicit feature correspondences across views. We then present a novel Global Junction Perceiving (GJP) module to perceive meaningful 3D junctions from the NEAT Fields of 3D line segments by optimizing a randomly initialized high-dimensional latent array and a lightweight decoding MLP. Benefitting from our explicit modeling of 3D junctions, we finally compute the primal sketch of 3D wireframes by attracting the queried 3D line segments to the 3D junctions, significantly simplifying the computation paradigm of 3D wireframe parsing. In experiments, we evaluate our approach on the DTU and BlendedMVS datasets with promising performance obtained. As far as we know, our method is the first approach to achieve high-fidelity 3D wireframe parsing without requiring explicit matching.
Enhancing Image Caption Generation Using Reinforcement Learning with Human Feedback
Research on generative models to produce human-aligned / human-preferred outputs has seen significant recent contributions. Between text and image-generative models, we narrowed our focus to text-based generative models, particularly to produce captions for images that align with human preferences. In this research, we explored a potential method to amplify the performance of the Deep Neural Network Model to generate captions that are preferred by humans. This was achieved by integrating Supervised Learning and Reinforcement Learning with Human Feedback (RLHF) using the Flickr8k dataset. Also, a novel loss function that is capable of optimizing the model based on human feedback is introduced. In this paper, we provide a concise sketch of our approach and results, hoping to contribute to the ongoing advances in the field of human-aligned generative AI models.
AQuaMuSe: Automatically Generating Datasets for Query-Based Multi-Document Summarization
Summarization is the task of compressing source document(s) into coherent and succinct passages. This is a valuable tool to present users with concise and accurate sketch of the top ranked documents related to their queries. Query-based multi-document summarization (qMDS) addresses this pervasive need, but the research is severely limited due to lack of training and evaluation datasets as existing single-document and multi-document summarization datasets are inadequate in form and scale. We propose a scalable approach called AQuaMuSe to automatically mine qMDS examples from question answering datasets and large document corpora. Our approach is unique in the sense that it can general a dual dataset -- for extractive and abstractive summaries both. We publicly release a specific instance of an AQuaMuSe dataset with 5,519 query-based summaries, each associated with an average of 6 input documents selected from an index of 355M documents from Common Crawl. Extensive evaluation of the dataset along with baseline summarization model experiments are provided.
Control3D: Towards Controllable Text-to-3D Generation
Recent remarkable advances in large-scale text-to-image diffusion models have inspired a significant breakthrough in text-to-3D generation, pursuing 3D content creation solely from a given text prompt. However, existing text-to-3D techniques lack a crucial ability in the creative process: interactively control and shape the synthetic 3D contents according to users' desired specifications (e.g., sketch). To alleviate this issue, we present the first attempt for text-to-3D generation conditioning on the additional hand-drawn sketch, namely Control3D, which enhances controllability for users. In particular, a 2D conditioned diffusion model (ControlNet) is remoulded to guide the learning of 3D scene parameterized as NeRF, encouraging each view of 3D scene aligned with the given text prompt and hand-drawn sketch. Moreover, we exploit a pre-trained differentiable photo-to-sketch model to directly estimate the sketch of the rendered image over synthetic 3D scene. Such estimated sketch along with each sampled view is further enforced to be geometrically consistent with the given sketch, pursuing better controllable text-to-3D generation. Through extensive experiments, we demonstrate that our proposal can generate accurate and faithful 3D scenes that align closely with the input text prompts and sketches.
PICE: A Semantic-Driven Progressive Inference System for LLM Serving in Cloud-Edge Networks
Large language models (LLMs), while driving a new wave of interactive AI applications across numerous domains, suffer from high inference costs and heavy cloud dependency. Motivated by the redundancy phenomenon in linguistics, we propose a progressive inference paradigm over cloud and edge, i.e., firstly generating the sketch of the answer by LLMs at cloud, and then conducting parallel extension to fill in details by small models (SLMs) at edge. Progressive inference offers potential benefits to improve throughput and reduce inference latency while facing key implementation challenges, including decreased response quality from SLMs, a tradeoff between the brevity and comprehensiveness of sketches, as well as increased latency caused by network transmission and edge inference. In this work, we propose and implement PICE, an LLM serving system with semantic-level cloud-edge collaboration, enhancing inference throughput and quality through dynamic inference task scheduling, ensemble learning, and parallel edge inference. Extensive testbed experiments illustrate that our approach achieves 1.5-2times throughput enhancement and up to 43% latency reduction, while also potentially enhancing the quality compared to SOTA systems.
Fast Similarity Sketching
We consider the Similarity Sketching problem: Given a universe [u] = {0,ldots, u-1} we want a random function S mapping subsets Asubseteq [u] into vectors S(A) of size t, such that the Jaccard similarity J(A,B) = |Acap B|/|Acup B| between sets A and B is preserved. More precisely, define X_i = [S(A)[i] = S(B)[i]] and X = sum_{iin [t]} X_i. We want E[X_i]=J(A,B), and we want X to be strongly concentrated around E[X] = t cdot J(A,B) (i.e. Chernoff-style bounds). This is a fundamental problem which has found numerous applications in data mining, large-scale classification, computer vision, similarity search, etc. via the classic MinHash algorithm. The vectors S(A) are also called sketches. Strong concentration is critical, for often we want to sketch many sets B_1,ldots,B_n so that we later, for a query set A, can find (one of) the most similar B_i. It is then critical that no B_i looks much more similar to A due to errors in the sketch. The seminal ttimesMinHash algorithm uses t random hash functions h_1,ldots, h_t, and stores left ( min_{ain A} h_1(A),ldots, min_{ain A} h_t(A) right ) as the sketch of A. The main drawback of MinHash is, however, its O(tcdot |A|) running time, and finding a sketch with similar properties and faster running time has been the subject of several papers. (continued...)
A Neural Representation of Sketch Drawings
We present sketch-rnn, a recurrent neural network (RNN) able to construct stroke-based drawings of common objects. The model is trained on thousands of crude human-drawn images representing hundreds of classes. We outline a framework for conditional and unconditional sketch generation, and describe new robust training methods for generating coherent sketch drawings in a vector format.
Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape Generation
Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.
Sketch Down the FLOPs: Towards Efficient Networks for Human Sketch
As sketch research has collectively matured over time, its adaptation for at-mass commercialisation emerges on the immediate horizon. Despite an already mature research endeavour for photos, there is no research on the efficient inference specifically designed for sketch data. In this paper, we first demonstrate existing state-of-the-art efficient light-weight models designed for photos do not work on sketches. We then propose two sketch-specific components which work in a plug-n-play manner on any photo efficient network to adapt them to work on sketch data. We specifically chose fine-grained sketch-based image retrieval (FG-SBIR) as a demonstrator as the most recognised sketch problem with immediate commercial value. Technically speaking, we first propose a cross-modal knowledge distillation network to transfer existing photo efficient networks to be compatible with sketch, which brings down number of FLOPs and model parameters by 97.96% percent and 84.89% respectively. We then exploit the abstract trait of sketch to introduce a RL-based canvas selector that dynamically adjusts to the abstraction level which further cuts down number of FLOPs by two thirds. The end result is an overall reduction of 99.37% of FLOPs (from 40.18G to 0.254G) when compared with a full network, while retaining the accuracy (33.03% vs 32.77%) -- finally making an efficient network for the sparse sketch data that exhibit even fewer FLOPs than the best photo counterpart.
Sketch2NeRF: Multi-view Sketch-guided Text-to-3D Generation
Recently, text-to-3D approaches have achieved high-fidelity 3D content generation using text description. However, the generated objects are stochastic and lack fine-grained control. Sketches provide a cheap approach to introduce such fine-grained control. Nevertheless, it is challenging to achieve flexible control from these sketches due to their abstraction and ambiguity. In this paper, we present a multi-view sketch-guided text-to-3D generation framework (namely, Sketch2NeRF) to add sketch control to 3D generation. Specifically, our method leverages pretrained 2D diffusion models (e.g., Stable Diffusion and ControlNet) to supervise the optimization of a 3D scene represented by a neural radiance field (NeRF). We propose a novel synchronized generation and reconstruction method to effectively optimize the NeRF. In the experiments, we collected two kinds of multi-view sketch datasets to evaluate the proposed method. We demonstrate that our method can synthesize 3D consistent contents with fine-grained sketch control while being high-fidelity to text prompts. Extensive results show that our method achieves state-of-the-art performance in terms of sketch similarity and text alignment.
Full Automation of Goal-driven LLM Dialog Threads with And-Or Recursors and Refiner Oracles
We automate deep step-by step reasoning in an LLM dialog thread by recursively exploring alternatives (OR-nodes) and expanding details (AND-nodes) up to a given depth. Starting from a single succinct task-specific initiator we steer the automated dialog thread to stay focussed on the task by synthesizing a prompt that summarizes the depth-first steps taken so far. Our algorithm is derived from a simple recursive descent implementation of a Horn Clause interpreter, except that we accommodate our logic engine to fit the natural language reasoning patterns LLMs have been trained on. Semantic similarity to ground-truth facts or oracle advice from another LLM instance is used to restrict the search space and validate the traces of justification steps returned as answers. At the end, the unique minimal model of a generated Horn Clause program collects the results of the reasoning process. As applications, we sketch implementations of consequence predictions, causal explanations, recommendation systems and topic-focussed exploration of scientific literature.
Adversarial Open Domain Adaptation for Sketch-to-Photo Synthesis
In this paper, we explore open-domain sketch-to-photo translation, which aims to synthesize a realistic photo from a freehand sketch with its class label, even if the sketches of that class are missing in the training data. It is challenging due to the lack of training supervision and the large geometric distortion between the freehand sketch and photo domains. To synthesize the absent freehand sketches from photos, we propose a framework that jointly learns sketch-to-photo and photo-to-sketch generation. However, the generator trained from fake sketches might lead to unsatisfying results when dealing with sketches of missing classes, due to the domain gap between synthesized sketches and real ones. To alleviate this issue, we further propose a simple yet effective open-domain sampling and optimization strategy to "fool" the generator into treating fake sketches as real ones. Our method takes advantage of the learned sketch-to-photo and photo-to-sketch mapping of in-domain data and generalizes it to the open-domain classes. We validate our method on the Scribble and SketchyCOCO datasets. Compared with the recent competing methods, our approach shows impressive results in synthesizing realistic color, texture, and maintaining the geometric composition for various categories of open-domain sketches. Our code is available at https://github.com/Mukosame/AODA
What Sketch Explainability Really Means for Downstream Tasks
In this paper, we explore the unique modality of sketch for explainability, emphasising the profound impact of human strokes compared to conventional pixel-oriented studies. Beyond explanations of network behavior, we discern the genuine implications of explainability across diverse downstream sketch-related tasks. We propose a lightweight and portable explainability solution -- a seamless plugin that integrates effortlessly with any pre-trained model, eliminating the need for re-training. Demonstrating its adaptability, we present four applications: highly studied retrieval and generation, and completely novel assisted drawing and sketch adversarial attacks. The centrepiece to our solution is a stroke-level attribution map that takes different forms when linked with downstream tasks. By addressing the inherent non-differentiability of rasterisation, we enable explanations at both coarse stroke level (SLA) and partial stroke level (P-SLA), each with its advantages for specific downstream tasks.
Facial-Sketch Synthesis: A New Challenge
This paper aims to conduct a comprehensive study on facial-sketch synthesis (FSS). However, due to the high costs of obtaining hand-drawn sketch datasets, there lacks a complete benchmark for assessing the development of FSS algorithms over the last decade. We first introduce a high-quality dataset for FSS, named FS2K, which consists of 2,104 image-sketch pairs spanning three types of sketch styles, image backgrounds, lighting conditions, skin colors, and facial attributes. FS2K differs from previous FSS datasets in difficulty, diversity, and scalability and should thus facilitate the progress of FSS research. Second, we present the largest-scale FSS investigation by reviewing 89 classical methods, including 25 handcrafted feature-based facial-sketch synthesis approaches, 29 general translation methods, and 35 image-to-sketch approaches. Besides, we elaborate comprehensive experiments on the existing 19 cutting-edge models. Third, we present a simple baseline for FSS, named FSGAN. With only two straightforward components, i.e., facial-aware masking and style-vector expansion, FSGAN surpasses the performance of all previous state-of-the-art models on the proposed FS2K dataset by a large margin. Finally, we conclude with lessons learned over the past years and point out several unsolved challenges. Our code is available at https://github.com/DengPingFan/FSGAN.
ColorizeDiffusion v2: Enhancing Reference-based Sketch Colorization Through Separating Utilities
Reference-based sketch colorization methods have garnered significant attention due to their potential applications in the animation production industry. However, most existing methods are trained with image triplets of sketch, reference, and ground truth that are semantically and spatially well-aligned, while real-world references and sketches often exhibit substantial misalignment. This mismatch in data distribution between training and inference leads to overfitting, consequently resulting in spatial artifacts and significant degradation in overall colorization quality, limiting potential applications of current methods for general purposes. To address this limitation, we conduct an in-depth analysis of the carrier, defined as the latent representation facilitating information transfer from reference to sketch. Based on this analysis, we propose a novel workflow that dynamically adapts the carrier to optimize distinct aspects of colorization. Specifically, for spatially misaligned artifacts, we introduce a split cross-attention mechanism with spatial masks, enabling region-specific reference injection within the diffusion process. To mitigate semantic neglect of sketches, we employ dedicated background and style encoders to transfer detailed reference information in the latent feature space, achieving enhanced spatial control and richer detail synthesis. Furthermore, we propose character-mask merging and background bleaching as preprocessing steps to improve foreground-background integration and background generation. Extensive qualitative and quantitative evaluations, including a user study, demonstrate the superior performance of our proposed method compared to existing approaches. An ablation study further validates the efficacy of each proposed component.
More Photos are All You Need: Semi-Supervised Learning for Fine-Grained Sketch Based Image Retrieval
A fundamental challenge faced by existing Fine-Grained Sketch-Based Image Retrieval (FG-SBIR) models is the data scarcity -- model performances are largely bottlenecked by the lack of sketch-photo pairs. Whilst the number of photos can be easily scaled, each corresponding sketch still needs to be individually produced. In this paper, we aim to mitigate such an upper-bound on sketch data, and study whether unlabelled photos alone (of which they are many) can be cultivated for performances gain. In particular, we introduce a novel semi-supervised framework for cross-modal retrieval that can additionally leverage large-scale unlabelled photos to account for data scarcity. At the centre of our semi-supervision design is a sequential photo-to-sketch generation model that aims to generate paired sketches for unlabelled photos. Importantly, we further introduce a discriminator guided mechanism to guide against unfaithful generation, together with a distillation loss based regularizer to provide tolerance against noisy training samples. Last but not least, we treat generation and retrieval as two conjugate problems, where a joint learning procedure is devised for each module to mutually benefit from each other. Extensive experiments show that our semi-supervised model yields significant performance boost over the state-of-the-art supervised alternatives, as well as existing methods that can exploit unlabelled photos for FG-SBIR.
MotionAura: Generating High-Quality and Motion Consistent Videos using Discrete Diffusion
The spatio-temporal complexity of video data presents significant challenges in tasks such as compression, generation, and inpainting. We present four key contributions to address the challenges of spatiotemporal video processing. First, we introduce the 3D Mobile Inverted Vector-Quantization Variational Autoencoder (3D-MBQ-VAE), which combines Variational Autoencoders (VAEs) with masked token modeling to enhance spatiotemporal video compression. The model achieves superior temporal consistency and state-of-the-art (SOTA) reconstruction quality by employing a novel training strategy with full frame masking. Second, we present MotionAura, a text-to-video generation framework that utilizes vector-quantized diffusion models to discretize the latent space and capture complex motion dynamics, producing temporally coherent videos aligned with text prompts. Third, we propose a spectral transformer-based denoising network that processes video data in the frequency domain using the Fourier Transform. This method effectively captures global context and long-range dependencies for high-quality video generation and denoising. Lastly, we introduce a downstream task of Sketch Guided Video Inpainting. This task leverages Low-Rank Adaptation (LoRA) for parameter-efficient fine-tuning. Our models achieve SOTA performance on a range of benchmarks. Our work offers robust frameworks for spatiotemporal modeling and user-driven video content manipulation. We will release the code, datasets, and models in open-source.
Learning Robust Global Representations by Penalizing Local Predictive Power
Despite their renowned predictive power on i.i.d. data, convolutional neural networks are known to rely more on high-frequency patterns that humans deem superficial than on low-frequency patterns that agree better with intuitions about what constitutes category membership. This paper proposes a method for training robust convolutional networks by penalizing the predictive power of the local representations learned by earlier layers. Intuitively, our networks are forced to discard predictive signals such as color and texture that can be gleaned from local receptive fields and to rely instead on the global structures of the image. Across a battery of synthetic and benchmark domain adaptation tasks, our method confers improved generalization out of the domain. Also, to evaluate cross-domain transfer, we introduce ImageNet-Sketch, a new dataset consisting of sketch-like images, that matches the ImageNet classification validation set in categories and scale.
